#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]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945310 on 2016/04/15 by Jon.Nabozny
Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
#JIRA UE-29368
Change 2945490 on 2016/04/15 by Jon.Nabozny
Remove extraneous changes introduced in CL-2945310.
Change 2946706 on 2016/04/18 by James.Golding
Checkin of slice test assets
Change 2947895 on 2016/04/19 by Benn.Gallagher
PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
#jira UE-29567
Change 2947944 on 2016/04/19 by Benn.Gallagher
Fixed a few extra needless bone container copies
Change 2948279 on 2016/04/19 by Marc.Audy
Add well defined Map and Set Property names
Change 2948280 on 2016/04/19 by Marc.Audy
Properly name parameters
Change 2948792 on 2016/04/19 by Marc.Audy
Remove unused ini class name settings
Change 2948917 on 2016/04/19 by Aaron.McLeran
UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2949567 on 2016/04/20 by James.Golding
- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function
Change 2950482 on 2016/04/20 by Aaron.McLeran
FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
Change 2951102 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951173 on 2016/04/21 by James.Golding
Fix cap geom generation when more than one polygon is generated
Fix CIS warning in KismetProceduralMeshLibrary.cpp
Change 2951334 on 2016/04/21 by Osman.Tsjardiwal
Add CapMaterial param to SliceProceduralMesh util
Change 2951528 on 2016/04/21 by Marc.Audy
Fix spelling errors in comments
Change 2952933 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
copy of CL# 2952930
Change 2953948 on 2016/04/24 by James.Golding
Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)
Change 2954558 on 2016/04/25 by Marc.Audy
Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
#jira UE-29038
Change 2954865 on 2016/04/25 by Aaron.McLeran
UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
Change 2955009 on 2016/04/25 by Zak.Middleton
#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.
Change 2955878 on 2016/04/26 by Benn.Gallagher
[Epic Friday] - Added spherical constraints to anim dynamics
Change 2956380 on 2016/04/26 by Lina.Halper
PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)
Change 2956383 on 2016/04/26 by Lina.Halper
Fixed to match coding standard
Change 2957866 on 2016/04/27 by Zak.Middleton
#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.
- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.
- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.
#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.
Change 2957953 on 2016/04/27 by Aaron.McLeran
UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
Change 2958011 on 2016/04/27 by Jon.Nabozny
CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
#JIRA UE-29525
Change 2958321 on 2016/04/27 by Lukasz.Furman
path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests
Change 2959506 on 2016/04/28 by Aaron.McLeran
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
Change 2959686 on 2016/04/28 by Marc.Audy
Correctly handle multiple viewpoints when significance is being sorted descending
Change 2959773 on 2016/04/28 by Marc.Audy
Fix shadowing warning
Change 2959785 on 2016/04/28 by Aaron.McLeran
UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
Change 2960852 on 2016/04/29 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738
Change 2960946 on 2016/04/29 by Marc.Audy
Fix post merge compile error
Change 2962501 on 2016/05/02 by Marc.Audy
Remove interim GetMutableAttach accessors and use the variables directly now that they are private
Change 2962535 on 2016/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478
Change 2962578 on 2016/05/02 by Marc.Audy
Switch ObjectGraphMove to using UserFlags instead of custom move data
Change 2962651 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2962662 on 2016/05/02 by Lukasz.Furman
deprecated old implementation of gameplay debugger
#jira UE-30011
Change 2962919 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2963475 on 2016/05/02 by Mieszko.Zielinski
Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4
#jira UE-30176
Change 2964098 on 2016/05/03 by Marc.Audy
Spelling fix
Change 2964099 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964156 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964272 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2964395 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable Fixes
Change 2964460 on 2016/05/03 by Marc.Audy
Reschedule coolingdown tick functions during pause frames.
#jira UE-30221
Change 2964666 on 2016/05/03 by Marc.Audy
Fix shipping compile error
[CL 2964775 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2949393 on 2016/04/20 by Graeme.Thornton
Orion non-pak file security.
- Removed security bypass code from platform pak file
- Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not
- Added an orion delegate which whitelists appropriate files
#rb robert.manuszewski
#tests win64 client + dedicated server. golden path.
Change 2949232 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: michael.noland
Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus)
#jira OR-18017
#rb marcus.wassmer
#tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points
#ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2949032 on 2016/04/19 by Zak.Middleton
#orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered.
This should have the following effects:
1. Reduce server CPU cost (we tick minions at the net frequency).
2. Reduce server bandwidth
3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received).
#rb Bart.Bressler, John.Pollard
#codereview Dmitry.Rekman
#tests MultiPIE AI lane, Replays
Change 2948966 on 2016/04/19 by Lina.Halper
Added log (check) of the asset info for Anim Per Track contains invalid format key
#rb: Michael.Noland
#code review: Martin.Wilson, Laurent.Delayen, Michael.Noland
#tests: editor/ cooked and test with AI_Tests with 10 bots.
Change 2948876 on 2016/04/19 by Michael.Noland
PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory)
#rb none
#codereview marcus.wassmer
#tests Ran Paragon on PS4
Change 2948765 on 2016/04/19 by Daniel.Lamb
Removed AssetImportData tag from cooked asset registry builds.
#rb Andrew.Grant
#test Cook orion
Change 2948691 on 2016/04/19 by Marcus.Wassmer
Fix copytoresolvetarget ensure
#rb none
#test pc agora
Change 2948633 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
[AUTOMERGE]
Fix copytoresolve crash and change validation to ensure.
#test PC editor / PC golden path
#rb none
--------
Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32.
#ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948507 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release
#rb none
#tests cooked client, checked game runs
#ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948431 on 2016/04/19 by Steve.Robb
CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.
#codereview robert.manuszewski,bob.tellez
#rb bob.tellez
#tests Ran editor
Change 2948408 on 2016/04/19 by Leslie.Nivison
Adding .tps
#rb none
#test none
Change 2948185 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: chris.bunner
Fix for HLOD visibility freeze.
#tests Golden Path, Editor
#rb rolando.caloca, michael.noland
#lockdown andrew.grant
#jira OR-19863
#ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948149 on 2016/04/19 by Simon.Tovey
Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do.
#rb none
#tests No more crash
#codereview Marcus.Wassmer
Change 2948129 on 2016/04/19 by Lukasz.Furman
fixed gameplay debugger getting stuck with outdated data pack on client,
changed names of AI related debug cvars
#rb none
#tests game, PIE
#codereview Mieszko.Zielinski
Change 2948027 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: graeme.thornton
Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup
#rb none
#tests checked game runs without crashing
#ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt
Fix compile error
#rb none, #tests none
Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt
Added more logging to track down
https://jira.ol.epicgames.net/browse/OR-19841
#rb none, #tests none
Change 2947412 on 2016/04/18 by Ryan.Gerleve
Fix shadowed variable.
#rb none
#tests none
Change 2947377 on 2016/04/18 by Jamie.Dale
Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes
#rb Matt.Kuhlenschmidt
#tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather.
Change 2947351 on 2016/04/18 by Ryan.Gerleve
Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay.
Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later.
#tests golden path, replays
#rb john.pollard
Change 2947103 on 2016/04/18 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 24.1 @ CL 2947071
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2947007 on 2016/04/18 by Zak.Middleton
#ue4 - Improve linear smoothing in the presence of low net frequency updates.
#rb Bart.Bressler
#tests MultiPIE AI with lanes
Change 2946994 on 2016/04/18 by Mieszko.Zielinski
Improvements to NavigationSystem's "abstract navigation data" support #UE4
#rb Lukasz.Furman
#test golden path
Change 2946760 on 2016/04/18 by Chris.Bunner
Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all.
#tests Editor
#rb None
Change 2946745 on 2016/04/18 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 24.1 @ CL 2946637
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2946645 on 2016/04/18 by Richard.Fawcett
When promoting a buidl to staged, prevent enumeration of files already in S3
Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones.
#rb Leigh.Swift
#tests This technique has already been used in launcher promotions for several months
Change 2946622 on 2016/04/18 by Richard.Fawcett
By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time.
This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check.
#rb Leigh.Swift
#tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified.
Change 2945812 on 2016/04/15 by Daniel.Lamb
Fixed error in diff cooked build commandlet.
#rb ben.marsh
#test Compile.
Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt
Fix crash exporting actors with non-scene components to fbx
#rb none, #tests full scene exporting on maps that crashed
#codereview alexis.matte
Change 2945078 on 2016/04/15 by Simon.Tovey
Fix for OR-19778
When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially.
So the component did not think it had to update it's LOD but the emitters were not at the correct LOD.
Have forced a LOD set on init when the component LOD is non-zero.
#rb none
#tests Works in editor and game.
#codereview Olaf.Piesche
Change 2944664 on 2016/04/14 by Uriel.Doyon
Fix to SM4 compilation issue
#jira OR-19706
#rb marcus.wassmer
#tests tested editor in SM4 and SM5
Change 2944642 on 2016/04/14 by Lukasz.Furman
changed waypoint switch conditions in meta nav paths
#rb none
#tests PIE
#codereview Mieszko.Zielinski
Change 2944599 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Added sha1 to UnrealPak list output
#rb none
#tests listed content of pakfile
#ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2944441 on 2016/04/14 by Marcus.Wassmer
Duplicate change to output shader compiler errors.
#rb none
#test run PC and see errors.
Change 2944437 on 2016/04/14 by John.Pollard
Possible fix for https://jira.ol.epicgames.net/browse/OR-19614
#rb JoshM
#codereview Josh.Markiewicz
#tests Golden path matchmaking
Change 2944430 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget
#rb david.ratti
#tests Tested in the editor
#ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2944198 on 2016/04/14 by David.Ratti
Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE.
Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there.
#rb dayY
#tests pie
Change 2944124 on 2016/04/14 by Wes.Hunt
Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need.
#codereview:leslie.nivison
#rb none
#tests ran UAT ListThirdPartySoftware <for Orion>
Change 2944107 on 2016/04/14 by Wes.Hunt
MeshUtilities now depends on new module nvTessLib to better track the third party dependency.
#codereview:daniel.wright
#rb none
#tests build OrionClient/Editor for Win64
Change 2944102 on 2016/04/14 by Wes.Hunt
Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches.
#tests ran the UBT command
#rb none
Change 2943851 on 2016/04/14 by Ryan.Gerleve
Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance.
#rb john.pollard
#tests golden path, replays, PIE
Change 2943847 on 2016/04/14 by Ryan.Gerleve
Fixes to support client replay recording & playback in another world:
When recording a replay, only swap actor roles if the remote role is ROLE_Authority
When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache
#rb john.pollard
#tests golden path, replays, PIE
Change 2943691 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_24 - Fix for OR-19609, OR-19610, and OR-19611
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2943508 on 2016/04/14 by Richard.Fawcett
Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads.
#jira OPPBUILD-44
#rb Leigh.Swift
#tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones
Change 2943274 on 2016/04/13 by jason.bestimt
#ORION_MAIN - Merge 24 @ CL 2943257
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2943178 on 2016/04/13 by Olaf.Piesche
Bumping size of the particle curve texture to 512x512
#rb martin.mittring
#tests PC Editor, Game
Change 2943174 on 2016/04/13 by Aaron.McLeran
OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match
- Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice.
- Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases.
#codereview Bob.Tellez
#rb Bob.Tellez
#tests ran orion with this change testing problematic sound cue
Change 2943042 on 2016/04/13 by Rob.Cannaday
Fix crash in HTTP completion delegates on shutdown
Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called
#rb josh.markiewicz
#tests shutting down multiple times
Change 2942913 on 2016/04/13 by Lukasz.Furman
added meta navmesh paths
#orion
#rb Mieszko.Zielinski
#tests PIE
Change 2942132 on 2016/04/13 by Wes.Hunt
Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment.
#codereview:leslie.nivison
#rb peter.sauerbrei
#tests running UBT with and without -listbuildfolders
Change 2941651 on 2016/04/12 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2941645
#RB:none
#Tests:none
Change 2941539 on 2016/04/12 by Laurent.Delayen
FABRIK: Normalize outgoing rotations.
Fixes Chains Q ability crashing.
#rb none
#tests Chains not crashing
Change 2941469 on 2016/04/12 by Wes.Hunt
Fix UBT -ListBuildFolders to not prep target for deployment.
#codereview:leslie.nivison
#rb none
#tests tested -ListBuildFolders for Android
Change 2941434 on 2016/04/12 by Leslie.Nivison
Adding/cleaning up .tps files
#rb none
#test none
Change 2941241 on 2016/04/12 by Daniel.Lamb
Removed shadername from the shader code to fix deterministic material cooking issue.
#jira UE-29320
#codereview Marcus.Wassmer
#rb Marcus.Wassmer
#test Running editor, cooking orion.
Change 2941046 on 2016/04/12 by Laurent.Delayen
Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset.
Fixes Twinblast double shot for the left primary attack.
#rb benn.gallagher
#codereview lina.halper, ray.arnett, aaron.eady
#tests twinblast's LMB
Change 2941032 on 2016/04/12 by Jason.Bestimt
#ORION_24 - Merge MAIN @ CL 2940950
#RB:none
#Tests:none
[CL 2952833 by Andrew Grant in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821445 on 2016/01/08 by Olaf.Piesche
More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing.
#rb martin.mittring
Change 2821520 on 2016/01/08 by Olaf.Piesche
Coloring subuv modules green for easier visual ID
#rb martin.mittring
Change 2823479 on 2016/01/11 by Chris.Bunner
Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General.
Change 2823570 on 2016/01/11 by Zabir.Hoque
Introduce multiplier that controls decal fade speed.
#CodeReview: Martin.Mittring
#1777
Change 2823615 on 2016/01/11 by Uriel.Doyon
Fixed stencil ref multithreading issue.
Fixed state caching when depth range is enabled.
#jira UE-24564
#review marcus.wassmer
Change 2823652 on 2016/01/11 by Zabir.Hoque
Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent.
#CodeReview: Martin.Mittring
Change 2824065 on 2016/01/11 by Brian.Karis
Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default.
Change 2825432 on 2016/01/12 by Zabir.Hoque
Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918
#CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring
Change 2825971 on 2016/01/12 by Brian.Karis
New motion blur enabled.
Change 2825974 on 2016/01/12 by Brian.Karis
Fixed refraction check value. 1 does nothing not 0.
Change 2825975 on 2016/01/12 by Brian.Karis
Cloth gets skylight for movable sky.
Change 2827519 on 2016/01/13 by Zabir.Hoque
ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES.
#CodeReview Martin.Mittring, Rolando.Caloca
Change 2830172 on 2016/01/15 by Rolando.Caloca
DR - Minor cleanup
- Renamed Vertex Factories' struct Data to struct FData
- Removed Data type on FVertexFactory
Change 2830242 on 2016/01/15 by Rolando.Caloca
DR - Prep cleanup for gpu morph targets
- Split common code for GPU skin cache into a base class
- Moved some local static arrays from UpdateMorphVertexBuffer() to static members
#codereview Lina.Halper
Change 2830455 on 2016/01/15 by Rolando.Caloca
DR - Compile fix from bad merge
#jira UE-25557
Change 2832023 on 2016/01/18 by Rolando.Caloca
DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta
#rb Marcus.Wassmer
#codereview Lina.Halper
Change 2832067 on 2016/01/18 by Gil.Gribb
UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed.
Change 2834379 on 2016/01/19 by Gil.Gribb
UE4 - fix perf regression related to cvar
Change 2834864 on 2016/01/19 by Olaf.Piesche
Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate
#codereview gil.gribb
Change 2835777 on 2016/01/20 by David.Hill
EyeAdaptation - using a screen center focus in the weights
#rb Martin Mitring
related to: UE-15509. This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4
Change 2835778 on 2016/01/20 by David.Hill
EyeAdapation - DefaultFeature for method
#rb Martin.Mitring
Adding a default feature cvar for eye adaptation method
Change 2837410 on 2016/01/20 by David.Hill
OR-13213 SetupPerObjectProjection()
#test:PC
#rb:Martin.Mitring
#codereview:Daniel.Wright
[CL 2845257 by Gil Gribb in Main branch]
UE-14641 - Fix PushMenu() to use QueryPopupMethod()
Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API
#codereview Nick.Atamas
[CL 2579277 by Chris Wood in Main branch]
The AppFramework module is intended to be used for compound widgets and UI related classes that are too specific (not basic enough) for Slate, but also not Editor specific (reusable in non-Editor applications and games). The test suite has been moved in its entirety for now, but core widget specific test classes will eventually be split off and moved back into Slate, so that they can live alongside of their corresponding widgets.
Other changes:
- moved to "include what you use" scheme for SColorPicker
- broke out color picker related widgets that may be reusable
- added forward declarations to reduce header include dependencies
#CodeReview: saul.abreu
[CL 2275496 by Max Preussner in Main branch]
Breaking changes include:
* Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
* Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
* Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
* Added ability to specify an FEditorModeTools when creating an FEditorViewport
Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.
This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept
Reviewed by Michael Noland, Matt Kuhlenschmidt
[CL 2109245 by Andrew Rodham in Main branch]
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski
[CL 2064306 by Mikolaj Sieluzycki in Main branch]