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46 Commits
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5275490168 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3233612 on 2016/12/13 by Ben.Marsh UGS: Fix cases where precompiled binaries are submitted for a content change. Change 3235584 on 2016/12/14 by Ben.Marsh UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead. Change 3235741 on 2016/12/14 by Ben.Marsh UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself. Change 3238176 on 2016/12/16 by Ben.Marsh UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs. Change 3238249 on 2016/12/16 by Ben.Marsh UBT: Add attribute-driven command line parser. Change 3238462 on 2016/12/16 by Ben.Marsh UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly. Change 3238564 on 2016/12/16 by Ben.Marsh UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor. Change 3239919 on 2016/12/19 by Ben.Marsh UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined. Change |
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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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888c42933d |
Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3178529)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3149443 on 2016/10/03 by Max.Preussner
MediaAssets: Better parameter names for MediaPlayer BP functions
Change 3149756 on 2016/10/03 by Max.Chen
Sequence Recorder: Set some settings to be clamped at 0 (sequence length, recording delay, audio gain, audio input buffer size, nearby actor recording proximity)
#jira UE-35233
Change 3149795 on 2016/10/03 by Max.Chen
Curve Editor: Set tangent to user when flattening or straightening tangents only when the tangent mode is auto and the interp mode is cubic.
#jira UE-36734
Change 3150378 on 2016/10/04 by Max.Preussner
PS4Media: Made video buffer sizes for file and HLS sources configurable (UE-36807)
#jira UE-36807
Change 3151414 on 2016/10/05 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
#jira UE-35285
Change 3152038 on 2016/10/05 by Max.Preussner
UdpMessaging: Code & documentation modernization pass
Change 3152471 on 2016/10/05 by Max.Chen
Cine Camera: Don't enable/disable actor ticking based soley on actor tracking since actor ticking is needed for other purposes. Instead, always enable actor ticking and only update actor tracking on tick if necessary. This fixes a
bug where the cine camera actor won't tick if you hook in event tick.
#jira UE-36625
Change 3152692 on 2016/10/05 by Max.Preussner
Messaging: API code & documentation modernization pass
Mostly removed shared pointer/ref typedefs as they prevent forward declarations and increase include complexity.
Change 3153824 on 2016/10/06 by Max.Preussner
Messaging: Renamed IConnectionBasedMessagingModule to ITcpMessagingModule and moved it into TcpMessaging
I recommend that we refactor this API. The dependency should be reversed, i.e. instead of AndroidDeviceDiscovery depending on the TcpMessaging plug-in module, the Engine should provide a central registry that device discovery
modules can notify, and that message transport plug-ins can register with and listen to OnConnectionAdded/Removed events etc. That way it supports an arbitrary number of transport plug-ins, and the Engine is not coupled to any of them. This
functionality is not necessarily related to messaging, and the Messaging API is transport agnostic anyway. I'll think about this some more.
Change 3153826 on 2016/10/06 by Max.Preussner
Messaging: Removed remaining typedefs in IMessageTracer to enable forward declaration and reduce include dependencies
Change 3153857 on 2016/10/06 by Max.Chen
Sequencer: Set snap time to dragged key on by default.
Change 3153980 on 2016/10/06 by Max.Preussner
SessionServices: Removed typedefs; code and documentation modernization pass
Change 3154313 on 2016/10/06 by Max.Chen
Sequencer: Set the paste keys time to the current time, rather than the mouse time.
Change 3154332 on 2016/10/06 by Max.Chen
Sequencer: Remove click to rename shot functionality in the shot thumbnail. Added rename shot to the shot context menu.
Change 3154377 on 2016/10/07 by Max.Chen
Sequencer: Add ability to step to beginning and ends of sections/shots using the hotkeys: , and .
Change 3154788 on 2016/10/07 by Max.Chen
Sequencer: Fix offsets that created when moving multiple sections. The offsets were being created because section bounds were being generated for all sections except for the current section. Instead, they should be computed for all
sections except for any that aren't being moved.
#jira UE-29152
Change 3159274 on 2016/10/11 by Max.Preussner
Core: Documentation fixes
Change 3159275 on 2016/10/11 by Max.Preussner
UdpMessaging: Added missing header
Change 3160746 on 2016/10/12 by Max.Preussner
MediaAssets: Added BP functions to query width, height, and aspect ratio of UMediaTexture instances
#jira UE-37241
Change 3160975 on 2016/10/12 by Max.Preussner
PS4Media: Better logging for SetRate failures
Change
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d3e1006533 |
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2926658
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman #codereview John.Abercrombie Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2910454 on 2016/03/15 by Zak.Middleton #ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps. #rb Jeff.Farris #jira UE-24327 UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html Change 2910548 on 2016/03/15 by Zak.Middleton #ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance. Change 2912311 on 2016/03/16 by Marc.Audy Properly handle overlaps in C++ in documentation code and UE4 to Unity doc #rb Martin.Wilson Change 2913086 on 2016/03/17 by Marc.Audy Adding ability to have 9 parameters to a dynamic delegate Change 2913101 on 2016/03/17 by Marc.Audy Fix some of the loctext error messages Change 2913102 on 2016/03/17 by Thomas.Sarkanen Console usability improvements Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden. To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key. This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables. Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for Allow cycling through console commands with the tab key Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region Show the currently selected autocomplete entry faded out behind the user's typed input Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line Left-justify command descriptions in the console autocompletion box Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate Make the console input, history and autocomplete colours user configurable Add console background transparency. Configurable, set to 15% by default Add missing closing quote to the console dump HTML template #github #2061: Console usability improvements from Mattiwatti Change 2913104 on 2016/03/17 by Thomas.Sarkanen Added indicator displayed on animation nodes when they use the 'fast path' Added checkbox that can be used to audit Blueprint fast-path usage. Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path. #doc Also added documentation tooltips and UDN doc files/images for the fast path systems. #jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access #rb Martin.Wilson Change 2913306 on 2016/03/17 by Marc.Audy Cleaning up GetResourceSize - Made many call Super::GetResourceSize - Removed trivial implementations - Fixed HierarchicalInstanceStaticMeshComponent double counting an array Change 2913535 on 2016/03/17 by Lukasz.Furman fixed broken behavior tree graph data after subnode undo #ue4 UE-28198 Change 2913608 on 2016/03/17 by Lukasz.Furman fixed behavior tree execution indices after undoing move in editor #ue4 UE-26705 Change 2913847 on 2016/03/17 by Lukasz.Furman added new automation test for UE-28309 #ue4 Change 2913849 on 2016/03/17 by Lukasz.Furman fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call #ue4 UE-28309 Change 2913895 on 2016/03/17 by Marc.Audy Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one Fixed up all C++ uses of these delegates #jira UE-23122 #rb Zak.Middleton Change 2914743 on 2016/03/18 by Thomas.Sarkanen Editing of primitive data in PhAT [CL 2926677 by Marc Audy in Main branch] |
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755f725131 |
Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2852902)
========================== MAJOR FEATURES + CHANGES ========================== Change 2835191 on 2016/01/19 by Nick.Whiting Invert the y-axis on the SteamVR controllers to match the convention of the engine and the rest of the gamepads #jira UE-22705 Change 2835686 on 2016/01/20 by Gareth.Martin Fixed landscape material instances not being updated if holes are painted on a landscape that doesn't have the landscape visibility mask node in the material and then the visibility mask node is added to the material later. #jira UE-18187 Change 2835767 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Added a cursor to TopDown template (C++ version) to match the BP version. Change 2835772 on 2016/01/20 by Richard.Hinckley #jira UE-25499 Adding the material asset for the C++ TopDown template's cursor. Change 2835811 on 2016/01/20 by Taizyd.Korambayil #jira UE-25699 Added Validity Checks in BP logic, unchecked CDO for Pixel Ship, to Fix Log Warnings #jira UE-25704 Adjusted Matinee to happen at Box Location #jira UE-25688 Adjusted Player Starts #jira UE-25693 Adjusted Player Starts Change 2835863 on 2016/01/20 by Gareth.Martin Fixed crash in the landscape ramp and mirror tools if the streaming level containing the landscape is hidden (or possibly if the landscape actor is deleted) #jira UE-24883 Change 2835889 on 2016/01/20 by Taizyd.Korambayil #jira UE-25698 Enabled V-sync, also fixed up player Respawn Issue Change 2835995 on 2016/01/20 by Jamie.Dale The output log now hard-wraps lines to prevent long lines causing performance issues #jira UE-24187 Change 2836052 on 2016/01/20 by Taizyd.Korambayil #jira UE-25675 Added Blocking Volume to prevent Player from Falling off map #jira UE-25676 Added Blocking Volumes so that the Player doesn't get stucl at awkward corners under the Bridge Change 2836137 on 2016/01/20 by Chad.Taylor Vehicle and VehicleAdv template content fixes for new VR camera #jira UE-25507 Change 2836166 on 2016/01/20 by Gareth.Martin Fixed hiding a streaming level containing a landscape causing the landscape editor to switch to the "New Landscape" tool instead of exiting #jira UE-25093 Change 2836174 on 2016/01/20 by Chad.Taylor IHeadMountedDisplay crash fix associated with accessing a dangling pointer. #jira UE-25272 Change 2836179 on 2016/01/20 by Jamie.Dale Optimized FShapedGlyphSequence reverse look-up There's now a reverse look-up map of cluster indices to their glyph data in order to avoid brute force looping #jira UE-24187 Change 2836286 on 2016/01/20 by Chris.Babcock Update Qualcomm TextureConverter for OSX #jira UE-22092 #ue4 #android Change 2836328 on 2016/01/20 by Nick.Darnell Fixing a problem with widget components crashing on destruction with the render commands to pre/post render for window render commands needing access to the policy, but it potentially being deleted. Inserting a NoOp command that keeps the shared ptr alive through the RHI render process. #jira UE-25752 Change 2836342 on 2016/01/20 by Nick.Darnell Depending on shutdown order, the Slate Renderer may go away, and then render data handles may not be collected correctly because they are trying to reference a pointer that's no longer valid and cause a crash on exit. The correct approach would be to have render handles actually have a pointer back to who owns them, in this case the RHI Resource Manager, which is still alive and well at this point in the pipeline. Then if the resource manager is collected, it forces all handles to get cleaned up correctly, or if the handles are collected first, they can be sure they've got a valid pointer back to the resource manager. #jira UE-25753 Change 2836358 on 2016/01/20 by Taizyd.Korambayil #jira UE-25710 Replaced Deprecated Nodes Change 2836510 on 2016/01/20 by Taizyd.Korambayil #jira UE-25718 Adjsuted BP to make pointer decal rotate in the direction of surface Change 2836564 on 2016/01/20 by Taizyd.Korambayil #jira UE-25716 Added bool to store last Moved Direction Change 2836697 on 2016/01/20 by Taizyd.Korambayil #jira UE-25740 Removed unused VR Nodes to remove Log errors on Mac Change 2836725 on 2016/01/20 by Peter.Sauerbrei workaround for thread race when trying to release the TargetDeviceService endpoint after an unclaim message is sent #jira UE-25123 Change 2836782 on 2016/01/20 by Jamie.Dale Added FTextLayout::AddLines This is similar to AddLine, however it allows you to add multiple lines in a single call, thus avoiding the re-justification cost associated with each call to AddLine. AddLine has also been changed to take the same structure type as AddLines (which takes an array of these structures), and the existing version of AddLine has been deprecated. #jira UE-24187 Change 2836801 on 2016/01/20 by Jeff.Campeau [CL 2857187 by Matthew Griffin in Main branch] |
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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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c0452957a1 |
Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch] |
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8220ceecaf |
SessionFrontend: Using full username to identify session owners
#CodeReview: peter.sauerbrei [CL 2696478 by Max Preussner in Main branch] |
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b5c451f170 |
MessagingDebugger: Exposed message fields to details panel
[CL 2689635 by Max Preussner in Main branch] |
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f5cc7b5b81 |
Additional temporary hack to hide remote devices.
Fix UE-18830. Comment typo fix. #codereview max.preussner [CL 2628664 by James Moran in Main branch] |
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b05eac8417 |
Disable HandleClaimDeniedMessage().
Allows the editor to always claim a device which is desirable on as number of platforms.
#codereview max.preussner, lee.clark
[CL
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ed7b70caed |
Messaging: Removed the WithMessaging type trait and message type pre-cache
#UpgradeNotes: The TStructOpsTypeTraits<>::WithMessaging type trait is no longer necessary for UStructs intended to be used as messages, because UObject creation and destruction is now thread-safe, and message types no longer need to be pre-cached. You can now use any existing and custom UStruct class in the Engine as messages. I ran the Editor for a couple hours with the profiler enabled and did not have any stability issues. If you experience any Messaging related crashes, please let me know asap, thanks! #CodeReview: robert.manuszewski, peter.sauerbrei, chris.gagnon, jason.bestimt, michael.trepka, nicholas.davies [CL 2499164 by Max Preussner in Main branch] |
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f23f29257b |
Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over. #codereview Robert.Manuszewski [CL 2481343 by Jaroslaw Palczynski in Main branch] |
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fa31560e2d |
Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski [CL 2481333 by Jaroslaw Palczynski in Main branch] |
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230a4e61d0 |
Double target adds are safe, but we must protect against two adds at the same time in every circumstance.
#codereview chris.gagnon, lee.clark [CL 2411503 by Marcus Wassmer in Main branch] |
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d2617368ce |
Lock isn't necessary here since double-add is safe now. Fixes a potential deadlock for platforms that have an internal critical section on device discovery.
[CL 2411453 by Marcus Wassmer in Main branch] |
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db2345528c |
Protect against race condition when adding targets
#codereview chris.gagnon [CL 2405142 by Marcus Wassmer in Main branch] |
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94d063fa1c |
Fix for intermitent add issue with async discovered devices.
#codereview marcus.wassmer [CL 2405085 by Chris Gagnon in Main branch] |
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0756ef15b9 |
Delegate comparisons deprecated, lots of other associated code deprecated, and lots of warning fixups:
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle. * New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle. * Timer calls which don't take FTimerHandles are deprecated. * FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function. * DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles. * Various other handle-based registration changes. * Some unity build fixes. * Some simplification of delegate code. * Fixes for lots of existing code to use handle-based registration and unregistration. #codereview robert.manuszewski [CL 2400883 by Steve Robb 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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fdfdf274ee |
Messaging: First pass on making headers compilable individually
[CL 2333827 by Max Preussner in Main branch] |
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d206670ffe |
TargetPlatform: Replaced namespaced enums with enum classes
[CL 2326174 by Max Preussner in Main branch] |
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762f10fc6b |
TargetDeviceServices: Code and documentation cleanup pass
[CL 2323221 by Max Preussner in Main branch] |
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04874fa782 |
DeviceManager: Fixed regression: Target devices cannot be released
#CodeReview: chris.gagnon, marcus.wassmer [CL 2322991 by Max Preussner in Main branch] |