Commit Graph

80 Commits

Author SHA1 Message Date
Ben Marsh
75fa4e9e6d Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden

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

Change 3345860 on 2017/03/14 by Daniel.Lamb

	Fixed crash when building DLC

	#test Cook paragon.

Change 3347324 on 2017/03/15 by Gil.Gribb

	UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.

Change 3347331 on 2017/03/15 by Robert.Manuszewski

	Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.

	#jira UE-42732

Change 3347371 on 2017/03/15 by Graeme.Thornton

	Fix for runtime asset cache not invalidating files with an outdated version number

Change 3349161 on 2017/03/16 by Steve.Robb

	Generated UFUNCTION FNames no longer exported.
	Misc refactors of code generation.

Change 3349167 on 2017/03/16 by Steve.Robb

	Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).

Change 3349274 on 2017/03/16 by Gil.Gribb

	UE4 - Fix loading a package that is already loaded.

Change 3349534 on 2017/03/16 by Ben.Marsh

	UBT: Check that the SN-DBS service is running before attempting to use it.

Change 3349612 on 2017/03/16 by Gil.Gribb

	UE4 - Increased estimate of summary size.

Change 3350021 on 2017/03/16 by Gil.Gribb

	UE4 - Fixed crash in signature checks when mounting pak files.

Change 3350052 on 2017/03/16 by Ben.Marsh

	Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.

Change 3350360 on 2017/03/16 by Ben.Marsh

	UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.

Change 3351670 on 2017/03/17 by Ben.Marsh

	UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.

Change 3352289 on 2017/03/17 by Ben.Marsh

	Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.

Change 3352390 on 2017/03/17 by Ben.Marsh

	Remove unused/out of date binaries for CrashReporter.

Change 3352392 on 2017/03/17 by Ben.Marsh

	Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.

Change 3352410 on 2017/03/17 by Ben.Marsh

	Remove P4ChangeReporter. I don't believe this is used any more.

Change 3352450 on 2017/03/17 by Ben.Marsh

	Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.

Change 3352455 on 2017/03/17 by Ben.Marsh

	Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.

Change 3352940 on 2017/03/17 by Wes.Hunt

	Update CRP to not send Slack queue size updates unless the waiting time is greater  than 1 minute.
	#codereview: jin.zhang

Change 3353658 on 2017/03/20 by Steve.Robb

	Fix for crash when importing a BP which has a populated TMap with an enum class key.

Change 3354056 on 2017/03/20 by Steve.Robb

	TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.

Change 3356111 on 2017/03/21 by Graeme.Thornton

	Fix for UE-34131
	 - Support double and fname stat types in UFE stat export to CSV

	#jira UE-34131

Change 3358584 on 2017/03/22 by Daniel.Lamb

	Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.

	#test Cook shootergame

Change 3360379 on 2017/03/23 by Gil.Gribb

	UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.

Change 3360623 on 2017/03/23 by Gil.Gribb

	UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.

Change 3360627 on 2017/03/23 by Gil.Gribb

	UE4 - Optimized UObject hash tables for speed and space.

Change 3361183 on 2017/03/23 by Gil.Gribb

	UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.

Change 3361906 on 2017/03/23 by Steve.Robb

	Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.

	#jira UE-43272

Change 3362839 on 2017/03/24 by Gil.Gribb

	UE4 - Fixed hash table lock optimization.

Change 3367348 on 2017/03/28 by Robert.Manuszewski

	Making sure streamed-in SoundWaves get added to GC clusters.

Change 3367386 on 2017/03/28 by Ben.Marsh

	EC: Pass the Semaphores property from a build type as a parameter to new build jobs.

Change 3367422 on 2017/03/28 by Ben.Marsh

	EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.

Change 3367469 on 2017/03/28 by Ben.Marsh

	EC: Prevent multiple incremental jobs running at once.

Change 3367640 on 2017/03/28 by Ben.Marsh

	Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.

Change 3367836 on 2017/03/28 by Uriel.Doyon

	Improved handled of references in the streaming manager

Change 3369354 on 2017/03/29 by Graeme.Thornton

	Added AES encrypt/decrypt functions that take a byte array for the key

Change 3369804 on 2017/03/29 by Ben.Marsh

	Remove incorrect "EngineVersion" settings from plugin descriptors.

Change 3370462 on 2017/03/29 by Ben.Marsh

	Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.

	#jira UE-43467

Change 3371598 on 2017/03/30 by Ben.Marsh

	UBT: Fix message for missing toolchain in VS2017.

Change 3372827 on 2017/03/30 by Ben.Marsh

	BuildGraph: Output an error at the end of each step if any previous build products have been modified.

Change 3372947 on 2017/03/30 by Ben.Marsh

	[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.

Change 3372958 on 2017/03/30 by Ben.Marsh

	[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.

Change 3372981 on 2017/03/30 by Ben.Marsh

	[Merge] Modular game fixes for UAT

	* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
	* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
	* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start

Change 3373024 on 2017/03/30 by Ben.Marsh

	[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.

Change 3373041 on 2017/03/30 by Ben.Marsh

	[Merge] Added UAT script to replace assets with another source
	Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files

Change 3373052 on 2017/03/30 by Ben.Marsh

	[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet

Change 3373092 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash attempting to load cooked static mesh in editor

Change 3373112 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels

Change 3373132 on 2017/03/30 by Ben.Marsh

	[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet

Change 3373138 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed code issue with playback of cooked SoundCues
	Skip over code using editor only data when editor data has been stripped

Change 3373143 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash when attempting to open multiple cooked assets

Change 3373156 on 2017/03/30 by Ben.Marsh

	[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)

Change 3373161 on 2017/03/30 by Ben.Marsh

	[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data

Change 3373168 on 2017/03/30 by Ben.Marsh

	[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).

Change 3373204 on 2017/03/30 by Ben.Marsh

	[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.

Change 3373209 on 2017/03/30 by Ben.Marsh

	[Merge] Fix missing material in mod editor for cooked assets.

Change 3373388 on 2017/03/30 by Ben.Marsh

	[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.

Change 3374200 on 2017/03/31 by Ben.Marsh

	[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.

Change 3374279 on 2017/03/31 by Ben.Marsh

	PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)

Change 3374331 on 2017/03/31 by Ben.Marsh

	UBT: Disable warning pragmas on Mono; not supported on current compiler.

	#jira UE-43451

Change 3375108 on 2017/03/31 by Ben.Marsh

	Removing another plugin EngineVersion property.

Change 3375126 on 2017/03/31 by Ben.Marsh

	Fix incorrect executable paths being generated for Windows.

Change 3375159 on 2017/03/31 by Graeme.Thornton

	Pak Index Encryption
	 - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
	 - Added "-encryptpakindex" option to UAT to force on index encryption
	 - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor

Change 3375197 on 2017/03/31 by Graeme.Thornton

	Enable pak index encryption in shootergame

Change 3375377 on 2017/03/31 by Ben.Marsh

	Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".

Change 3376418 on 2017/04/03 by Ben.Marsh

	BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.

Change 3376447 on 2017/04/03 by Ben.Marsh

	Build: Remove some unused stream settings

Change 3376469 on 2017/04/03 by Ben.Marsh

	Build: Add a customizable field for the script to use for custom builds in every branch.

Change 3376654 on 2017/04/03 by Ben.Marsh

	Add a fatal error message containing the module with an outstanding reference when trying to unload it.

	#jira UE-42423

Change 3376747 on 2017/04/03 by Gil.Gribb

	UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.

Change 3377173 on 2017/04/03 by Ben.Marsh

	Make sure callstacks are written to stdout following a crash on a background thread.

Change 3377183 on 2017/04/03 by Ben.Marsh

	Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).

Change 3377280 on 2017/04/03 by Ben.Marsh

	Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...

Change 3377311 on 2017/04/03 by Ben.Marsh

	Build: Set the 'Semaphores' parameter for any jobs started from a schedule.

Change 3377326 on 2017/04/03 by Ben.Marsh

	UGS: Show badges which match an entire subtree if the project field ends with "...".

Change 3377392 on 2017/04/03 by Ben.Marsh

	Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.

Change 3377895 on 2017/04/03 by Ben.Marsh

	EC: Send notification emails whenever UAT fails to compile.

Change 3377923 on 2017/04/03 by Ben.Marsh

	Build: Use a different semaphore for the common editors build target to the incremental compile build target.

Change 3378297 on 2017/04/04 by Graeme.Thornton

	Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT

Change 3378301 on 2017/04/04 by Ben.Marsh

	UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.

Change 3378460 on 2017/04/04 by Graeme.Thornton

	Remove dependency preloading system from sync and async loading paths

Change 3378535 on 2017/04/04 by Robert.Manuszewski

	Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324

	#jira UE-43544

Change 3378575 on 2017/04/04 by Robert.Manuszewski

	Making sure actor clusters are not created in non-cooked builds

	#jira UE-43617
	#jira UE-43614

Change 3378589 on 2017/04/04 by Robert.Manuszewski

	Disabling debug GC cluster logging

	#jira UE-43617

Change 3379118 on 2017/04/04 by Robert.Manuszewski

	Disabling actor clustering by default, keeping it on in Orion and Ocean

Change 3379815 on 2017/04/04 by Ben.Marsh

	Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.

Change 3380811 on 2017/04/05 by Gil.Gribb

	UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.

Change 3383313 on 2017/04/06 by Uriel.Doyon

	Integrated CL 3372436 3372765 3373272 from Dev-Rendering
	#JIRA UE-43669

Change 3383531 on 2017/04/06 by Ben.Marsh

	UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.

Change 3383786 on 2017/04/06 by Ben.Zeigler

	Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
	Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing

Change 3385089 on 2017/04/07 by Gil.Gribb

	UE4 - Critical. Fixed memory leak in pak precacher.

[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
Andrew Grant
d753cb7028 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916)
#lockdown Nick.Penwarden

Change 3358916 on 2017/03/22 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!tests #!rb na

Change 3357395 on 2017/03/21 by Daniel.Lamb

	Added some more custom stats to the cooker.
	Only cook the english cook culture when we are running local builds.
	#!rb Trivial
	#!test Iterative shared cooked builds paragon

Change 3357377 on 2017/03/21 by Daniel.Lamb

	Added support for packages which fail to load to the package dependency info module
	#!rb Trivial
	#!test Cook paragon

Change 3356838 on 2017/03/21 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!3rb #!tests na

Change 3355306 on 2017/03/20 by Daniel.Lamb

	Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info.
	Stopped cooker from collecting garbage while in the editor.
	Iterative cooks don't resolve string asset references for startup packages.
	#!rb Trivial
	#!test Shared precooked build paragon

Change 3354527 on 2017/03/20 by Wes.Hunt

	AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660
	#!fyi josh.markiewicz,david.nikdel
	#!rb josh.markiewicz
	#!tests ran client connected to Solo vs. AI server

Change 3353852 on 2017/03/20 by Benn.Gallagher

	Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
	#!jira OR-36843, UE-42975
	#!rb Martin.Wilson
	#!tests Editor PIE, -game hero gallery

Change 3353048 on 2017/03/18 by Jeff.Williams

	#!ORION_DG - Merge MAIN @CL 3353033

Change 3352845 on 2017/03/17 by Daniel.Lamb

	Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature.
	#!rb Daniel.Wright
	#!test Editor paragon

Change 3352544 on 2017/03/17 by Daniel.Lamb

	ADded support for ignoring ini settings incompatbilities when using shared cooked builds.
	#!rb Trivial
	#!test Shared cooked build paragon

Change 3352285 on 2017/03/17 by Daniel.Lamb

	Fix client side compilation error to do with render texture conversion function
	#!rb Trivial
	#!test Compile Paragon

Change 3352141 on 2017/03/17 by Daniel.Lamb

	Added support for blueprint function to convert a rendertexture to a texture.
	#!rb Daniel.Wright
	#!test Run in the editor

Change 3351612 on 2017/03/17 by Andrew.Grant

	Expand EngineDir and ProjectDir variables during AppLocal deployment
	#!tests Jamie verified packaging Orion via the editor works now
	#!rb Jamie.Dale

Change 3350470 on 2017/03/16 by Laurent.Delayen

	Fix for PS4 compile.

	#!rb none
	#!tests PS4 + non unity

Change 3350237 on 2017/03/16 by Andrew.Grant

	Pak-mounting fix from Dev-Core for OR-36896
	#!tests na
	#!rb GIl.Gribb

Change 3350079 on 2017/03/16 by Laurent.Delayen

	Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask.

	#!rb lina.halper
	#!tests Yin's BP

Change 3349694 on 2017/03/16 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Exposing copy/paste actions for properties embedded within IDetailGroup header rows

	#!rb Matt.Kuhlenschmidt
	#!tests Copy/paste on skin variant primary override rows

	#!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3349560 on 2017/03/16 by David.Ratti

	Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate).

	Added GameplayTagReferenceHelper to gameplay cue classes.

	#!rb none
	#!tests editor

Change 3349305 on 2017/03/16 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!tests compiled
	#!rb na

Change 3349189 on 2017/03/16 by Benn.Gallagher

	Fixed clothing not running in PS4 packaged builds
	#!rb Martin.Wilson
	#!jira OR-36680
	#!tests PS4 cooked OrionEntry with Shinbi

Change 3348659 on 2017/03/15 by Daniel.Lamb

	Fix compilation errors.
	#!rb None

Change 3348646 on 2017/03/15 by Andrew.Grant

	Unshelved from pending changelist '3347778':

	<description: restricted, no permission to view>

Change 3348636 on 2017/03/15 by Daniel.Lamb

	Fixed issue with rebuildlighting commandlet not checking out separate lighting files.
	#!rb None
	#!test ResavePackages commandlet

Change 3348559 on 2017/03/15 by Daniel.Lamb

	Fixed up some iterative ini settings blacklist configs.
	#!rb Trivial
	#!test Iterative Cook paragon

Change 3348379 on 2017/03/15 by Laurent.Delayen

	Added simple Async Node 'Play Montage' to use outside of gameplay abilities.

	#!rb none
	#!tests none

Change 3348035 on 2017/03/15 by Ben.Salem

	Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon.
	#!rb none
	#!tests ran oh so very many tests with the changes.

Change 3345982 on 2017/03/14 by Zak.Middleton

	#!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second.

	#!jira OR-36422
	#!tests multi-PIE dedicated server, various framerates, net lag, etc.
	#!rb Laurent.Delayen
	#!codereview Laurent.Delayen

Change 3345134 on 2017/03/14 by Jordan.Walker

	mono work

Change 3344857 on 2017/03/14 by Martin.Wilson

	Missing includes for transactor header

	#!rb none

Change 3341860 on 2017/03/10 by Chris.Bunner

	Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes.
	#!rb None
	#!tests Editor, Known trouble materials with interpolator nodes, With/without material functions

Change 3341759 on 2017/03/10 by Daniel.Lamb

	Fixed up NetworkCompatible version so that it works with UGS.
	#!rb Trivial
	#!test Cook ps4 paragon.

Change 3341616 on 2017/03/10 by Josh.Markiewicz

	#!UE4 - added define for OGS feature
	#!rb none
	#!codereview sam.zamani
	#!tests compiles

Change 3341612 on 2017/03/10 by Josh.Markiewicz

	#!UE4 - removed old define
	#!tests compiles

Change 3340180 on 2017/03/09 by Daniel.Lamb

	Integrate fix for sync loading from main to Dev General.
	#!rb Ben.Zeigler

Change 3339904 on 2017/03/09 by Chris.Bunner

	Fixed material translation error when custom interpolator node hooked to multiple function outputs.
	#!rb None
	#!tests Editor

Change 3339280 on 2017/03/09 by Josh.Markiewicz

	#!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem
	- added 2 functions to online engine interface
	#!codereview sam.zamani, ben.marsh

Change 3338654 on 2017/03/08 by Daniel.Lamb

	Fixed up some issues with iterative ini settings.
	Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines.
	#!rb None
	#!test Cook paragon iteratively

Change 3336989 on 2017/03/08 by Ben.Marsh

	Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.

	#!rb none

Change 3336135 on 2017/03/07 by Michael.Trepka

	Hide GameLayerManager's title bar on exiting PIE

	#!rb Dan.Hertzka
	#!tests Tested in the editor on Windows

Change 3335324 on 2017/03/07 by Aaron.Eady

	Chat;

	Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset.
	Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu.
	Added horizontal boxes to the gameplay settings menu because we are running out of space.
	Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical.

	#!rb Matt.Schembari
	#!tests MCP, PIE
	#!lockdown Nicholas.Davies
	#!RN

Change 3333541 on 2017/03/06 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3333512

	#!RB:none
	#!Tests:none

	#!codeReview: cameron.winston

Change 3332578 on 2017/03/04 by Andrew.Grant

	Temp Disabled wrong-looking warning
	#!tests #!rb na
	#!ROBOMERGE: Main

Change 3332555 on 2017/03/04 by Andrew.Grant

	Proper fix for Tencent DLL issue
	#!tests #!rb na
	#!ROBOMERGE: Main

Change 3332552 on 2017/03/04 by Andrew.Grant

	Fix for Tencent DLL issue while staging
	#!tests none
	#!rb none
	#!ROBOMERGE: Main

Change 3332216 on 2017/03/03 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3332168

	#!RB:none
	#!Tests:none

Change 3332060 on 2017/03/03 by Daniel.Lamb

	Fixed issue with AsyncLoading code eventually flushing async loading while in async loading...
	This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses.

	#!rb Gil.Gribb.
	#!test Editor and -game

Change 3331680 on 2017/03/03 by Jason.Bestimt

	#!ORION_MAIN - Merge MAIN @ CL 3331636

	#!RB:none
	#!Tests:none

	#!codeReview: andrew.grant

Change 3331412 on 2017/03/03 by James.Hopkin

	#!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets

	Source change committed in CL#!3331380

	#!jira OR-36274

	#!fyi Paul.Moore

Change 3331375 on 2017/03/03 by Sam.Zamani

	fix dll path for tenproxy

	#!rb none
	#!tests none

Change 3330953 on 2017/03/02 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3330924

	[STOMPED ChestOpeningScreen.uasset]

	#!RB:none
	#!Tests:none

	#!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant

Change 3330646 on 2017/03/02 by Andrew.Grant

	Warning and non-unity fix
	#!tests compiled
	#!rb none

Change 3330388 on 2017/03/02 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!tests #!rb na

Change 3329982 on 2017/03/02 by Sam.Zamani

	fixed updated module rules

	#!rb none
	#!tests regen projects

Change 3329964 on 2017/03/02 by Sam.Zamani

	Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General)

	3245325 Adding new OSS for Tencent online platform

	3245448 tencent third party SDK
	TCLS proxy functionality

	#!rb none

	3245474 missing include

	#!rb none

	3249585 TCLS tenproxy.dll in thirdparty bin folder

	#!rb none

	3249726 Load TenProxy.dll for TCLS integration
	New OSS Tencent

	#!rb none

	3255571 tencent configs

	#!rb none

	3255826 Tencent TCLS paragon launcher

	#!rb none

	3256168 TCLS launch batch update cmd line options

	#!rb none

	3256170 Added "TencentLive,TencentDev" MCP config entries

	#!rb none

	3256504 xmpp config update

	#!rb none

	3273168 skip login steps for tencent
	config update

	#!rb none

	3279427 #!xmpp

	add option to use plain text auth

	3279428 disable ssl and use plain text auth for XMPP connection
	temporary until we have a valid cert setup on Tigase deployment

	3281566 enabled OSS tencent

	this will also be the toggle for detecting when to enable tencent functionality at runtime

	3283103 differentiate between tencent dev/live environments
	disable QoS region selection for tencentdev

	3283106 lower http verbosity

	3283734 config updates

	3285066 disable replays and mtx for tencent build

	3291005 #!online,mcp
	service config bEnabled flag to toggle individual services as needed

	3291006 explicitly mark unneeded Mcp services as disabled

	3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false

	3291492 disable recording of replays for tencent mode

	3292750 disable replay tab based on bEnableReplays=false

	3292753 new orion runtime option bDisallowCoinPurchases
	if true, prevents coins from being available for purchase

	3292755 diable mtx coin offers if bDisallowCoinPurchases=true

	3292759 missing header

	3293246 disable query for available friend codes if bEnableFriendCodes=false

	3293250 temp usage of NULL analytics provider

	3298025 Adding optional RegionTencent plugin for overriding config files

	3298027 ability to override config cache values via plugin config files

	3311016 default to TencentDev backend when running in tencent mode

	3311017 CMS tencent config

	3311022 Rename RegionTencent to RegionCN

	3312470 disable links for tencent build

	3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent

	3314861 tenproxy 2.0.2.7 update

	3314878 default RegionCN plugin to disabled
	this will only be enabled once the RegionCN.pak is loaded

	3314879 TCLS launcher pointing at UE4Editor.exe for development

	3315257 missing file

	3323573 remove TCLS launcher

	3326006 Tencent TLOG SDK

	3326277 wrapper singleton class for tenproxy connection

	3329180 Tencent support for login flow

	3329181 WIP tenproxy connection usage in identity

	3329624 wip tcls proxy

	#!rb none
	#!tests none

Change 3329651 on 2017/03/02 by Andrew.Grant

	Merging from //UE4/Main @ 3322856 through Orion-Staging
	#!tests QA
	#!rb na

Change 3329411 on 2017/03/02 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue)
	- This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!)

	#!lockdown Jason.Bestimt
	#!rb none
	#!tests Undo on an item definition asset

	#!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3328858 on 2017/03/01 by Lina.Halper

	Fixed crash on importing animation that was edited before

	#!rb: none
	#!tests: reimport

Change 3328459 on 2017/03/01 by Daniel.Lamb

	When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists.
	#!codereview Gil.Gribb
	#!test None
	#!rb Trivial

Change 3328182 on 2017/03/01 by Daniel.Lamb

	Unshelved from pending changelist '3318009':

	Adding support for shared cooked builds to be downloaded from the network.
	Included CookedAssetRegistry in the p:\ published builds.
	#!rb Ben.Marsh

Change 3327856 on 2017/03/01 by Frank.Gigliotti

	Added velocity overrides to FRK4SpringInterpolator;

	#!RB None
	#!codeReview Laurent.Delayen
	#!Tests PIE

Change 3327096 on 2017/03/01 by David.Ratti

	Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData.

	#!rb none
	#!tests editor

Change 3326177 on 2017/02/28 by Daniel.Lamb

	Added some more debugging information to help track down live issue.
	#!rb Chris.Bunner
	#!test Ran editor.

Change 3324951 on 2017/02/28 by David.Ratti

	UDataTable: added AddRow/RemoveRow native functions.
	#!rb JB
	#!tests na

Change 3323852 on 2017/02/27 by David.Ratti

	Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option

	#!codereview Ben.Zeigler
	#!rb #!tests na

Change 3323706 on 2017/02/27 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3323694

	#!RB:none
	#!Tests:none

Change 3321945 on 2017/02/24 by Jon.Lietz

	OR-36258

	- fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application.

	#!RB David.Ratti
	#!tests golden path
	#!codeReview: Billy.Bramer, Fred.Kimberley
	#!RNX

Change 3321876 on 2017/02/24 by Daniel.Lamb

	Fixed erroronEngineContentUse flag not being set properly.
	#!rb Trivial
	#!test Cook Paragon.

Change 3321591 on 2017/02/24 by Jason.Bestimt

	#!ORION_DG - MAIN @ CL 3321563

	#!RB:none
	#!Tests:none

Change 3321260 on 2017/02/24 by Andrew.Grant

	Fixed issue that was causing missing string references to not show their referencer
	#!rb none

Change 3321040 on 2017/02/24 by Robert.Manuszewski

	Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes.

	#!rb none
	#!tests Cooked Win64 server and client, played cooked Win64 build

Change 3319413 on 2017/02/23 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3319394

	#!RB:none
	#!Tests:none

Change 3317905 on 2017/02/22 by Daniel.Lamb

	Integrate CL 3238291 from Odin

	Add Plugin content to the asset registry
	Change the location of AssetRegistry.bin when cooking a plugin as DLC
	Include AssetRegistry.bin in the cooked plugin staging process
	Add function to PluginManager to keep list of any plugins that loaded a pak file
	Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created
	#!rb Ben.Marsh
	#!codereview Chance.Ivey, Daniel.Lamb

Change 3317648 on 2017/02/22 by Cody.Haskell

	Instead of popping an external web browser, we use the SWebBrowser widget on GFN.

	#!rb DanH
	#!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari
	#!tests PIE

Change 3317289 on 2017/02/22 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3317254

	#!RB:none
	#!Tests:none

Change 3317186 on 2017/02/22 by Mieszko.Zielinski

	Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4

	#!test golden path
	#!rb Lukasz.Furman
	#!codereview Daniel.Broder, John.Abercrombie

Change 3317005 on 2017/02/22 by Daniel.Lamb

	Submitted wrong version of my file.
	#!rb Trivial
	#!test Compile

Change 3316958 on 2017/02/22 by Daniel.Lamb

	Added support in buildcookrun for shared cooked builds.
	#!rb Trivial
	#!test BuildCookRun iterative script

Change 3316942 on 2017/02/22 by Daniel.Lamb

	DLC cooking optimization.
	Optimization to determining package dependency tree, now is async.
	Fixes for iterate shared cooked build.  Added fallback when using shared cooked build to local build if local build is newer.
	Added DLC cooking warning if you are overriding output directories.
	Removed previous release packages names from DLC asset registry.
	Only generate manifest for additional assets instead of all assets.
	Minor optimization to worst case resolving of string asset references.  Only resolve those that haven't been resolved before (only happens when GC thrashing happens).
	#!rb Andrew.Grant
	#!test Cook paragon

[CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
Ben Marsh
111ec7adc5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden

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

Change 3284872 on 2017/02/03 by Graeme.Thornton

	Seperate pak cache granularity from pak signing chunk size

Change 3285765 on 2017/02/03 by Graeme.Thornton

	Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread

	#jira UE-41478

Change 3286913 on 2017/02/04 by Ben.Marsh

	IncludeTool: Merging fixes.

	* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
	* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.

Change 3287100 on 2017/02/05 by Ben.Marsh

	UBT: Move platform settings into platform-specific TargetRules objects.

Change 3287106 on 2017/02/05 by Ben.Marsh

	Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.

Change 3287398 on 2017/02/06 by Steve.Robb

	Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.

Change 3287399 on 2017/02/06 by Steve.Robb

	Log verbosities made more readable in the debugger.

Change 3287410 on 2017/02/06 by Steve.Robb

	Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.

	#fyi marc.audy

Change 3288020 on 2017/02/06 by Ben.Marsh

	Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.

Change 3291817 on 2017/02/08 by Steve.Robb

	New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.

Change 3292090 on 2017/02/08 by Graeme.Thornton

	Crash fix - don't update font engine services if it was never created

	#jira UE-33953

Change 3292993 on 2017/02/08 by Ben.Marsh

	Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)

Change 3293231 on 2017/02/08 by Ben.Marsh

	BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.

Change 3294213 on 2017/02/09 by Ben.Marsh

	EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.

Change 3294753 on 2017/02/09 by Ben.Zeigler

	#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated

Change 3296070 on 2017/02/09 by Ben.Zeigler

	Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.

Change 3296420 on 2017/02/10 by Graeme.Thornton

	Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
	Refactored encryption and signing key access in unrealpak to make it easier to use

Change 3296609 on 2017/02/10 by Ben.Marsh

	BuildGraph: Fix error running the <Copy> task with an empty "From" argument.

	* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
	* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.

Change 3297440 on 2017/02/10 by Ben.Marsh

	UBT: Move the FileFilter class into UnrealBuildTool.

Change 3297725 on 2017/02/10 by Ben.Zeigler

	#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
	Clean up a lot of confusingly named and broken functions on UEnum:
	#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
	#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
	Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
	Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
	While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
	Delete some now redundant enum editor code and pipe everything through UEnum

Change 3297979 on 2017/02/10 by Ben.Zeigler

	Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior

Change 3298299 on 2017/02/10 by Steve.Robb

	TTuple improvements:
	- equality comparable
	- serializable
	- in the correct folder

	2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
	TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.

	#fyi robert.manuszewski,ben.marsh

Change 3298460 on 2017/02/11 by Ben.Marsh

	UGS: Set the correct result from running custom tasks.

Change 3298462 on 2017/02/11 by Ben.Marsh

	UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.

Change 3299447 on 2017/02/13 by Graeme.Thornton

	Fix AES and pak signing key embedding for content only projects
	 - Force temp target when any keys are specified by project config

Change 3299649 on 2017/02/13 by Steve.Robb

	PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
	Other obsolete compiler switches removed.

Change 3299787 on 2017/02/13 by Steve.Robb

	IsAbstract() for testing if a reflected native type contains pure virtual functions.  Needed for BP nativization.

	#fyi robert.manuszewski

Change 3300576 on 2017/02/13 by Ben.Marsh

	EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.

Change 3300600 on 2017/02/13 by Ben.Marsh

	EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.

Change 3300624 on 2017/02/13 by Ben.Marsh

	Switch incremental builds for all streams to start up on the incremental agent.

Change 3302134 on 2017/02/14 by Steve.Robb

	UnrealCodeAnalyzer removed.

	#fyi ben.marsh,robert.manuszewski

Change 3302639 on 2017/02/14 by Ben.Zeigler

	Fix crash cooking odin with default command line
	#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified

Change 3303002 on 2017/02/14 by Ben.Zeigler

	#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
	#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
	Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
	Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
	Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
	Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
	Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate

Change 3303084 on 2017/02/14 by Ben.Zeigler

	Attempt to get Nativization and EDL working without warnings

	Change 3305153 on 2017/02/15 by Ben.Zeigler

	Fix Fortnite and Orion cook, I don't understand why this passed my local testing
	Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning

Change 3305959 on 2017/02/16 by Gil.Gribb

	UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.

Change 3306159 on 2017/02/16 by Ben.Marsh

	Fix path to target binaries when building non-monolithic in a unique build environment.

Change 3306584 on 2017/02/16 by Steve.Robb

	UEnum internal functions renamed from Index to Value.
	GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.

	#fyi ben.zeigler

Change 3307836 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
	Fixes lighting in Infiltrator demo

Change 3307929 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Second half of matinee redirector fix

Change 3308840 on 2017/02/17 by Matthew.Griffin

	Reimplementing CL#3305808 from 4.15

		Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)

Change 3309115 on 2017/02/17 by Ben.Marsh

	Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on,  before many of the game settings have been initialized, so just return the directory containing the Core module instead.

Change 3309120 on 2017/02/17 by Ben.Marsh

	Fix support for creating modular builds which don't use the shared build environment.

Change 3309125 on 2017/02/17 by Ben.Marsh

	Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.

Change 3309128 on 2017/02/17 by Ben.Marsh

	Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.

Change 3309131 on 2017/02/17 by Ben.Marsh

	Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.

Change 3309140 on 2017/02/17 by Ben.Marsh

	UAT: Fix exception moving a file from one location to another if the target directory does not exist.

Change 3309212 on 2017/02/17 by Ben.Marsh

	Fixes/improvements for mod editor and code mods:

	* A separate top-level project is generated for each code mod in the Visual Studio solution.
	* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
	* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
	* Plugin browser now includes a separate category for mods.
	* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.

Change 3309231 on 2017/02/17 by Steve.Robb

	Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.

	#jira UE-42052

Change 3309248 on 2017/02/17 by Ben.Marsh

	Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.

Change 3309257 on 2017/02/17 by Ben.Marsh

	Prevent game binaries from being renamed for hot reload when working with installed projects.

Change 3309355 on 2017/02/17 by Steven.Hutton

	Changes to make the website compatible with the new database changes.

Change 3309371 on 2017/02/17 by Ben.Marsh

	Fix exception on shutdown when running asset registry with threads disabled.

	#jira UE-41951

Change 3309389 on 2017/02/17 by Ben.Zeigler

	#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node

Change 3309570 on 2017/02/17 by Gil.Gribb

	UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.

Change 3310039 on 2017/02/17 by Ben.Marsh

	BuildGraph: Prevent exception when trying to delete a file that does not exist.

Change 3311484 on 2017/02/20 by Chris.Wood

	CrashReportProcess crash add retry logic improvements (CRP v1.2.16)

Change 3311600 on 2017/02/20 by Matthew.Griffin

	Updated StripSymbols functions so that all platforms can deal with the source and target file being the same

Change 3311675 on 2017/02/20 by Steve.Robb

	FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.

Change 3311893 on 2017/02/20 by Ben.Marsh

	UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.

Change 3313966 on 2017/02/21 by Ben.Marsh

	Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.

Change 3314398 on 2017/02/21 by Ben.Zeigler

	#jira UE-42212 Fix shutdown of AnimGraph module to be safer

[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Bob Tellez
33c9ba59f2 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3284787)
#lockdown Nick.Penwarden
#rb none

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

Change 3284469 on 2017/02/02 by Saul.Abreu

	Fixed comment on Slate Brush for getting the resource object and what kind of object it may be.

Change 3284410 on 2017/02/02 by Ben.Zeigler

	Add FSlateBrush subclass constructors that take resource objects, to create static brushes at startup time that refer to already loaded UTextures

Change 3284381 on 2017/02/02 by Saul.Abreu

	#fortnite
	Added functionality to common button to actually use the single material brush setting and automatically create and expose access to a material instance dynamic.
	Also fixed some potential object lifetime issues in CommonButton.

Change 3282423 on 2017/02/01 by Ben.Zeigler

	Fix issue with synchronous load of objects not invalidating cached nulls for asset ptrs. This was always an issue but my recent change to assetptr SynchronousLoad made it manifest more often.
	In the future we may want to invalidate cached nulls on object creation to handle cases like save games

Change 3282265 on 2017/02/01 by Ian.Fox

	#UE4, #XMPP - Reduce verbosity of strophe receive-stanza log

Change 3282159 on 2017/02/01 by Ben.Zeigler

	Fix issue where async loading null string reference would deadlock

Change 3282054 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-28234 Fix sceImeDialogTerm() warning

	We were calling sceImeDialogTerm() in cases where the dialog wasn't active.  The only state it's legitimate to call sceImeDialogTerm() in is SCE_IME_DIALOG_STATUS_FINISHED.

Change 3282051 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-30021 Respect bVirtualKeyboardSendsTextChanged on PS4

Change 3281799 on 2017/02/01 by Nick.Cooper

	#Fortnite - Removed code on PS4 that was adding a EMouseButtons::Left press when the right shoulder button was pressed

	#jira FORT-35821

Change 3281771 on 2017/02/01 by Lukasz.Furman

	fixed end of path conditions breaking movement when path starts with a navlink and turn back below
	#jira FORT-36375

Change 3280579 on 2017/01/31 by Ben.Zeigler

	Remove ForEachProperty and switch AssetManager to use TPropertyValueIterator instead. Code review changes to TPropertyValueIterator.
	Add InitializeAssetBundlesFromMetadata to AssetManager which parses AssetBundles metadata at load/save time and uses that to assign asset references to specific bundles.
	Add RecursivelyExpandBundleData to allow recursively acquiring bundle dependencies.
	Add AssetBundles to the PropertyMetadata list. Sorted list and fixed some comment typos.
	Change it so the DataAsset factory won't show blueprintable native classes as valid, the editor doesn't like it when you have both blueprinted and non-blueprinted assets of the same base class.
	Change AssetPtr.LoadSynchronous to be const and to behave the same as Get(). This was a licensee complaint and the old behavior to null out the reference because of a transient load error can cause data loss.

Change 3280176 on 2017/01/31 by Lukasz.Furman

	fixed missing navmesh update on replacing existing floor/roof
	#jira FORT-36369

Change 3279761 on 2017/01/31 by Saul.Abreu

	#fortnite
	Added ability to keep common buttons interactable even when they're selected, so they can still be clicked. Old default behavior is preserved.

Change 3279678 on 2017/01/31 by Saul.Abreu

	#fortnite
	Moved GetCurrentInputType from UCommonActionWidget to UCommonUIContext for reuse.

Change 3278593 on 2017/01/30 by Ben.Zeigler

	Delay initialization of asset registry tag filter list until it is needed, to make sure it catches modules that were loaded after the asset registry module. Fixes issues with tags not inherting to child classes

Change 3278592 on 2017/01/30 by Ben.Zeigler

	Add TPropertyValueIterator to replace ForEachProperty. This is a recursive iterator instead of a predicate search, and also allows extracting the property chain, which I need for metadata parsing.
	AssetManager has an example of both uses, will delete ForEachProperty tomorrow.

Change 3277859 on 2017/01/30 by Lukasz.Furman

	fixed navigation path postprocessing not working with vertical navlinks near start point
	required by taker portal up move
	#jira FORT-36570

Change 3277580 on 2017/01/30 by Ben.Zeigler

	#jira FORT-36662 Return streamable manager to always use hard references, weak references do not work during AddReferencedObjects at all, because of the unreachable flag that is set during GC. This returns the behavior of forcing assets to be "Force Deleted" if they were loaded by asset manager.

Change 3276903 on 2017/01/29 by Bob.Tellez

	#BlueprintContext Updated copyright notice for 2017

Change 3276902 on 2017/01/29 by Bob.Tellez

	#CommonUI Updated some missed copyright notices for 2017

Change 3276731 on 2017/01/29 by Jeff.Campeau

	Forward modified warning messages

Change 3276642 on 2017/01/28 by Jeff.Campeau

	Change specific errors from packaging multiple configurations into a single package into warnings.

Change 3276228 on 2017/01/27 by Ben.Zeigler

	Fix crash/data loss when a Pin's DefaultObject points to an ObjectRedirector. FixObject will return redirectors so you need to correct for that

Change 3276073 on 2017/01/27 by Ben.Zeigler

	Add some utility functions to core asset manager and streamablemanager and fix various editor interactions.
	Add startup and cook interaction hooks to AssetManager directly and call them form Engine in addition to the game-specific hooks.
	Add concept of BulkScanning to AssetManager, use this when scanning many directories.
	Fix issues with string asset references being wrong for blueprint classes, this would be easier if the assetdata pointed to the class and not the possibly-missing blueprint.
	Change StreamableManager to keep referenced objects as weak pointers. These pointers are effectively soft in the editor, hard outside of the editor. By storing them as raw pointers it was difficult to guarantee their safety without causing issues with deleting assets.

Change 3276058 on 2017/01/27 by Ben.Zeigler

	Add UStruct::ForEachProperty, which recursively iterates properties of a struct and calls a lambda.
	Add some new BaseStructure accessors

Change 3275981 on 2017/01/27 by Alex.Thurman

	Move Item Management Screen input handling into child activatable panels.
	#JIRA FORT-35759
	#JIRA FORT-35758

Change 3275626 on 2017/01/27 by John.Pollard

	First pass at implementing net relevancy for replays

	* All connections are considered when determing if an actor is relevant
	* Enable by setting demo.UseNetRelevancy to 1
	* Override cull distance with demo.CullDistanceOverride

Change 3275221 on 2017/01/27 by John.Pollard

	FORT-36482 - Fix issue with using wrong serializer for re-mapping objects

Change 3274149 on 2017/01/26 by Alex.Thurman

	Expose the Common Widget Switcher as part of the common UI plugin library.
	#fort

Change 3274103 on 2017/01/26 by Michael.Trepka

	Fixed a crash on startup on Mac when using a shader cache populated during cooking and re-enabled cook time cache generation in Fortnite

Change 3273867 on 2017/01/26 by James.Hopkin

	Enabled Stomp for PS4

	#jira FORT-35517

Change 3273749 on 2017/01/26 by James.Hopkin

	Added libwebsocket libraries for PS4

	#jira FORT-35517

Change 3273105 on 2017/01/26 by James.Hopkin

	Moved libwebsockets.h into platform-specific folders (in preparation for PS4 building against slightly more recent version)

Change 3273020 on 2017/01/26 by Jeff.Campeau

	Stage manifest files from loose folder, not binary folder (appdata.bin is no longer created in the binary directory)

Change 3272825 on 2017/01/25 by Saad.Nader

	#fort
	Added function to set the auto activation on or off on a common widget switcher.
	Updated CommonTabListWidget to temporarily turn off activation when setting a linked switcher.
	Added some missing delegate cleanup code.

Change 3272598 on 2017/01/25 by Justin.Augspurger

	#fortnite
	Add activatable panel function that returns if an input handler is set.

Change 3272411 on 2017/01/25 by Michael.Trepka

	Increased g.TimeoutForBlockOnRenderFence on Mac to 5 minutes

Change 3271913 on 2017/01/25 by Lukasz.Furman

	fixed conditions of movement's destinaiton oveshot check to work with setup in FTest maps
	#jira FORT-36375

Change 3271723 on 2017/01/25 by Bob.Tellez

	#UE4 Disabled MfMedia on windows.

Change 3271223 on 2017/01/25 by Jeff.Campeau

	Allow packaging to fall back to the engine directory for the lastchunk file if it's not present in the staged version.

Change 3271066 on 2017/01/24 by Chris.Gagnon

	- Properly clean up the UIManager and Analog Cursor when game/pie exists.
	- FortAnalogCursor now sequesters the mouse during InputSuspension.
	- Change the callback order for activate and deactivate so the classes can chain activate.

Change 3271064 on 2017/01/24 by Chris.Gagnon

	- NavigateToWidget() added to SlateApplication
	- SlistView and it's descendants now have the ability to navigate to the widget scrolled into view

Change 3270778 on 2017/01/24 by Michael.Trepka

	Fixed and enabled cook time binary shader cache generation for Mac

Change 3270645 on 2017/01/24 by Jeff.Campeau

	- New manifest generation (backward compatible)
	- True support for multiconfig packages
	- Settings all based in target settings in editor
	- Localized package resources with support to reduce redundancies
	- Resource table generation and manifest generation combined
	- Further reduced unneeded deploy copies

	#jira FORT-36413

Change 3270191 on 2017/01/24 by Lukasz.Furman

	reverted file unrelated to DecoyDistance fix

Change 3270133 on 2017/01/24 by Lukasz.Furman

	fixed item scoring in DecoyDistance test
	#jira FORT-36034

Change 3269363 on 2017/01/24 by James.Hopkin

	#online #stomp Added error logging for loss of heartbeat

	#jira FORT-34763

Change 3268921 on 2017/01/23 by Saul.Abreu

	#fortnite
	Renamed CommonWidgetGroup to emphasize that it is an abstract base class. Added ability to get the selected button out of CommonButtonGroup.

Change 3268913 on 2017/01/23 by Saul.Abreu

	#fortnite
	Recreated some minor changes to UEnumProperty so that TMap properties don't assert with enums as keys.

Change 3268436 on 2017/01/23 by Michael.Trepka

	Added rhi.Metal.AllowRHIThread to allow games to disable RHI thread on Mac to be able to use shader cache, which currently is incompatible with RHI thread. Disabled RHI thread on Mac in Fortnite.

	Also, temporarily disabled Metal validation layer in Fortnite until I have more information on the cost of various levels of validation.

Change 3266945 on 2017/01/20 by Bob.Tellez

	#UE4 Allowing more configurations to generate debug symbols

Change 3266814 on 2017/01/20 by Bob.Tellez

	#UE4 Moved MfMedia video track handling to the render thread, which removes the need for some buffer management in MediaTextureResource.cpp. Also, Mfmedia now emits the PlaybackEndReached event.

	#JIRA FORT-31753

Change 3266541 on 2017/01/20 by Lukasz.Furman

	moved navigation export of building actor's static mesh into owning actor data instead of using parent chain,
	attempt to fix husks passing through walls that lost navigation data at some point during game
	#jira FORT-35741

Change 3266269 on 2017/01/20 by Fred.Kimberley

	Change async loading of gameplay cues so that the gameplay cue manager maintains ownership of the assets and can control their lifetime.

Change 3266053 on 2017/01/20 by Michael.Trepka

	Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled.

Change 3265585 on 2017/01/20 by Bart.Hawthorne

	Enable Oodle in Fortnite

Change 3264678 on 2017/01/19 by Lukasz.Furman

	fixed crash on opening behavior trees with invalid decorator class (empty redirectors)
	#ue4

Change 3264473 on 2017/01/19 by Fred.Kimberley

	Tell the streamable manager to manage gameplay cue assets that are async loaded.

	#jira FORT-35171

Change 3262846 on 2017/01/18 by John.Pollard

	FORT-30352 - Fix by lowering network logging verbosity for benign condition

Change 3262535 on 2017/01/18 by Michael.Trepka

	Fix for FORT-35776

	Make sure to set reasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements

Change 3262386 on 2017/01/18 by John.Pollard

	Deprecate bPendingNetUpdate, NetUpdateTime and LastNetUpdateTime

Change 3262375 on 2017/01/18 by Ian.Fox

	#UE4, #XMPP - Handle Message stanza errors
	#JIRA OGS-505

Change 3262262 on 2017/01/18 by John.Pollard

	Turn on adaptive network updates by default

Change 3262215 on 2017/01/18 by Rob.Cannaday

	Fix for returned XMPP messages (to invalid recipient) triggering on message received delegates

Change 3262094 on 2017/01/18 by Jamie.Dale

	Cook on the fly builds now resolve string asset references

Change 3262091 on 2017/01/18 by Jamie.Dale

	Guarding against potentially invalid call to FString::Mid

Change 3262089 on 2017/01/18 by Jamie.Dale

	Fixing RedirectCollector issues with projects outside the UE4 directory

	It was storing relative paths, but MakeStandardFilename wouldn't make a relative path for anything outside of the UE4 directory. In addition to this, some code was testing filters using package style paths, so I converted all the code to use package style paths instead.

Change 3261201 on 2017/01/17 by Ben.Zeigler

	Perf improvements to PackageName that improve cooked load times by around a second. These string functions get called very often and Split is very slow, especially backwards searching or case insensitive.

Change 3261098 on 2017/01/17 by John.Pollard

	Fix for FORT-35711 - Edited buildings do not always replicate correctly

	We were removing the actor from the network object list too soon

Change 3260515 on 2017/01/17 by John.Abercrombie

	Fix MoveTo task ending with success when it's interrupted
	- Default the task to an invalid status rather than assuming we are successful

	#jira FORT-35497 - Defender can pick up a weapon from far away as they get knocked DBNO

Change 3260343 on 2017/01/17 by Lukasz.Furman

	fixed end of path conditions for crowd simulation when using string pulled path
	#jira FORT-35713

Change 3259419 on 2017/01/16 by John.Pollard

	Network actor list fixes:

	* Don't add add actor to network list if it will just immediately get removed
	* Remove destroyed actors from actor list on clients
	* Make sure actor Role is set to correct value before adding to network actor list

Change 3259104 on 2017/01/16 by Michael.Trepka

	Change the default for rhi.Metal.RuntimeDebugLevel  to 2, as 3 is too expensive for Development builds and disable METAL_DEBUG_OPTIONS in Test builds

Change 3259017 on 2017/01/16 by Saad.Nader

	#fort
	Added a missing remove delegate handler when widget is destructed.

Change 3258901 on 2017/01/16 by Saad.Nader

	#fort
	Added the ability to remove an input action from the list of actions we are listening for in an activatable panel.

Change 3258844 on 2017/01/16 by Ryan.Rauschkolb

	#fortnite
	Fixed issue where UUMGSequencePlayer:Tick would broadcast OnAnimationFinished before the final frame of the animation plays

Change 3258734 on 2017/01/16 by Michael.Trepka

	Fixed a crash on exit on Mac in FCocoaWindow's windowWillResize:

	#jira FORT-35720

Change 3258353 on 2017/01/16 by James.Hopkin

	#xmpp Fixed UserJid constructor to be constructed by value - same efficiency, less code and allows any combination of rvalues and lvalues.

Change 3257640 on 2017/01/13 by Saul.Abreu

	#fortnite
	#jira FORT-35387
	Item Quantity List widget, not yet complete.
	Minor tweak to widget factory (for pooling) to support player controllers as "outer"s.
	In progress refactor of list of resources given for a mulch operation, using the item quantity list widget.

Change 3257310 on 2017/01/13 by Bob.Tellez

	#UE4 Default stack size for windows is now configurable. There is a different number for windows editor targets than non-editor targets.

Change 3257094 on 2017/01/13 by John.Pollard

	Refactor network actor list management to be more efficient

	* Move dormancy list management to FNetworkObjectList
	* Optimize actor network dormancy by removing actors from the active list that are dormant on all connections
	* Removed NetUpdateTime on actor, and now use the NextUpdateTime on FNetworkObjectInfo (these values are more hot in the cache too)
	* We now early out of the consider logic faster when possible
	* Remove other misc unused network state/code and general cleanup

Change 3255891 on 2017/01/12 by Chris.Gagnon

	Added "Back" action to squads screens and armory landing.
	Added activation widget centering for squads screens.
	Added a couple Explicit navigations to get a better navigation experience.
	Added a bunch of Fkeys to the input binding table.
	Added PanelButton Widget.

Change 3254809 on 2017/01/11 by Bob.Tellez

	#UE4 Crash fix for shader views that get destroyed but still have pointers to them in the SRV cache.

Change 3254651 on 2017/01/11 by Bob.Tellez

	#UE4 Changed MfMedia track sync mode to Unbuffered since buffered causes a crash shortly after playing.

	#JIRA FORT-35566

Change 3254307 on 2017/01/11 by Lukasz.Furman

	fixed "Ftest start" command interfering with automation passes
	#jira FORT-35459

Change 3253625 on 2017/01/11 by Lukasz.Furman

	more accurate overshot detection for crowd simulation trying to reach last path corner
	#jira FORT-35502

Change 3252864 on 2017/01/10 by Lina.Halper

	fix for invalid anim curve issue when duplicating curves.

	#jira: FORT-35151

Change 3252427 on 2017/01/10 by Ben.Zeigler

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
	Copied from CL #3252418

Change 3252344 on 2017/01/10 by Lukasz.Furman

	added navmesh tile observation to hotspots
	now they will be able to reevaluate unreachable slots if nearby navmesh is updated (active only when more than half melee slots is unreachable)
	#jira FORT-35450

Change 3251644 on 2017/01/09 by Saul.Abreu

	#fortnite
	#jira FORT-35388
	Refactored common input so that the actions hold the per-platform key mappings. A config file holds the mapping of individual keys to their per-platform display data (icon-only for now). ALL ENTRIES IN THE INPUT ACTION DATA TABLE ARE NOW MISSING THEIR KEYS. RE-ADD THEM. I did test that it works.

Change 3251118 on 2017/01/09 by David.Hamm

	Corrected ability system logging messages that are turning up in bug reports.

Change 3250932 on 2017/01/09 by Bob.Tellez

	#UE4 Unshelved from DanielW. Fix for memory usage during map save for large maps

Change 3250093 on 2017/01/06 by Jeff.Campeau

	libstrophe UE4 modifications

Change 3249787 on 2017/01/06 by John.Pollard

	Add some replay/network stats

Change 3248808 on 2017/01/05 by Chris.Gagnon

	Fix for ensuring Main Tabs properly activates it's content.
	Includes a pretty hacky delay, will need to deal with that at somepoint.

Change 3248693 on 2017/01/05 by Chris.Gagnon

	NavigationEvent now gets populated with the modifier keys so that Shift  and Ctrl behaviors of the list work.

Change 3248647 on 2017/01/05 by Saul.Abreu

	Fixed shadowed variable warning in Create Event node.

Change 3248358 on 2017/01/05 by Saul.Abreu

	Added return type/outputs to the signature displayed in the CreateEvent node. Also added tooltip describing the syntax for display since it's non-standard.

Change 3247937 on 2017/01/05 by Chris.Gagnon

	- Refactored the Custom Navigation Event to be a part of the Viewport so that it functions properly with Multi PIE and doesn't interfere with the Editor while PIE is running.
	- Added the ability for an FReply to specify an explict navigation attempt directly.
	- Added ENavigationGenesis to the navigation system allowing SListView and STileView's bHandleGamepadEvents functionality to be hooked up again.

Change 3247887 on 2017/01/05 by Bob.Tellez

	#UE4 UpdateExistingPackagePriorities does not work in EDL. It is now disabled.

	#JIRA FORT-35193

Change 3247770 on 2017/01/05 by Fred.Kimberley

	Fix an issue where PreAttributeBaseChange was not always being called and sometimes called after the attribute base value had changed.

Change 3247133 on 2017/01/04 by Saul.Abreu

	UWidget designer method renaming to avoid extremely likely naming collisions.

Change 3246507 on 2017/01/04 by Chris.Gagnon

	Created CommonBorder and UCommonBorderStyle very simple but will allow consistent sharing of styles.
	Cleaned up palette category usage and a few misc things.
	Updated the UI test material, and created a UI Test BorderStyle to utilize it.

Change 3245517 on 2017/01/03 by Chris.Gagnon

	Copying over slate material changes to provide more functionalit.
	Added a UITest Material as an example

Change 3245371 on 2017/01/03 by Lukasz.Furman

	fixed husks attacking props from far away
	#jira FORT-34655

Change 3245363 on 2017/01/03 by Justin.Sargent

	Tracked down a CEF viewport scaling issue to some changes made for supporting high DPI. After talking it over with Trepka, we decided to revert the specific change causing the CEF viewport regression. Trepka will be following up with a proper fix.

	#jira OPP-6513

Change 3244525 on 2017/01/02 by Chris.Gagnon

	Activatable panels now clear out action handlers when the slate widgets are released.

Change 3244517 on 2017/01/02 by Chris.Gagnon

	New frontend major refactors.
	- New content api for UI States
	- New intro / outro functionality for activatable panels
	- New CommonWidgetStack widget
	- Landing pages
	- Navigation suport for SListView, STileView
	- Navigation changes
	- Lots of New UI layout changes and functionality changes
	- More things that I'm forgetting

Change 3242434 on 2016/12/21 by Ben.Zeigler

	Improve package saving time by stopping export sorting from recursing into dependencies outside of the package. It has no control over them so it doesn't care about their load order.

Change 3242433 on 2016/12/21 by Ben.Zeigler

	Small perf improvement for quad tree, stop it from constantly reallocating memory when removing nodes as they will likely get filled again or the node will get deleted

Change 3242294 on 2016/12/21 by Bob.Tellez

	#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled

Change 3241034 on 2016/12/20 by John.Abercrombie

	Add or UpdateBlueprintSearchMetadata when we don't have a TargetPlatform
	- Better fix for issue mentioned in CL 3241023

Change 3241023 on 2016/12/20 by John.Abercrombie

	Fixed UBlueprint::PreSave crashing when there is no TargetPlatform (default behavior)

Change 3240988 on 2016/12/20 by Lukasz.Furman

	fixed melee defenders not finishing move then their goal is outside tether range
	#jira FORT-34673

Change 3240966 on 2016/12/20 by Ben.Zeigler

	Disable find in blueprint query when cooking for non editor platforms, saves around 50 seconds off of a Fortnite fast cook.
	UBlueprint::PreSave gets called even though they get filtered out of cooked builds, as the filtering is after PreSave.

Change 3240898 on 2016/12/20 by Lukasz.Furman

	fixed memory corruption in template A* solver
	#fortnite

Change 3239920 on 2016/12/19 by Ben.Zeigler

	Fix warning display for string asset references while cooking, now that failed to find errors add to KnownMissing, we need to check KnownMissing before doing the find, and turn off the internal warnings as the redirect collector has more context info

Change 3239819 on 2016/12/19 by Lukasz.Furman

	fixed uninitialized debug draw delegate pointers
	#ue4

Change 3238789 on 2016/12/16 by Ben.Zeigler

	Fix issue where spawned cues triggered from async loads wouldn't have a proper world
	Fix issue where bShouldSyncLoad/bShouldAsyncLoad were backwards

Change 3238782 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34825 Fix issue where Macro CDOs had corrupted persistent ubergraph frames during blueprint compile on load, by changing it so no CDOs have persistent frames.
	This also saves memory as using persistent frames is incorrect for CDOs, things like latent functions do not make sense.
	Fix from Dan O'Connor

Change 3238685 on 2016/12/16 by Bob.Tellez

	#UE4 Graceful recovery for actors that changed mobility between frames in TextureInstanceManager.

	#JIRA FORT-34833

Change 3238671 on 2016/12/16 by Ben.Zeigler

	Fix ensure opening widget palette view, it was trying to create asset data for trash classes becuase it was just doing a raw class iterator, which is no longer supported.

Change 3238606 on 2016/12/16 by Rob.Cannaday

	Fix crash in FInternetAddrBSD::SetIp when InAddr is an empty string.
	#jira FORT-34826

Change 3238594 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34704 Fix bNetTemporary actors to be created with reliable packets, to keep sending until their initial send is done.
	The code that used to resend incomplete net temporary actors appears to have stopped working sometime during UE4 networking refactors. Remove unused flags related to that code

Change 3238315 on 2016/12/16 by Lukasz.Furman

	fixed composite navigation path usage for husks not controlled by crowd simulation
	#jira FORT-34509

Change 3238145 on 2016/12/16 by Lukasz.Furman

	fixed crash in EQS profiler
	#jira FORT-34831

Change 3237479 on 2016/12/15 by Ben.Zeigler

	Don't crash if cue manager has no world, not sure how it got into this state

Change 3236992 on 2016/12/15 by Michael.Trepka

	Don't fall back to SM4 on Intel GPUs on Mac any more

Change 3236929 on 2016/12/15 by Bob.Tellez

	#UE4 Fixed an ensure that was caused by an FResourceSizeEx being initialized with the wrong type

Change 3236867 on 2016/12/15 by Bob.Tellez

	#Fortinte Submitted change from Gil to fix EDL crash loading into Outpost on PS4

	#JIRA FORT-34794

Change 3236747 on 2016/12/15 by Ben.Zeigler

	Fortnite fixes for asset manager/async loading changes
	FortItemDefinitions now async load needed assets on demand. Currently this is only loading AttributeTemplate, which may not even be in use
	The blueprints needed for weapons are now async loaded when the player puts them on their quickbar, instead of being loaded once and staying in memory forever
	FortAssetManager is now being used in parallel to the loading code in FortGlobals, I will remove the FortGlobals code in the next checkin once I know things are working
	Change it so the MissionEventNames are loaded asynchronously when clicking the picker, this code was half completed already so I finished it up
	Change it so GameplayCueNotifies get async loaded on demand instead of async loaded at startup, this improves startup load times
	Change it so the CommonUIModule uses the global assetmanager instead of a passed in StreamableManagerHandler
	Item json changed because it got resorted, no actual json changes other than a few cosmetics that were added yesterday
	Change it so FortItem implements the mcp item interface directly, instead of FortWorldItem and FortAccountItem implementing it separately

Change 3236746 on 2016/12/15 by Ben.Zeigler

	Add ProcessAsyncLoadingUntilComplete which will process async loading until a predicate is true or time runs out
	Change streamable manager to return a handle structure, that can be used to block or poll as needed. Active handles will keep objects in memory even after the load finishes
	FStreamableManager::SynchronousLoad now does high-priority-async-load-and-wait instead of doing a full async flush/static load object if asynch loading is in progress, this should make stalls much shorter when sync loading a single asset
	Deprecate some of the StreamableManager functions now that handles exist. The fact that SynchronousLoad kept an object from ever GCing was not expected behavior by most users

	Add Experimental feature AssetManager, which is a global singleton that supports loading assets on demand. It is disabled by default
	Add concept of PrimaryAssetID which is a Type:Name pair that globally identifies an asset. This is returned by GetPrimaryAssetId on UObject and is needed for the asset manager to work
	Add PrimaryAssetData class, which supports the primary asset and bundle concepts natively
	Add concept of an AssetBundleEntry/Data, which is a scoped map from name -> list of assets. If you modify an AssetBundleData it will get baked into the asset registry at runtime

	Fix KismetSystemLibrary and GameplayCueManager to use the new streaming functionality

Change 3234031 on 2016/12/13 by Ian.Fox

	#UE4, #XMPP - Finish libstrophe MUC (Multi-User Chat) implementation
	- Pull history when joining channels
	- Handle configuring of XMPP channels we create (and global chat rooms if we managed to create them)

[CL 3291644 by Bob Tellez in Main branch]
2017-02-07 23:55:24 -05:00
Ben Marsh
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 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Ben Marsh
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]
2016-12-08 08:52:44 -05:00
Ben Marsh
7f06f93ff9 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209300)
#lockdown Nick.Penwarden
#rb none

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

Change 3146735 on 2016/09/30 by Ben.Marsh

	EC: Add the standard postprocessor onto conform job steps.

Change 3147190 on 2016/09/30 by Ben.Marsh

	UBT: Add a whitelist for circular dependencies between modules, and output a warning if any new circular dependencies are added.

Change 3148611 on 2016/10/03 by Matthew.Griffin

	Added list of Dependant modules to EULA check
	#jira UE-29432

Change 3149098 on 2016/10/03 by Ben.Marsh

	PR #2821: Fix to stop BuildGraph-created files from being tracked by Git (*.manifest and 'LocalBuilds/') (Contributed by BrodyHiggerson)

Change 3149395 on 2016/10/03 by Ben.Marsh

	UBT: Don't execute pre- and post-build steps when generating project files.

Change 3150398 on 2016/10/04 by Ben.Marsh

	UBT: Fix support for the OptimizeCode setting on Mac, HTML5, Android, Linux, iOS, and XboxOne, and use it to control optimization level in DebugGame configurations. Also determine whether optimization should be enabled for a module at the UEBuildModule level, rather than deriving it (inconsistently) from the ModuleRules enum in the toolchain.

	#jira UE-18652

Change 3150569 on 2016/10/04 by Ben.Marsh

	UBT: Remove the NativeBuildEnvironmentConfiguration and NativeBuildEnvironmentConfiguration.TargetInfo classes; store the platform/configuration/architecture on the CPPEnvironment and LinkEnvironment directly.

Change 3150606 on 2016/10/04 by Ben.Marsh

	UBT: Remove support for C++/CLR modules. There's quite a lot of baggage to support it, and I suspect it's already rotted since we don't use it.

Change 3150628 on 2016/10/04 by Ben.Marsh

	UBT: Remove .NET framework assembly paths for C++ modules.

Change 3150640 on 2016/10/04 by Ben.Marsh

	UBT: Move functionality for finding headers into its own class (CPPHeaders), rather than hijacking CPPEnvironment.

Change 3152101 on 2016/10/05 by Ben.Marsh

	UBT: Always force include PCHs, even if they're the first header in the file. Clang already has to work this way, as do shared pchs on Windows, and it's simpler to use the same system universally.

Change 3153231 on 2016/10/06 by Ben.Marsh

	UBT: Write arguments for the Visual C++ toolchain to the response file on separate lines, for easier debugging.

Change 3154868 on 2016/10/07 by Richard.Fawcett

	Ensure that child instances of UAT invoked by BuildGraph honor p4 and submit properties

Change 3155017 on 2016/10/07 by Ben.Marsh

	Lightmass: Add a prefix to all SSE macros to distinguish from overlapping implementations in Core.

Change 3156159 on 2016/10/08 by Ben.Marsh

	UBT: Rewrite code to generate/consume shared PCHs in a way that is compatible with Clang platforms (and which doesn't require supressing warnings on Windows)

	* Per-module defines are now set via a generated header rather than the command line (Definitions.<ModuleName>.h). This header is force-included AFTER the shared PCH header.
	* Shared PCHs are now built using the public compile environment only, eliminating situations where private include paths and definitions from the first module using the shared PCH were being passed to the compiler.
	* Shared PCHs can now be generated in separate optimized/unoptimized variants if necessary due to per-module optimization settings
	* Names of shared PCHs now follow the pattern "SharedPCH.<ModuleName>.h" to distinguish from private PCHs
	* Enabled shared PCHs for Mac, iOS, Linux.

	Reduces UE4Editor Mac build times by ~25% (~21m vs ~28m).

Change 3163040 on 2016/10/14 by Ben.Marsh

	UBT: Add an option to export a target's properties, modules, and binaries for external analyzers (-jsonexport and -jsonexport=<filename>). Also add an option to specifically supress building a target (-skipbuild).

Change 3165028 on 2016/10/17 by Ben.Marsh

	PR #2799: Set Windows exe properties from ini (Contributed by projectgheist)

Change 3165076 on 2016/10/17 by Ben.Marsh

	Build: Remove run conditions from agent setup steps. Should fix issues where an agent doesn't run because the preconditions for one of its nodes failed, but which doesn't prevent another node from running. (Also: being able to see an expanded list of job steps is a useful feature, and it doesn't take much time to run if it's a no-op).

Change 3167773 on 2016/10/19 by Ben.Marsh

	BuildGraph: More flexible <Copy> task for BuildGraph. Now takes "From" and "To" attributes, which may take individual files as well as wildcards, and permits renaming as part of copies. Separate "Files" attribute is still supported, but is now optional, and is used to filter the list of source files.

	Examples, taken from Engine/Build/Graph/TagsAndFiles.xml:

	    <!-- Source and destination are treated as directories due to presence of 'Files' attribute -->
	    <Copy Files="..." From="Engine/Build" To="Output0" />

	    <!-- Single file -->
	    <Copy From="Engine/Build/Build.version" To="Output1/Output.version" />

	    <!-- Output treated as directory -->
	    <Copy From="Engine/Build/.../*.txt" To="Output2" />
	    <Copy From="Engine/Build/.../*.txt" To="Output3/" />
	    <Copy From="Engine/Build/....txt" To="Output4" />

	    <!-- With rename -->
	    <Copy From="Engine/Build/....txt" To="Output5/....old" />

	    <!-- Copy only subdirectories of Engine/Build, but maintain directory structure -->
	    <Copy From="Engine/Build/*/....txt" To="Output6/" />

	    <!-- Match bat*/.../*.txt -->
	    <Copy From="Engine/Build/bat...txt" To="Output7" />

	    <!-- Copy only PS4 subfolders -->
	    <Copy From="Engine/Build/.../ps4/..." To="Output8" />

Change 3167852 on 2016/10/19 by Ben.Marsh

	BuildGraph: Add a <Move> task, which can move or rename files using the same syntax as the <Copy> task.

Change 3168034 on 2016/10/19 by Ben.Marsh

	BuildGraph: Add support for multi-line properties, declared inside a <Property> tag.

	Mutli-line properties can be useful for making lists for filtering. Each non-empty line inside the property tag is stripped of leading and trailing whitespace, and appended to the property value separated by a semicolon. For example, the following two properties have an identical value:

	    <Property Name="Prop1" Value="One;Two;Three;One hundred"/>

	    <Property Name="Prop2">
	        <!-- Some numbers -->
	        One
	        Two
	        Three

	        <!-- Values are delimited by newlines; spaces within a line are preserved -->
	        One hundred
	    </Property>

Change 3169256 on 2016/10/20 by Ben.Marsh

	UBT: Fix chronic algorithmic complexity of StableTopologicalSort(). Was recursively building lists of dependencies for each module, scanning linearly to find dependencies, and only caching pairs of modules being checked. Now caches a flat set of dependencies for each module.

	Previously took >10s to run on my machine, now takes < 0.2s.

Change 3169271 on 2016/10/20 by Ben.Marsh

	BuildGraph: Modify implementation of task merging. Instead of combining multiple tasks together, allow any task to supply a proxy executor instance deriving from ITaskExecutor, to which other tasks can be added. Keeps the in-memory representation closer to the script representation, and makes it easier to re-export preprocessed scripts and do in-memory analysis of the graph.

Change 3179662 on 2016/10/31 by Matthew.Griffin

	Fixed last remaining issues with building QAGameEditor as a monolithic executable
	Added a node for building mono editor in CIS so that we catch any new issues
	#jira UE-32712

Change 3184857 on 2016/11/03 by Matthew.Griffin

	Removing CopyVisualizers now that UE4.natvis is included in solution and we're not supporting VS2013
	#jira UE-35628

Change 3187232 on 2016/11/04 by Ben.Marsh

	UGS: Fix editor .target file being deleted when doing a content-only sync, and causing a prompt to rebuild the editor when trying to launch.

Change 3188413 on 2016/11/07 by Matthew.Griffin

	Added Switch to Installed Build so that it matches pattern for other confidential platforms

Change 3188426 on 2016/11/07 by Matthew.Griffin

	Changed BuildPlugin command so that it reads from installed platform data to get list of target platforms
	Some hard coding remains so as to not change functionality for code users, Mac only built on Mac etc.
	#jira UE-36205

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3191372 on 2016/11/09 by Ben.Marsh

	UGS: Ensure project config file remains valid even if sync is aborted due to files needing resolve. Prevents user configuration from not being applied onto build steps.

Change 3191381 on 2016/11/09 by Ben.Marsh

	UGS: Allow Ctrl-A to select all in the log window.

	#jira UE-38378

Change 3193388 on 2016/11/10 by Ben.Marsh

	Change installed plugins to be disabled by default, but display a notification in the editor the first time you load a project with a new one. Installed plugins which are new to this project will be adorned with a "NEW!" badge in the plugin browser.

Change 3193677 on 2016/11/10 by Ben.Marsh

	UBT: Remove global static instance of ActionGraph. Instance is now instantiated and passed around to functions that require it.

Change 3193942 on 2016/11/10 by Ben.Marsh

	UBT: Store the include cache as an instanced object on each target, rather than looking up separate caches in a global variable.

Change 3198296 on 2016/11/15 by Ben.Marsh

	UBT: Include .modules files in target receipts and manifests.

Change 3200284 on 2016/11/16 by Matthew.Griffin

	Move Sample game projects into a different solution folder like Templates

Change 3205168 on 2016/11/19 by Ben.Marsh

	Update strings to refer to Visual Studio "15" as Visual Studio 2017.

Change 3206333 on 2016/11/21 by Ben.Marsh

	Merge fix to detection of VS2017 RC from 4.14 release.

Change 3206786 on 2016/11/21 by Ben.Marsh

	BuildGraph: Spawn child processes to embed source server information into PDB files in parallel.

Change 3207588 on 2016/11/22 by Ben.Marsh

	UBT: Reduce the number of resource files needed to compile local builds. ModuleVersionResource.rc.inl is now always only compiled once, and linked into each output binary. The default PCLaunch.rc file is also only compiled once, expect when making formal builds (where -formal is passed on the command line, or a changelist is set in Build.version). This ensures that the OriginalFileName metadata is still set for output binaries in binary releases.

[CL 3209331 by Ben Marsh in Main branch]
2016-11-23 15:34:07 -05:00
Brent Pease
e1162a17f7 + Standarize on AnyCPU for all platforms
+ Remove other non AnyCPU platforms
 + Ensure all AnyCPU targets actually use the AnyCPU architecture
 + Clean up inconsistent references and paths

#rb ben.marsh
#lockdown ben.marsh

[CL 3125996 by Brent Pease in Main branch]
2016-09-14 19:52:44 -04:00
Josh Adams
1b81c281d4 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3120366)
#lockdown Nick.Penwarden
#rb none

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

Change 2714591 on 2015/10/02 by Ben.Marsh

	Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)

Change 2916715 on 2016/03/21 by Daniel.Lamb

	First pass at splitting out build cook run into into seperate scripts.

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3059693 on 2016/07/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3061151 on 2016/07/22 by Niklas.Smedberg

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308

Change 3061428 on 2016/07/22 by Peter.Sauerbrei

	Back out changelist 3061151 as it wasn't approved for submission

Change 3061970 on 2016/07/22 by Steve.Cano

	Adding AdMob interstitital ad support for Android, including Blueprint functions

	#jira UE-33286
	#ue4
	#android

Change 3062160 on 2016/07/22 by Mark.Satterthwaite

	Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
	#jira UE-33355

Change 3062770 on 2016/07/24 by Brent.Pease

	UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows

Change 3063227 on 2016/07/25 by Dmitry.Rekman

	Update hlslcc cross-compile after libc++ change.

Change 3063314 on 2016/07/25 by Jeff.Campeau

	Xbox One DLL loading
	Receipts can be read back by request for target info

Change 3063329 on 2016/07/25 by Mark.Satterthwaite

	CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
	#jira UE-33600
	#jira UE-33028
	#jira UE-27879
	#jira UE-25802

Change 3063492 on 2016/07/25 by Brent.Pease

	UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
	UE-33200 - A movie isn't played on iOS occasionally.

Change 3063729 on 2016/07/25 by Dmitry.Rekman

	Linux: enable XGE on all platforms.

	#tests Cross-compiled a number of Linux targets on Windows.

Change 3063732 on 2016/07/25 by Dmitry.Rekman

	Fixed formatting (spaces->tabs) in previous change.

Change 3063750 on 2016/07/25 by Daniel.Lamb

	Added code to dump the cook modification delegate loads to log.
	Fixed the memory usage output log.
	#test cook paragon.

Change 3063804 on 2016/07/25 by Daniel.Lamb

	Added cookpartialgc additional commandline option to uat.
	#test UFE

Change 3064008 on 2016/07/25 by Mark.Satterthwaite

	For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
	#jira FORT-27685

Change 3064141 on 2016/07/25 by Jeff.Campeau

	Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).

Change 3065024 on 2016/07/26 by Nick.Shin

	Change filetype
	remove exclusive check out bit

	requested by or.coheni & nick.penwarden

Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick

	DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
	This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step

	Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.

Change 3066338 on 2016/07/27 by Mark.Satterthwaite

	Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
	#jira UE-33779

Change 3066789 on 2016/07/27 by Daniel.Lamb

	Realtime mode does not save any packages anymore unless they are ready.
	#test cookontheside, cookbythebook shooter game

Change 3066847 on 2016/07/27 by Jeff.Campeau

	Fix define
	#2634
	#jira UE-33813

Change 3068868 on 2016/07/28 by Mark.Satterthwaite

	Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.

Change 3070040 on 2016/07/29 by Dmitry.Rekman

	Delete Nadzorca.

Change 3070947 on 2016/07/29 by Jeff.Campeau

	Perforce C++ API 2015.2 (includes debug libraries)

Change 3073707 on 2016/08/02 by Daniel.Lamb

	Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
	Also process async results from shaders being compiled so they can have their memory resources released.
	#test DerivedDataCache commandlet shootergame.

Change 3076613 on 2016/08/03 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

Change 3076668 on 2016/08/03 by Brent.Pease

	Back out changelist 3076613

Change 3077157 on 2016/08/04 by Daniel.Lamb

	Fixed up DLC staging so that it stages to the proper mount point.
	Fixes up include engine content in DLC staging paths.
	#test Made up shooter game DLC

Change 3077191 on 2016/08/04 by Daniel.Lamb

	More smartly process async shader compilation if we are waiting for it.
	#test cook on the side shooter game cook by the book shooter game.

Change 3077412 on 2016/08/04 by Mark.Satterthwaite

	Fix "iOS Metal-based build crashes at launch with sub-levels":
	- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
	- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
	- Fix validation error of texture reallocation on loading template projects under Metal.
	#jira UE-30847

Change 3077958 on 2016/08/04 by Brent.Pease

	 + UnrealTargetConfiguration is now passed into deploy and package methods
	 + The UIRequiredDeviceCapabilities  plist key now only considers the architectures from the corresponding target configuration (shipping or development)

Change 3079503 on 2016/08/05 by Mark.Satterthwaite

	Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
	#jira UE-33856

Change 3079737 on 2016/08/05 by Jeff.Campeau

	Add support for delay load DLLs on Xbox One
	Turn off warnging for missing PDBs to match VCToolchain.cs

Change 3081005 on 2016/08/08 by Mark.Satterthwaite

	Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.

Change 3081557 on 2016/08/08 by Daniel.Lamb

	File-> Package saves all packages before starting packaging.
	#test File package first person template

Change 3082215 on 2016/08/09 by Lee.Clark

	PS4 - Added 4k profile

Change 3082412 on 2016/08/09 by Daniel.Lamb

	Fixed cook on the fly server not handling cook requests.
	#test Cook on the fly shooter game.

Change 3082955 on 2016/08/09 by Dmitry.Rekman

	Linux: convert existing Strcat() uses to Strncat().

	- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.

Change 3083772 on 2016/08/10 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
	 - Taken from \\devweb-02 and removed all the unused files/dependencies.
	 - Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
	 - Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.

Change 3085450 on 2016/08/11 by Lee.Clark

	PS4 - Fix mediaplayer pipeline allocation

Change 3086360 on 2016/08/11 by Michael.Trepka

	Fixed a non-unity build error in Mac UnrealFrontend

Change 3087224 on 2016/08/12 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Refactor PS4 Crash Handler site
	 - Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
	 - Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
	 - Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
	 - Added logging. Logs self-delete after 30 days.

	Testing required before we switch to the new system.

	#jira UE-34504
	#jira OR-26886

Change 3087626 on 2016/08/12 by Dmitry.Rekman

	PR #2689: Fix copying/duplicating failing on Linux (UE-34586).

	- Contributed by Web-eWorks.

Change 3087991 on 2016/08/12 by Mark.Satterthwaite

	Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
	- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
	- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
	- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
	- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
	- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
	- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
	- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
	- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
	#jira UE-34315

Change 3088790 on 2016/08/15 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Hook new PS4 crash handler up to the crash reporter website.
	 - Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
	 - Switched the final output folder to match the one the crash reporter process is watching.
	 - Hide upload form on a config variable.

	#jira UE-34504
	#jira OR-26886

Change 3089060 on 2016/08/15 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
	Allowed showing of debug upload form via "Default.aspx?showform=1" query string.

	#jira UE-34504
	#jira OR-26886

Change 3089089 on 2016/08/15 by Mark.Satterthwaite

	Duplicated changes to AppleMovieStreamer from CL #3088149.
	#jira UE-34315

Change 3089460 on 2016/08/15 by Mark.Satterthwaite

	Duplicate CL #3080971:
	Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
	#jira UE-34355

Change 3089465 on 2016/08/15 by Mark.Satterthwaite

	For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.

Change 3089902 on 2016/08/15 by Daniel.Lamb

	Changed the next compiling ID to the correct compiling ID.
	#test Cook

Change 3089903 on 2016/08/15 by Daniel.Lamb

	Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.

Change 3090114 on 2016/08/16 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Minor change to PS4 settings text on crash handler site.

Change 3090949 on 2016/08/16 by Nick.Shin

	WebSocketNetDriver crash fix

	filled in missing chunk of code that calls PacketHandler's "packet modifiers"

	#jira UE-25492   HTML5 Client cannot connect to Windows Server
	#jira UE-30880   WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
	#code.review john.pollard john.barrett

Change 3091265 on 2016/08/16 by Brent.Pease

	Add IOS support to HarfBuzz

Change 3091267 on 2016/08/16 by Brent.Pease

	Add references to fix mono build

Change 3091291 on 2016/08/16 by Nick.Shin

	CIS warning fix

	#jira UE-25492   HTML5 Client cannot connect to Windows Server
	#jira UE-30880   WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket

Change 3091781 on 2016/08/17 by Joe.Barnes

	UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.

Change 3092687 on 2016/08/17 by Daniel.Lamb

	Added support for using binned allocator in cooker instead of tbb.
	#test Cook shootergame.

Change 3093867 on 2016/08/18 by Mark.Satterthwaite

	Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.

Change 3093950 on 2016/08/18 by Mark.Satterthwaite

	Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.

Change 3093951 on 2016/08/18 by Mark.Satterthwaite

	More SCW threads on Mac - they work now.

Change 3093960 on 2016/08/18 by Mark.Satterthwaite

	Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.

Change 3096493 on 2016/08/22 by Jeff.Campeau

	Use Xbox version of DirectX include.

Change 3097509 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Refactor PS4 Symbol Publish
	 - Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
	 - The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
	 - Re-generated the build graph schema file.
	 - Removed the old PS4 symbols upload path in the package step.

	Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.

Change 3097635 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Refactor Age Symbols task in UAT.
	 - Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
	 - Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
	 - Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.

	Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.

Change 3097713 on 2016/08/23 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Enable new PS4 crash handler server
	 - Created live deployment profile and applied the required config file changes.

Change 3099214 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?

Change 3099222 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [+]
	Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
	 - Note, only one and two button message dialogs are supported (limitation of MsgDialog).

Change 3099260 on 2016/08/24 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.

Change 3101192 on 2016/08/25 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3101944 on 2016/08/25 by Daniel.Lamb

	Ask to save the current level when we are using launch on.

Change 3102036 on 2016/08/25 by Nick.Shin

	check for minimum expected size upon data received from network

	#jira UE-13657 - HTML5 plugin OnRawRecieve overflow

Change 3102115 on 2016/08/25 by Brent.Pease

	 - Fix small errors that probably only show up in the mac mono build

	#code.review peter.sauerbrei

Change 3102747 on 2016/08/26 by Jeremiah.Waldron

	Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
	 - Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
	 - Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS

Change 3102900 on 2016/08/26 by Nick.Shin

	since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()

	#jira UE-26047 - HTML5 HTTP Response Headers not implemented

Change 3103130 on 2016/08/26 by Brent.Pease

	UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync

Change 3103225 on 2016/08/26 by Daniel.Lamb

	Fixed issue with warning which would cause crash.

Change 3103425 on 2016/08/26 by Dmitry.Rekman

	Enable offscreen GL rendering without X.

	- Added new video subsystem to SDL that is uses EGL to initialize the context.
	- Most windoing functions stubbed.
	- Also added a new test case to TestPAL for easier debugging.

Change 3104743 on 2016/08/29 by Brent.Pease

	Support remote offline metal shader compilation

Change 3105051 on 2016/08/29 by Brent.Pease

	UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE

	 - IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
	 - Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
	 - Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs

Change 3105053 on 2016/08/29 by Brent.Pease

	 - IOS dll's as part of the last check-in

Change 3106853 on 2016/08/30 by Jeff.Campeau

	Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite

Change 3107361 on 2016/08/30 by Dmitry.Rekman

	Renderer: changes to allow postproc delegates.

Change 3107362 on 2016/08/30 by Dmitry.Rekman

	Plugin with a CUDA postproc example.

	- Linux version only. Runs under a headless GL too (without X).
	- Disabled during cross-compilation, can be compiled natively only.
	- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
	- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).

Change 3107913 on 2016/08/31 by Daniel.Lamb

	Fixed loading of cooked content in the editor.

Change 3107916 on 2016/08/31 by Daniel.Lamb

	Added error case when shader compilation fails to notify shader.
	#test Cook shooter game.

Change 3108080 on 2016/08/31 by Josh.Adams

	- Fixed PS4Automation compile errors

Change 3109077 on 2016/08/31 by Brent.Pease

	Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface

Change 3110086 on 2016/09/01 by Dmitry.Rekman

	Fix race condition in PThread runnable (UE-35074).

	- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
	- Do not use an invalid value for pthread_t, since there's none.

Change 3110172 on 2016/09/01 by Dmitry.Rekman

	Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).

	- PR #2188 submitted by ardneran.

Change 3110313 on 2016/09/01 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3111134 on 2016/09/01 by Dmitry.Rekman

	UBT: prevent mono from hanging on Ctrl-C.

	- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.

Change 3111171 on 2016/09/01 by Brent.Pease

	Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform

Change 3111177 on 2016/09/01 by Dmitry.Rekman

	Fix Linux build on systems without CUDA (UE-35460).

Change 3111548 on 2016/09/02 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Fix for PS4 iterative deployment.
	 - Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.

Change 3111863 on 2016/09/02 by Dmitry.Rekman

	Better fix for build without CUDA (UE-35460).

Change 3112738 on 2016/09/02 by Mark.Satterthwaite

	Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
	#jira UE-34989

Change 3114579 on 2016/09/06 by Chris.Babcock

	Fix Vulkan include path in NDK check (contributed by geediiiiky)
	#jira UE-35490
	#github #2758
	#ue4
	#android

Change 3115115 on 2016/09/06 by Jeff.Campeau

	Calculate buffer size for paks using the bitwindow override as needed

Change 3115600 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Make the crash dump handler registration much earlier, to catch crashes in early engine init.
	 - Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
	 - Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.

	Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.

Change 3115676 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [~]
	Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
	Add .exe and .dll to windows symbol upload file filters.

Change 3115811 on 2016/09/07 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3115944 on 2016/09/07 by Michael.Trepka

	Implemented IsGamepadAttached() for Mac

Change 3115948 on 2016/09/07 by Michael.Trepka

	Don't try to restore Help menu item on Mac if MenuBlock does not contain it

Change 3116200 on 2016/09/07 by Jeff.Campeau

	Fix parameter ordering

Change 3117660 on 2016/09/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3117728 on 2016/09/08 by Michael.Trepka

	Copy of CL 3117698 by Mike.Fricker

	Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
	- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor

Change 3117797 on 2016/09/08 by Peter.Sauerbrei

	Shader Resource compression

Change 3117988 on 2016/09/08 by Brent.Pease

	 - Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
	 - Fix what I think was a merge error in BuildGraph.cs

Change 3118296 on 2016/09/08 by Daniel.Lamb

	Fixed crash with launch on.  Couldnt' correctly detect previous generated ini settings.
	#test launch on QA game
	#jira UE-35741

Change 3118438 on 2016/09/08 by JohnHenry.Carawon

	Fix UAT compilation on Linux
	#UE-35745

Change 3118934 on 2016/09/08 by Jeff.Campeau

	Shader compression setting based on target platform instead of cooking host platform.

	#jira UE-35753

Change 3120190 on 2016/09/09 by Ben.Marsh

	Add missing Platform attribute to build script for Dev-Platform.

[CL 3120378 by Josh Adams in Main branch]
2016-09-09 20:13:41 -04:00
Andrew Grant
a534ff9466 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465)
#lockdown Nick.Penwarden

Change 3110660 on 2016/9/1 by Andrew.Grant

Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is  updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).

#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(

Change 3106649 on 2016/08/30 by Cody.Haskell

	#Orion

	- Input Axis Work

	#rb DanH
	#tests PIE

Change 3106299 on 2016/08/30 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 31.2 @ CL 3105865

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3106213 on 2016/08/30 by Ben.Marsh

	BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.

	#rb none
	#tests preflight

Change 3105994 on 2016/08/30 by Martin.Wilson

	Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)

	#jira UE-35289
	#rb Thomas.Sarkanen
	#tests Tested UI in editor

Change 3105331 on 2016/08/29 by Uriel.Doyon

	Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
	Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
	#rb marcus.wassmer
	#tests launched editor and played game
	#jira OR-25814

Change 3105143 on 2016/08/29 by Josh.Markiewicz

	#UE4 - added assert when histogram input parameters don't match
	#rb none
	#tests launched/ran/won game golden path
	#codereview dmitry.rekman, michael.noland, bart.bressler

Change 3104976 on 2016/08/29 by Jon.Lietz

	pickup refector

	- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
	- All pickups now use the pick up manager, consolidated all pick up code into the manager.
	- added to the XP set so we can define the CXP bounty for targets.

	#RB Dave.Ratti
	#tests Bot match, test maps, spawning coins and pickups.

Change 3103480 on 2016/08/26 by Josh.Markiewicz

	#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
	#rb none
	#tests golden path matchmaking
	#codereview paul.moore, eric.newman

Change 3103410 on 2016/08/26 by Max.Chen

	Movie Capture: Fix commandline burnin option.

	#rb none
	#tests Render movie with commandline -UseBurnIn=yes option.

Change 3102134 on 2016/08/25 by Brian.Karis

	Fix for HDR output exposure. Added 1000nit output option.

	#rb marcus
	#tests agora

Change 3101276 on 2016/08/25 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_31 - Merging  CL 3100347 (head revision of 2 files :o )

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, max.preussner

	#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3101267 on 2016/08/25 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_DUI - Integrating Media changes from 4.13 (head revision)

	#RB:none
	#Tests:none

	/Engine/Plugins/Media
	/Engine/Source/Runtime/Media
	/Engine/Source/Runtime/MediaAssets

	[CodeReviewed] matt.schembari, max.preussner

	#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3100378 on 2016/08/24 by John.Pollard

	Fix a crash that can occur when scrubbing in replays

	#codereview David.Ratti
	#tests Replays
	#rb DavidR

	This is the output:
	[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage

Change 3100375 on 2016/08/24 by Laurent.Delayen

	Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).

	#rb none
	#codereview lina.halper
	#tests Tacticia's RMB Targeting

Change 3100278 on 2016/08/24 by Laurent.Delayen

	Fix for fast path struct copy being broken for FVectors.

	#rb lina.halper
	#codereview thomas.sarkanen
	#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping

Change 3100161 on 2016/08/24 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Fix issue with refresh viewer command failing due to backend congestion

	#rb RyanG
	#tests Replays

Change 3100114 on 2016/08/24 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3098849

	#RB:none
	#Tests:none

	#CodeReview: kerrington.smith, matt.schembari

	#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3100015 on 2016/08/24 by Michael.Noland

	Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
	#jira UE-34998
	#rb Aaron.McLeran
	[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
	#tests Compiled and ran a golden path match with headphones on

Change 3100012 on 2016/08/24 by Michael.Noland

	UE-34951 - Zero-volume vorbis decoded sounds are too expensive

	-Adding an audio settings parameter to disable zero-volume playback globally
	-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume

	#rb marc.audy
	[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
	#tests Compiled and ran a golden path match with headphones on

Change 3099889 on 2016/08/24 by Max.Chen

	Sequencer: Added command line option to enable burnin

	#rb none
	#tests Render movie from command line wtih -UseBurnIn=yes

Change 3099801 on 2016/08/24 by Lina.Halper

	Removed unnecessary comment

	#rb: none
	#code review: Benn.Gallagher
	#tests: compile

Change 3099787 on 2016/08/24 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	#http
	- fix for cancelled requests that have not been started never triggering a completion delegate
	- fixes soft lock when handling disconnects during login

	OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting

	#rb josh.markiewicz, alex.fennell
	#tests none

	#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3099252 on 2016/08/24 by Lina.Halper

	Fixed menu text

	#rb: none
	#code review: Thomas.Sarkanen
	#tests: open editor and create child montage and replaced the animation

Change 3099251 on 2016/08/24 by Lina.Halper

	Deterministic cooking of skeleton
	 - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked

	#jira: UE-34834
	#rb: Martin.Wilson
	#tests: cooking orion and make sure it works

Change 3098504 on 2016/08/23 by Bart.Bressler

	Add server time between sending packets monitoring histogram

	#rb dmitry.rekman
	#tests ran server locally and made sure analytics events were sent

Change 3098494 on 2016/08/23 by Michael.Noland

	Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
	- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
	- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
	#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
	#codereview ben.salem, gil.gribb
	#rb none

Change 3098491 on 2016/08/23 by Mieszko.Zielinski

	Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3098070 on 2016/08/23 by Lina.Halper

	Fix crash with UI  update reconstructing

	- will have to come up with a better solution than this.

	#rb: Martin.Wilson
	#tests: child anim montage

Change 3097914 on 2016/08/23 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	Merging CL #3097879
	from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
	to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...

	#Analytics #OSS: Adjusted cohort selection algorithm and test cases
	[CodeReviewed]: Philip.Buuck
	#TESTS: unit tests
	#RB: none

	#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3097745 on 2016/08/23 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Megre 30.2/31 @ CL 3096895

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3097722 on 2016/08/23 by Chris.Bunner

	Update texture expression properties before triggering parent material recompile.
	#rb John.Billon
	#tests Editor replace references, Golden path
	#jira OR-27531

Change 3097694 on 2016/08/23 by Lina.Halper

	#Child Anim Montage

	- Duplicate from parent of the information it cares to get
	  - Currently it is selective on copying what data
	- Modified GetAllAnimationSequencesReferred to get a partial data
	- Added ParentAsset/AssetMappingTable in AnimationAsset
	- Sequence Browser opening would also add to history
	- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on

	#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
	#rb:Martin.Wilson
	#tests: creating child montage, editing, lots of UI functionality, notifies placement

Change 3097513 on 2016/08/23 by Thomas.Sarkanen

	Non-POD structs can now be copied using the fast path

	We now always use CPP struct ops to perform copies when dealing with struct properties.

	#jira UE-34571 - Support struct member access on AnimBP fast path
	#rb Laurent.Delayen
	#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.

Change 3096729 on 2016/08/22 by Mieszko.Zielinski

	Fixes to EQS scoring function preview #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3096596 on 2016/08/22 by Jason.Bestimt

	#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)

	#RB:none
	#Tests:none

	#CodeReview: matt.schembari, max.preussner
	#R@BOMERGE: MAIN

Change 3096550 on 2016/08/22 by Jurre.deBaare

	Fix for HLOD dirty clusters PIE warning message
	#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
	#rb none

Change 3096532 on 2016/08/22 by Mieszko.Zielinski

	Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4

	As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized

	#codereview Lukasz.Furman
	#rb none
	#test golden path

Change 3096455 on 2016/08/22 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: keli.hlodversson
	#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
	#RB David.Nikdel
	#TESTS none

	#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3096316 on 2016/08/22 by Sammy.James

	Resave to fix log warnings.
	BPC changes to ensure type saves.

	#rb #tests editor

Change 3096040 on 2016/08/22 by bruce.nesbit

	Revised fix for landscape crash

	#rb GarethM

	#tests Game

	#codereview Bart.Bressler

Change 3096015 on 2016/08/22 by bruce.nesbit

	Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server

	#rb none

	#tests game

	#codereview Bart.Bressler

Change 3095578 on 2016/08/19 by Mieszko.Zielinski

	Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4

	This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor

	#rb none
	#test golden path
	#codereview Lukasz.Furman

Change 3095397 on 2016/08/19 by Lina.Halper

	Fix issue with crash when deleting all segment

	#rb: Laurent.Delayen
	#tests: delete segment and make sure it doesn't crash
	#jira: UE-34830

Change 3095060 on 2016/08/19 by Bart.Bressler

	Don't load ULandscapeComponent objects on dedicated servers to save memory.

	#tests cooked server data and played a Solo vs. AI game
	#rb gareth.martin
	#codereview james.golding

Change 3095037 on 2016/08/19 by Lina.Halper

	Potential fix with montage trigger ensure on marker sync group

	#jira: OR-27685
	#rb: Benn.Gallagher
	#code review: Martin.Wilson
	#tests: attack primhelilx with knock up

Change 3094962 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
	#RB: None
	#TESTS: test suite in source
	[CodeReviewed]: Philip.Buuck

	#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3094950 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#Merge #UE4 - Made FMD5 const-correct
	#RB: none
	#TEST: none

	#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3094619 on 2016/08/19 by Lina.Halper

	#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
	- assumed the name is all set by now

	#rb: Benn.Gallagher
	#jira : UE-34886
	#tests: cooking infiltrator that showed same issue and run game.

Change 3094532 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3094498

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3093260 on 2016/08/18 by Josh.Markiewicz

	#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
	- removed unnecessary cast
	#rb bart.bressler
	#codereview bart.bressler, rob.cannaday
	#tests launched game, some basic party testing

Change 3093224 on 2016/08/18 by Josh.Markiewicz

	#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
	#rb paul.moore
	#codereview anthony.carter
	#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining

Change 3092597 on 2016/08/17 by Daniel.Lamb

	Added Ben Crocker to the rebuild lighting emails.
	#rb Trivial
	#Test none

Change 3092063 on 2016/08/17 by andrew.grant

	Merging using ROBO://Orion/Release-Candidate->//Orion/Main
	#rb #tests none

Change 3091081 on 2016/08/16 by Jurre.deBaare

	Fixing non-Editor build errors
	#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
	#tests Build Editor + Game
	#rb none

Change 3091009 on 2016/08/16 by Mieszko.Zielinski

	Added a way to configure a map to not spawn AISystem instance at all #UE4

	#rb none
	#test golden path

Change 3090932 on 2016/08/16 by Michael.Noland

	Vixen: Added indication to the analytics and FPS charts
	#rb marcus.wassmer
	#tests Compiled for the platform

Change 3090844 on 2016/08/16 by Laurent.Delayen

	Replicated CL 3090734  from Fortnite.

	---

	Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage

	Here's the issue in the version of the code prior to this checkin:
	- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
	- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
	- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
	- It also means if we were playing a montage, and then stop, we'll start ticking
	- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing

	#codereview john.abercrombie
	#rb none
	#tests golden path

Change 3090832 on 2016/08/16 by Michael.Noland

	Windows: Fixed a whitespace issue
	#rb none
	#tests Compiled for windows

Change 3090688 on 2016/08/16 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: andrew.grant
	Merging using ROBO://Orion/Release-Candidate->//Orion/Main
	#rb none
	#tests built

	#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3090547 on 2016/08/16 by Jurre.deBaare

	Need a warning message similar to lighting unbuilt when HLOD cluster is not built
	#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
	#jira UE-34335
	#rb none
	#codereview Michael.Noland
	#tests pie Agora with and without dirty HLOD clusters

Change 3090285 on 2016/08/16 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3090267

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3089413 on 2016/08/15 by paul.mader

	Agora 2.0 assets

Change 3089266 on 2016/08/15 by Max.Chen

	Sequencer: Add Convert to Possessable

	Copy from Dev-Sequencer

	#jira UE-32139
	#rb none
	#tests Convert steel to possessable in Gameplay_PS4 map.

Change 3089136 on 2016/08/15 by Mieszko.Zielinski

	Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4

	#rb Lukasz.Furman
	#codereview Dan.Youhon
	#test golden path

Change 3089118 on 2016/08/15 by Mieszko.Zielinski

	Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4

	#rb none
	#test golden path

Change 3088976 on 2016/08/15 by Andrew.Grant

	Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
	Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
	Removed superflous /Os from VC debugg settings
	#rb none
	#tests verified module built with 'Never' on PS4/Win is built without optimizations.
	#codereview Marcus.Wassmer, Ben.Marsh

Change 3088830 on 2016/08/15 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3088807

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3088597 on 2016/08/14 by Jason.Bestimt

	#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)

	#RB:none
	#Tests:none

	#CodeReview: andrew.grant, david.ratti, matt.schembari

Change 3087827 on 2016/08/12 by Bart.Bressler

	Updates to skeletal mesh memory saving on dedicated server

	#rb lina.halper
	#tests Cooked server data, played a game for a while in Solo vs. AI

Change 3087351 on 2016/08/12 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	#jira OR-27406
	#rb RyanG
	#tests Replays

Change 3087118 on 2016/08/12 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3086747

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3086176 on 2016/08/11 by Marcus.Wassmer

	Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
	#rb Rolando.Caloca
	#tests Broken PS4 content before/after

Change 3085992 on 2016/08/11 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Unclog R@BOMERGE

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3085911 on 2016/08/11 by Laurent.Delayen

	Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex

	#rb none
	#tests Orientation Warping

Change 3085614 on 2016/08/11 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3085547

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3084507 on 2016/08/10 by Marcus.Wassmer

	Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
	#rb none
	#tests paragon ps4/vixen
	#codereview Olaf.Piesche

Change 3084136 on 2016/08/10 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3083799

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3083424 on 2016/08/09 by Max.Chen

	Sequence Recorder: Fix crash when actor class to record is null.

	#tests Use sequence recorder to record a skeletal mesh actor
	#rb none

Change 3083134 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	#online,store,ps4
	- creating one offer entry per entitlement

	#rb david.nikdel, ian.fox
	#tests MTX purhcase on PS4
	#lockdown: andrew.grant

	#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3083069 on 2016/08/09 by Marcus.Wassmer

	Vixen scalability changes
	#rb Michael.Noland
	#tests vixen/ps4
	#codereview jordan.walker

Change 3083063 on 2016/08/09 by Marcus.Wassmer

	Most games will probably run out of memory if setup to do auto-4k.
	Make this a setting that's off by default.
	#rb Michael.Noland
	#codereview Luke.Thatcher, Lee.Clark
	#tests vixen on 4k.

Change 3082778 on 2016/08/09 by Marcus.Wassmer

	Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
	#rb none
	#tests Agora on vixen.

Change 3082772 on 2016/08/09 by Marcus.Wassmer

	Duplicate fix for detail mode reregistration (3065543)
	#rb none
	#tests Toggled detail mode, observe proper items spawning

Change 3082765 on 2016/08/09 by Marcus.Wassmer

	Don't crash when trying to use windowed vsync on vixen
	#rb Michael.Noland
	#test ran paragon on vixen
	#codereview Luke.Thatcher,Lee.Clark

Change 3082764 on 2016/08/09 by Marcus.Wassmer

	fix HLOD distance scale not working properly when components are re-registered.
	#rb michael.noland
	#codereview jurre.debarre
	#tests setting multiple times, setting on boot via deviceprofile

Change 3082429 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	Merging //Orion/Release-30.1 to Main (//Orion/Main)

	Change: 3082419

	#online,store,PS4

	OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen

	- added config option for toggling store on PS4
	[OnlineSubsystemPS4]
	bStoreEnabled=true

	- can also override via title specific json values in <titleid>\title.json
	allow_mtx=true

	[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
	#lockdown: andrew.grant
	#rb none
	#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)

	#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3082194 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3082105

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3080984 on 2016/08/08 by Lina.Halper

	Issue with not being able to set static animation data via BP

	- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
	- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.

	#rb: Martin.Wilson
	#tests: Sword Beauty map

Change 3080665 on 2016/08/08 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3080081

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3080565 on 2016/08/08 by Laurent.Delayen

	Fix for curve values during URO interpolation.
	Fixes flashing of materials and Twinblast's ult weapon.

	https://jira.ol.epicgames.net/browse/OR-27107
	https://jira.ol.epicgames.net/browse/OR-24358

	#rb lina.halper, martin.wilson
	#tests Twinblast's ult and Coil's primary.

Change 3079832 on 2016/08/05 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: marcus.wassmer
	Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
	#rb none
	[CodeReviewed] Chris.Wood
	#tests checked crashcontext on PC/PS4
	#lockdown Andrew.Grant

	#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3079045 on 2016/08/05 by Lina.Halper

	Adding more log to figure out why ActivePlayers.Count becomes inconsistent.

	#rb: Martin.Wilson
	#tests: PIE with bots

Change 3078944 on 2016/08/05 by Rolando.Caloca

	O - Update blacklisted driver
	#jira OR-27051
	#rb Marcus.Wassmer
	#tests Run with AMD card

Change 3078735 on 2016/08/05 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3078670

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3078122 on 2016/08/04 by Dmitry.Rekman

	Linux: treat abort() / SIGABRT as crash.

	- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
	- Rewrote RequestExit() because it used abort() itself.
	- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later.  As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.

	#rb Mark.Satterthwaite
	#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
	#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant

	#tests Ran Linux server, crashed using different methods.

Change 3077887 on 2016/08/04 by Dmitry.Rekman

	Initialize StackCount to 0 (kills valgrind warning).

	#rb David.Ratti
	#codereview David.Ratti
	#tests Ran Linux server.

Change 3077257 on 2016/08/04 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3077193

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3077242 on 2016/08/04 by Dmitry.Rekman

	Linux: stop heartbeat thread before handling the crash.

	#rb Robert.Manuszewski
	#codereview Robert.Manuszewski, Andrew.Grant
	#tests Compiled and ran Linux server, crashed it.

Change 3076676 on 2016/08/03 by Dmitry.Rekman

	Linux: print details about memory access (read or write).

	- Also print all the 16 digits of the pointer.
	- Read/write detection only implemented for x86_64.

	#rb Andrew.Grant
	#codereview Andrew.Grant
	#tests Compiled (natively) and ran Linux server.

Change 3076675 on 2016/08/03 by Dmitry.Rekman

	Print a bit more info about the array in assert.

	#rb Andrew.Grant
	#codereview Andrew.Grant
	#test Compiled and ran Linux server.

Change 3076010 on 2016/08/03 by Laurent.Delayen

	Moved OrionAnimNode_LegIK from Paragon to Engine.

	#codereview lina.halper
	#rb none
	#tests Grim.exe + Iggy & Scorch

Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt

	Reimplemented 3070766 for Orion:

	Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)

	#rb none
	#tests none

Change 3075446 on 2016/08/03 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3075422

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3075394 on 2016/08/03 by HaarmPieter.Duiker

	Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
	#rb marcus.wassmer
	#tests post process color correction

Change 3074314 on 2016/08/02 by Dmitry.Rekman

	Linux: change optimization from -O2 to -O1 (temporarily?).

	- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
	- Also adds a line to UBT output during compilation to draw attention.

	#rb Michael.Noland
	#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
	#tests Compiled and ran Linux server.

Change 3073553 on 2016/08/02 by jason.bestimt

	#ORION_MAIN - Merge 30.2 @ CL 3073360

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

	#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3073505 on 2016/08/02 by Daniel.Lamb

	Added cook modification delegate stats to cooker stats.
	#rb Wes.Hunt
	#test cook paragon.

Change 3072440 on 2016/08/01 by Aaron.Eady

	PlayerController Force Feedback (Debug only);

	Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.

	#rb none
	#tests SHIPPING

Change 3072259 on 2016/08/01 by Aaron.Eady

	PlayerController Force Feedback (Debug only);

	Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.

	#rb Michael.Noland
	#tests PIE

Change 3071908 on 2016/08/01 by John.Pollard

	Fix null reference crash

	#rb DavidR
	#tests Live game + replays

Change 3071876 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player

	#rb none
	#tests FN + Paragon live game + replays
	#codereview Andrew.Grant

Change 3071875 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Finalize replay version system

	* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
	* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
	* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)

	#rb RyanG
	#tests Live game + replays
	#codereview Andrew.Grant

Change 3071874 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Fix gameplay tags to work better with backwards compatibility in replays

	* We use the net field export group system in the package map to export tag names as a packed index
	* This will allow us to see the names of tags that no longer exists on the remote side

	#rb RyanG
	#tests Live game + replays
	#codereview Andrew.Grant

Change 3071776 on 2016/08/01 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3071738

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3071258 on 2016/07/30 by Aaron.McLeran

	OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
	- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.

	#rb none
	#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.

Change 3071099 on 2016/07/30 by Aaron.McLeran

	OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.

	#rb none
	#tests ran paragon with change and noticed no change in audio quality

Change 3070916 on 2016/07/29 by Andrew.Grant

	Missed file!
	#rb #tests na

Change 3070915 on 2016/07/29 by Andrew.Grant

	Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
	#rb none
	#tests Engine QA, Orion QA smoke

Change 3070576 on 2016/07/29 by Uriel.Doyon

	Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
	#review-3070386 @marcus.wassmer
	#jira OR-25941
	#rb marcus.wassmer
	#tests Run Game on PS4, and in editor

Change 3070086 on 2016/07/29 by Martin.Wilson

	Fixed ensure triggering during sequencer playback due to double update.

	#jira UE-33938
	#rb Thomas.Sarkanen
	#tests opened affected asset and verified problem no longer occured

Change 3070016 on 2016/07/29 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30 @ CL 3069935

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3069435 on 2016/07/28 by Ian.Fox

	#Orion, #Mcp - Check if Price Engine is configured before attempting query
	#rb Sam.Zamani
	#tests none
	#codereview Sam.Zamani

Change 3069381 on 2016/07/28 by Michael.Noland

	Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
	#rb nick.penwarden
	#tests Loaded Paragon cine asset that was crashing
	#codereview lina.halper, martin.wilson

Change 3069203 on 2016/07/28 by Dmitry.Rekman

	Headless client: do not draw windows.

	- Disables a bunch of code, including reaching into font cache to estimate width.
	- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).

	#rb Nick.Atamas
	#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
	#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem

	#tests Compiled and ran Orion Linux client.

Change 3069181 on 2016/07/28 by Lina.Halper

	Fix struct redirector for Orion anim node moving to engine

	#rb: Maciej.Mroz
	#code review:Laurent.Delayen
	#tests: editor loading the anim BP that caused the name conversion

Change 3069092 on 2016/07/28 by Aaron.McLeran

	OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves

	- Not all active sounds have sound classes, was causing a crash

	#codereview marc.audy
	#rb zabir.hoque
	#tests Run game with stat soundcues and not crash

Change 3068969 on 2016/07/28 by David.Ratti

	Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.

	#rb none
	#tests compile

Change 3068902 on 2016/07/28 by David.Ratti

	Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
	#rb none
	#tests compile

Change 3068831 on 2016/07/28 by Aaron.McLeran

	OR-26417 Reverb is too loud in-game in Dev-General

	- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.

	#rb Jeff.Campeau
	#tests run a map with no reverb audio volume and reverb is not super wet

Change 3068529 on 2016/07/28 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of  McpSubsystem->CreateRequest to query receipts (uses subsystem config)
	#RB: none
	#TESTS: none

	#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3068399 on 2016/07/28 by Andrew.Rodham

	Sequencer: Changed animation tracks to allow more animation types (such as anim montages)

	  - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility

	#jira OR-25769
	#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
	#rb Benn.Gallagher

Change 3068138 on 2016/07/28 by Marcus.Wassmer

	Disable mallocleak testing by default
	#rb none
	#test none

Change 3068121 on 2016/07/28 by Marcus.Wassmer

	Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
	Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data.  Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
	#rb Robert.Manuszewski
	#tests stack tracing / symbolication with mallocleak on windows.

Change 3068119 on 2016/07/28 by Marcus.Wassmer

	Fix MallocLeakProxy deadlock
	#rb Robert.Manuszewski
	#tests mallocleak start/stop/dump on windows

Change 3067752 on 2016/07/27 by Michael.Noland

	Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
	- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
	- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
	- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
	- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code

	Upgrade Notes:
	- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
	- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
	- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
	- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)

	Paragon:
	- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
	- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.

	#rb dmitry.rekman
	#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
	#review-3067607 @Dmitry.Rekman, @Bob.Tellez
	#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI

Change 3067654 on 2016/07/27 by Michael.Noland

	FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.

	#rb steve.robb
	#jira UE-31959
	[duplicating CL# 3039827]

	#tests Tried moving a folder in the editor

Change 3067644 on 2016/07/27 by Aaron.McLeran

	OR-24537 Looping audio sometimes persists in Agora

	Adding stopping sounds if audio component is destroyed while playing a looping sound

	#rb jeff.campeau
	#tests audio component stops looping sound if audio component is destroyed prematurely

Change 3067560 on 2016/07/27 by Aaron.McLeran

	OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters

	- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
	- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
	- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
	- Don't call EnsureCompletion on pending async tasks on teardown

	#rb Jeff.Campeau
	#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions

Change 3067420 on 2016/07/27 by jason.bestimt

	#ORION_MAIN - Merge 29.2/30 @ CL 3067312

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3067316 on 2016/07/27 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3065602

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari

	#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3067025 on 2016/07/27 by Michael.Noland

	Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
	#rb none
	#tests Compiled

Change 3067020 on 2016/07/27 by Michael.Noland

	Core: Various improvements to FHistogram and split it out into separate files
	- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
	- Added O(1) getters for total sample counts and sum of all measurements
	- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
	- Added support for specifying explicit histogram bucket thresholds
	#rb dmitry.rekman
	#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage

Change 3066681 on 2016/07/27 by Frank.Gigliotti

	Camera anim field of view fix;

	* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized.  This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.

	* Base FOV can now be edited in the CameraAnim properties.  This allows you to specify what the FOV keys are relative to.  Previously it was always using a base FOV of 90 degrees.

	#RB None
	#CodeReview Jeff.Farris
	#Tests Multiple camera animations in PIE

Change 3066508 on 2016/07/27 by Lina.Halper

	Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.

	#code review:Martin.Wilson, Benn.Gallagher
	#rb: Martin.Wilson
	#tests: cooked test map, run test map, PIE, saving content, loading standalone game

Change 3066246 on 2016/07/27 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: andrew.grant
	Fix for non-unity error
	#rb none
	#tests compiled

	#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3066167 on 2016/07/27 by Benn.Gallagher

	Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
	#rb Ori.Cohen
	#tests Editor, PIE, Applying clothing to characters.

Change 3065868 on 2016/07/27 by Michael.Noland

	Blueprints: Fixing non-editor build (missing WITH_EDITOR)
	#rb none
	#tests Compiled PS4

Change 3065749 on 2016/07/26 by Michael.Noland

	Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
	#codereview mike.beach, marc.audy
	#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
	#rb Phillip.Kavan

Change 3065706 on 2016/07/26 by Josh.Markiewicz

	#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
	- fixed non shipping cmd line override to be correct
	#rb none
	#codereview andrew.grant, paul.moore
	#tests none

Change 3065359 on 2016/07/26 by Rob.Cannaday

	Limit external id querying to 100 ids per call.  The backend currently enforces this and is returning an error when we exceed this limit.
	Break up calls in batches of 100 ids.

	#jira OR-20674
	#rb ian.fox
	#tests login to front end with PC, PS4.  forced tests to simulate > 100 requests.

Change 3065197 on 2016/07/26 by Bart.Bressler

	Change how PS4 sessions work:
	- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
	- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
	- Added comments, other misc. code cleanup.

	#rb josh.markiewicz, sam.zamani, rob.cannaday
	#tests created cross play parties with multiple pc + ps4 players
	#jira OR-20332

Change 3065158 on 2016/07/26 by Lina.Halper

	Fix the guid keep generated by adding to the database.

	- This caused worse problem with non-deterministic cooking -   This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible

	#rb: Martin.Wilson
	#jira: UE-33772, UE-33454
	#tests: cooked AI_Test map, editor rename curves

Change 3064735 on 2016/07/26 by Dmitry.Rekman

	Linux: added WebRTC libs.

	- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).

	#rb none
	#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.

	(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064727 on 2016/07/26 by Dmitry.Rekman

	Fix crash on cooker exit (UE-33583).

	- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.

	#rb none
	#tests Compiled and ran Linux server and Linux client.

	(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064725 on 2016/07/26 by Dmitry.Rekman

	Linux: use libc++ instead of libstdc++.

	- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
	- Bundled libc++ 3.8.1 (TPS cleared).
	- Turned off ICU compilation (needs recompile against libc++).
	- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.

	#rb none
	#tests Built and ran a number of Linux targets.

	(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064572 on 2016/07/26 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3064545

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3064523 on 2016/07/26 by Jon.Lietz

	Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.

	#RB none
	#tests BP compiles and stays not dirty
	#codereview dave.ratti@epicgames.com

[CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00
Andrew Grant
a140e73bbf Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255)
#lockdown Nick.Penwarden

Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing
	#rb marcus.wassmer
	#tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0
	#codereview david.nikdel

Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified
	#rb marcus.wassmer
	#tests Tested using MallocLeak Stop and MallocLeak Dump

Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only)
	#rb marcus.wassmer
	#tests Tested on my desktop and compared to dxdiag output

Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion

	Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory.
	Can be disabled with the cvar demo.LoadCheckpointGarbageCollect.

	#jira OR-25964
	#tests bug repro
	#rb john.pollard

Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Borderless window support improvements:

	- the cursor changes to resize when hovering over the window edge
	- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
	- used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled

	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3063307

	#RB:none
	#tests:none

	#ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ben.marsh
	Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics.

	#rb none
	#tests none

	#ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev

	Temp fix for broken post process volumes

	#rb none
	#tests  none

Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added check to Redirect collector resolve string asset references.
	#rb none
	#test cook paragon

Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Use round corners for windows with no system title bar and border only in windowed mode.

	#rb Peter.Sauerbrei
	#tests Tested in editor build on PC

Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion

	Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes

	We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.

	#tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation.
	#rb Benn.Gallagher

Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion

	BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately.

	#rb none
	#tests preflight

Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Non-unity fix
	#rb none
	#tests compiled

Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Skipped a file
	#rb none
	#test none

Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Allow r.SSR.MaxRoughness in shipping builds.
	Art has been tweaking with this value, but it's not being honored in shipping.
	#rb none
	#tests adjusted settings in agora_p

Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	HLOD distance scalability option (r.HLOD.DistanceScale)
	Higher values make HLODS transition further away.
	#rb Michael.Noland
	#tests Tested in agora_p

Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion

	Fix Compression - Reduce functions to be editoronly

	#rb: Martin.Wilson
	#tests: PIE/compile editor build/noneditor

Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion

	Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.

	There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.

	#tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour.

	#jira OR-25967

	#review-3061494 @Max.Chen

	#rb Benn.Gallagher

Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: sam.zamani
	compile errors
	#rb none
	#tests compile

	#ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: andrew.grant
	Fixed build breakage
	#rb none
	#tests compiled PS4 client

	#ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers
	#rb Sam.Zamani
	#tests Real-money offers that are on sale show the correct sale price / discount display
	#jira OR-21659

	#ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion

	Fix compile issue of non editor build

	#rb: none
	#tests: compile

Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Duplicate 3046845
	CVAR threading crash fix.
	#rb none
	#tests compiled, ran ps4

Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion

	- Back out changelist 3056611
	- Fix additive issue and built the new animation DDC
	#rb: Martin.Wilson
	#tests: Jump_Recovery_Additive, PIE

Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream

	When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader
	#jira OR-25648
	#rb bart.bressler
	#tests frontend parties with promotions, coop matchmaking

Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fixes for applocal redist
	#rb none
	#test built locally

Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream

	Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL )

	#jira UE-33567
	#rb Thomas.Sarkanen
	#tests In editor testing that animations can be recompressed and saved

Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015
	Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging
	WinPlatformAutomation now stages applocaldir to project and engine binaries
	Updated OrionBuild.xml to specify -applocaldir
	#codereview Jeff.Campeau, Ben.Marsh
	#rb none
	#tests build client locally and verified DLLs are local to executables

Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	fix case where DefaultGameplayTags.ini fails to update if not checked out from source control
	#rb none
	#tests add tags without source control

Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream

	Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h
	#rb paul.moore
	#tests compile with OrionFriendItem.cpp modified

Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	AppLcoalDependencies required by VS2015

Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3059419

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral

	Linux build fix (bad case on #include filename)

	#rb robert.manuszewski
	#tests compiled Paragon on a linux machine

Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev

	Implementing 3050352 in Dev-General.

	#rb none
	#tests Editor

	#codereview Marcus.Wassmer

Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream

	Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main)
	#rb none
	#codereview andrew.grant, ori.cohen

Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion - Remove QoS* from junk manifest
	#review-3058772 @Rob.Cannaday
	#rb none
	#tests QoS module doesn't get nuked every build

	#ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added submitted CL to success email for rebuild lighting commandlet.
	Removed nosimplygon from resave lighting commandlet commandline.
	#rb Daniel.Wright
	#test rebuildlighting paragon devgeneral.

Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion - Fix debug/non-development builds
	#rb Rob.Cannaday
	#tests it builds (and doesn't crash on login) on Debug Editor -debug -game!

	#ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added error to the lighting build whent it fails to build.
	#test Rebuild lighting commandlet
	#rb Daniel.Wright

Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for NAN issue introduced in 3032847
	#rb Jeff.Farris
	#tests none

Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	fix developer tags not properly adding to perforce when creating a new file

	#rb none
	#tests developer tags

Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3057330

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1

	Fixed shadowvariable in FAnalyticsEventEntry

	#rb none

	#tests compiled

	#codereview Wes.Hunt

Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value.
	This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID.
	Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay.

	#jira OR-25234
	#rb david.ratti
	#tests golden path, bug repro

	#ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM

	OrionAnalytics updates.
	* Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events.
	* Removed OrionAnalyticsProvider as it was no longer necessary.
	* Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs.
	#rb sam.zamani, jason.bestimt
	#tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE.
	#jira UE-30980

Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion

	Fix for additive broken with remove linear key
	- DDC key has been changed, so it will require to build DDC from this

	#rb: Martin.Wilson
	#tests: Jump_Recovery_Additive in editor, and PIE

Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream

	extended gameplay debugger's ability category to show locally owned gameplay tags
	#orion
	#rb none
	#tests PIE

Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion

	Fix offset rendering of maximized borderless game window on Windows.
	#review-3055205 @michael.trepka
	#rb Michael.Trepka
	#tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized).

Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream

	Add moved modules to JunkManifest.txt

Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN

	Attempts to fix rare server crashes (OR-24947, OR-24952).

	- Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture).

	#rb Steve.Robb
	#codereview Steve.Robb
	#tests Compiled Windows client and Linux server, played a match.

Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging
	#rb none
	#tests Smoked by engine and dev QA

Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream

	Removed warning when client miss-predicts ability activation.

	* It is valid for the client to miss-predict.  Warning was only added to track down a bug.

	#CodeReview David.Ratti
	#RB None
	#Tests None

Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Missed checkins on ability system engine work:
	-Register debug delegate on module startup for easier debugging
	-Fallback to actor location if no hit impact is specified in default engine GC notify class

	#rb none
	#tests ability system sample project

Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Fix issue where config file not actually flushed at right time when adding new tags

	Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties

	#rb DanY
	#codereview Dan.Youhon
	#tests pie

Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	-Remove developer tags from master tag list before saving to ini file
	-inline some stuff (wip for gc tag translator system)

	#rb none
	#test adding tags

Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion

	Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed)

	#jira OR-24955
	#jira OR-25183
	#rb Graeme.Thornton
	#tests Win64 cooked client golden path (solo vs AI)

Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN

	Overhaul of behavior of headless applications (server, client) (OR-23529).

	- Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used.
	- Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes).
	- Most of these changes originated from a shelved CL by BradA.

	#rb Michael.Noland
	#codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari
	#tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE).

Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Reinstate color grading changes.
	Fix broken config file.
	#rb none
	#tests Agora_p color grading and warning check

Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Don't record predicted elements of fast TArrays into client replays.
	Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server.

	#jira OR-25234, OR-25413, OR-25403
	#tests golden path, bug repo using 'net pktlag', replays
	#rb john.pollard, david.ratti

	#ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added jordan walker to rebuild lighting emails.
	Removed peter.sauerbrei.
	#rb Peter.Sauerbrei
	#test none

Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ben.marsh
	Merging support for precompiled binaries in CIS from Release-29.

	#rb none
	#tests none

	#ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Allow seamless upgrade from FVector -> FVector4 for UProperties.
	#rb Robert.Manuszewski
	#tests Color grading property changes.

Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Mcp, #Orion - Fix initalization values of CatalogServiceMcp
	#rb none
	#tests Real money offers show in the store again

	#ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - MERGING DUI @ CL 3047139

	#RB:none
	#Tests:none

	[CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner

	#ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Don't check IsClientOnly() to detemine whether a player controller is local or not.
	For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds.
	Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller.

	#jira OR-25258
	#tests bug repro, golden path, replays
	#rb john.pollard
	[CodeReviewed] zak.middleton, josh.markiewicz

	#ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon

	Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321
	- Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call
	- Unshelved from Jeff.Farris. Thanks Jeff!

	#rb Dan.Youhon
	#tests MultiPIE
	#codereview Jeff.Farris

Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added skipskin verify to rebuild lighting commandlet.
	#rb None
	#test Rebuild lighting commandlet

Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: buildmachine
	Remove simplygon from rebuild lighting commandlet
	#rb none
	#test rebuild lighting

	#ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral

	Remove simplygon from rebuild lighting commandlet
	#rb none
	#test rebuild lighting

Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Back out changelist 3049037 due to incompatibility with current assets
	#rb none
	#tests Cooked content and verified warnings & errors are gone.
	#codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker

Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	More work on content filtering (still disabled)
	#rb none
	#tests cooked content and verified filtered content is not found.

Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2/29 @ CL 3049113

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	Constified FObjectFinder::Succeeded because why not #UE4

	#rb none
	#test golden path

Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Created delegate for object name resolution and moved existing package localization code to use it.
	Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug.
	#rb none
	#tests ran editor, ran cooker, verified object resolution is equivalent to before.

Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General

	Adding shadows, midtones and highlights color correction controls
	#rb brian.karis, marcus.wassmer
	#tests "postprocess color correction"

Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream

	#UE4

	- Adding a delegate that fires off when LastUserInteractionTime is updated

	#codereview Matt.Kuhlenschmidt
	#rb none
	#tests PIE

Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN

	Fix double #undef LOCTEXT_NAMESPACE in editor case.

	#rb none
	#codereview Nick.Darnell, Andrew.Grant
	#tests Compiled Linux editor (for running -server).

Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12

	#rb none
	#tests Tested in editor on PC

Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN

	Changes to Linux application specific to Linux client.

	#rb none
	#codereview Brad.Angelcyk
	#tests Ran Paragon Linux client (headless) locally.

Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for PS4
	#rb #tests na

Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Moved timeguards out of stats.h
	#rb none
	#tests compiled editor & shipping client

Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion

	Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment.
	Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay.

	#tests golden path
	#rb john.pollard

Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.

	#codereview Dan.Hertzka
	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	New UI for selecting fullscreen mode in Paragon video settings

	#rb Dan.Hertzka
	#tests Tested in editor build on PC

Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window.

	#rb Dan.Hertzka
	#tests Tested in editor build on PC

Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral

	Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still

	#rb RyanG
	#tests Replays

Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option.
	#test rebuild lighting using resave packages paragon
	#rb None

Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612

	Changed MBWritten cooker stats to report mb instead of bytes...
	#rb Wes.Hunt.
	#test cook paragon.

Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2 @ CL 3043960

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

[CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00
Jack Porter
2082f7ec9b Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None

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

Change 3011102 on 2016/06/13 by Steve.Cano

	After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.

	#jira UE-26421
	#ue4
	#android

Change 3015801 on 2016/06/16 by Dmitriy.Dyomin

	Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
	#jira  UE-30878

Change 3015903 on 2016/06/16 by Dmitriy.Dyomin

	Fixed: Levels window has Refresh/UI issues when World Composition is active
	#jira UE-26160

Change 3018352 on 2016/06/17 by Chris.Babcock

	Handle Android media prepare failure (URL without internet for example)
	#jira UE-32029
	#ue4
	#android

Change 3026387 on 2016/06/24 by Jack.Porter

	Remove FFuncTestManager warning about PIE when running on a standalone game binary

Change 3026398 on 2016/06/24 by Jack.Porter

	Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK

Change 3027553 on 2016/06/25 by Niklas.Smedberg

	OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).

Change 3027554 on 2016/06/25 by Niklas.Smedberg

	Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)

Change 3028061 on 2016/06/26 by Jack.Porter

	Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
	Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.

Change 3029220 on 2016/06/27 by Steve.Cano

	Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.

	#jira UE-6135
	#ue4
	#android

Change 3030420 on 2016/06/28 by Jack.Porter

	Fix crash with RenderOutputValidation when running with cooked content

Change 3030426 on 2016/06/28 by Jack.Porter

	Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
	A return value of 0 indicates the connection was shutdown in an orderly manner.

Change 3030973 on 2016/06/28 by Steve.Cano

	Added a landscape downloader background along with the options to change it from within Android settings

	#ue4
	#android
	#jira UE-32318

Change 3031757 on 2016/06/28 by Chris.Babcock

	Remove unused methods from AndroidJNI header
	#ue4
	#android

Change 3032387 on 2016/06/29 by Allan.Bentham

	Rename android es31+aep -> glesdeferred.

Change 3032711 on 2016/06/29 by Allan.Bentham

	Rename GLSL_310_ES_EXT shader define:
	ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
	bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.

Change 3033698 on 2016/06/29 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3034210 on 2016/06/30 by Steve.Cano

	Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.

	#jira UE-32302

	#ue4
	#android

Change 3034530 on 2016/06/30 by Chris.Babcock

	Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
	#jira UE-32679
	#ue4
	#android

Change 3034612 on 2016/06/30 by Steve.Cano

	Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)

	#jira UE-25325
	#ue4
	#android

Change 3034679 on 2016/06/30 by Chris.Babcock

	Fix tooltip (.command for mac, not .sh)
	#jira UE-32302
	#ue4
	#android

Change 3038881 on 2016/07/05 by Jack.Porter

	Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices

	#jira UEMOB-115

Change 3039240 on 2016/07/06 by Jack.Porter

	TcpMessageTransport - connection-based message bus transport.

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039252 on 2016/07/06 by Jack.Porter

	Enable messaging and session services and functional testing on Android when launched with -messaging
	Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039264 on 2016/07/06 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3040041 on 2016/07/06 by Chris.Babcock

	Pass proper value to script generator functions
	#jira UE-32861
	#ue4
	#android

Change 3040890 on 2016/07/07 by Allan.Bentham

	Fix shadow crash
	#jira UE-32884

Change 3041458 on 2016/07/07 by Peter.Sauerbrei

	fix for IOS launch on failures

Change 3041542 on 2016/07/07 by Peter.Sauerbrei

	better fix for the multi-device deployment issue

Change 3041774 on 2016/07/07 by Steve.Cano

	Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml

	#jira UE-16992
	#android
	#ue4

Change 3042222 on 2016/07/08 by Dmitriy.Dyomin

	Mobile packaging scenarious
	Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
	Added Archive step to launcher profiles to be able to store build product into specified directory
	Changes to a cooker to be able to pack DLC based with a different flavor to a release App
	Changes to DLC packaging to be able to build streaming data without chunking pak files
	#jira UEMOB-119

Change 3042244 on 2016/07/08 by Dmitriy.Dyomin

	Fixed crash in FTcpMessageTransportConnection::Stop

Change 3042270 on 2016/07/08 by Dmitriy.Dyomin

	GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
	contributed by: EverNewJoy
	#jira UE-29867

Change 3042449 on 2016/07/08 by Dmitriy.Dyomin

	Fixing Mac Editor build erros from CL# 3042222

Change 3042480 on 2016/07/08 by Allan.Bentham

	Add ES3.1 profile & compiler_glsl_es3_1 to shaders.

Change 3042481 on 2016/07/08 by Allan.Bentham

	hlslcc - ES3.1 changes.
	set ES3.1 version number to 310
	Do not use ES2 keywords for ES3.1.
	Generate Layout Locations for ES3.1
	bump version.

Change 3042483 on 2016/07/08 by Allan.Bentham

	Add mobile ES3.1 support.
	Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.

Change 3042485 on 2016/07/08 by Allan.Bentham

	Undo android XGE change.

Change 3042506 on 2016/07/08 by Dmitriy.Dyomin

	One more compile fix from CL# 3042222

Change 3044173 on 2016/07/10 by Dmitriy.Dyomin

	UAT: Added support for building target platforms with multiple cook flavors
	ex: -targetplatform=Android -cookflavor=ETC1+ETC2

Change 3044213 on 2016/07/11 by Dmitriy.Dyomin

	Fixed: Can't stream in a level whose name is a substring of another streaming level
	#jira UE-32999

Change 3044221 on 2016/07/11 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3044815 on 2016/07/11 by Allan.Bentham

	Corrected NAME_GLSL_ES3_1_ANDROID format string.

Change 3046911 on 2016/07/12 by Chris.Babcock

	Add handling of OnTextChanged for virtual keyboard input on Android
	#jira UE-32348
	#ue4
	#android

Change 3046958 on 2016/07/12 by Chris.Babcock

	Rename some functions with Error in the name to prevent false coloring in the logs
	#jira UE-30541
	#ue4
	#android

Change 3047169 on 2016/07/12 by Chris.Babcock

	Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
	#jira UE-30610
	#pr #2372
	#ue4
	#android

Change 3047406 on 2016/07/12 by Jack.Porter

	Add missing import to GameActivity.java

Change 3047442 on 2016/07/13 by Dmitriy.Dyomin

	Added: Mobile custom post-process
	Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
	#jira UEMOB-147

Change 3047466 on 2016/07/13 by Dmitriy.Dyomin

	Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices

Change 3047746 on 2016/07/13 by Jack.Porter

	Rename FBasePassFowardDynamicPointLightInfo

Change 3047778 on 2016/07/13 by Jack.Porter

	Missing file for rename FBasePassFowardDynamicPointLightInfo

Change 3047788 on 2016/07/13 by Allan.Bentham

	Fix incorrect TargetPlatformDescriptor string generation.

Change 3047790 on 2016/07/13 by Allan.Bentham

	Fixed half3x3 matrix use with ES3.1 glsl
	Fixed couple of interpolator precision mismatch.
	Fixed ES3.1 support detection issues

Change 3047816 on 2016/07/13 by Allan.Bentham

	Remove AndroidGL4 remnants.

Change 3048926 on 2016/07/13 by Chris.Babcock

	Added detection of Amazon Fire TV to disable requiring virtual joysticks
	#ue4
	#android

Change 3049335 on 2016/07/14 by Dmitriy.Dyomin

	Fixing UAT crash when packaging project for iOS

Change 3049390 on 2016/07/14 by Jack.Porter

	Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
	This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.

	#code_review: Ben.Marsh

Change 3049391 on 2016/07/14 by Jack.Porter

	Fixed incorrect comment order in CL 3049390

Change 3049545 on 2016/07/14 by Dmitriy.Dyomin

	Reworking some code from CL#3047442 to make static analizer happy

Change 3049626 on 2016/07/14 by Allan.Bentham

	Automatic CSM shader toggling
	#jira UE-27429

Change 3051574 on 2016/07/15 by Jack.Porter

	Support for lighting channels on Mobile
	- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
	- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
	- No channel limitations for dynamic point lights

	Notes:
	Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
	Separate uniform buffers for mobile directional light are generated for each lighting channel.
	CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.

	#code_review Daniel.Wright
	#jira UEMOB-110

Change 3051699 on 2016/07/15 by Steve.Cano

	Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).

	#jira UE-20320
	#ue4
	#android

Change 3051744 on 2016/07/15 by Chris.Babcock

	Fix Android Vulkan include path checks (contributed by kodomastro)
	#jira UE-33311
	#PR #2602
	#ue4
	#android

Change 3052023 on 2016/07/15 by Chris.Babcock

	Fix shadowed variables

Change 3052110 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- missing template
	- accessor function for MobileDirectionalLights from scene

Change 3052242 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- removed dependency on C++14 feature

Change 3052730 on 2016/07/16 by Dmitriy.Dyomin

	Win32 build fix

Change 3053041 on 2016/07/17 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3053054 on 2016/07/17 by Jack.Porter

	Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()

Change 3053055 on 2016/07/17 by Jack.Porter

	Fixed local variable aliasing in unity build

Change 3053206 on 2016/07/18 by Jack.Porter

	Support ExecuteJavascript on iOS and Android
	Expose ExecuteJavascript to widget blueprint
	Fix ExecuteJavascript unicode string support on desktop platforms

	#jira UEMOB-152

Change 3053323 on 2016/07/18 by Dmitriy.Dyomin

	Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
	#jira UEMOB-107

Change 3053723 on 2016/07/18 by Jack.Porter

	Fix for UnrealTournamentProto.Automation.cs build errors

Change 3055090 on 2016/07/19 by Dmitriy.Dyomin

	Junk OnlineBlueprintSupport module binaries

[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Josh Adams
ac8b6f2e72 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden

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

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3020547 on 2016/06/20 by Jeff.Campeau

	Support for applocal deployment of binaries
	-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
	Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.

Change 3020552 on 2016/06/20 by Jeff.Campeau

	Add switch to disable debug symbol cache creation

Change 3020567 on 2016/06/20 by Jeff.Campeau

	constexpr enabled for Xbox One

Change 3020568 on 2016/06/20 by Jeff.Campeau

	Separate setting for debug
	#jira UEPLAT-1348

Change 3020628 on 2016/06/20 by Jeff.Campeau

	Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).

Change 3020629 on 2016/06/20 by Jeff.Campeau

	Use Slate tick to drive message processing during blocking loads (improves PLM).

Change 3020633 on 2016/06/20 by Jeff.Campeau

	Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
	Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).

Change 3020873 on 2016/06/21 by Lee.Clark

	PS4 - Fix missing audio when using A3D.

Change 3021225 on 2016/06/21 by Keith.Judge

	Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.

Change 3021286 on 2016/06/21 by Dmitry.Rekman

	Linux: symbolication for memory profiler.

	- Also repaired/improved finding function name from debug info and overall callstack parsing.

	#tests Ran Linux editor and TestPAL, crashed multiple times

Change 3021512 on 2016/06/21 by Mark.Satterthwaite

	Compile fixes for new clang version.

Change 3021521 on 2016/06/21 by Mark.Satterthwaite

	Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.

Change 3021528 on 2016/06/21 by Mark.Satterthwaite

	Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.

Change 3021595 on 2016/06/21 by Mark.Satterthwaite

	Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
	- Implement Metal Depth-16 and stencil-texture-view support where available.
	- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
	- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
	- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
	- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
	- Add support to Metal for setting UAVs from a uniform buffer.
	- Remove unused GlobalUniform header from MetalRHI.
	- Remove unnecessary FrameCount delay from Metal resource free lists.

Change 3021702 on 2016/06/21 by Mark.Satterthwaite

	Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.

Change 3022152 on 2016/06/21 by Nick.Shin

	Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp

	forgot to un-do this when the giant revert (CL: #2970016) was done

	#jira UE-22166 HTML5 Cook on the fly will launch and then close browser

Change 3022409 on 2016/06/21 by Dmitry.Rekman

	Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).

	- Contains PR #2258 (contributed by wshearn).

Change 3022541 on 2016/06/22 by Lee.Clark

	PS4 - Make sure the render target masks are set correctly for disabled render targets.
	Fixes a validation check for shaders expecting to write to NULL render targets.

Change 3022973 on 2016/06/22 by Michael.Trepka

	Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.

Change 3023106 on 2016/06/22 by Dmitry.Rekman

	Linux: enable code to catch memory stomps during async loading.

	- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.

	#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.

Change 3023256 on 2016/06/22 by Mark.Satterthwaite

	Fix compile errors from latest Metal changes that broke iOS.

Change 3023268 on 2016/06/22 by Mark.Satterthwaite

	Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.

Change 3023651 on 2016/06/22 by Mark.Satterthwaite

	Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.

Change 3023777 on 2016/06/22 by Brent.Pease

	 + Update config for Android and iOS

Change 3023781 on 2016/06/22 by Chris.Babcock

	Use mmap/munmap for Android BinnedAllocFromOS
	#ue4
	#android

Change 3023947 on 2016/06/22 by Mark.Satterthwaite

	Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.

Change 3024434 on 2016/06/23 by Lee.Clark

	PS4 - Remove Delta Color Compression support

Change 3024735 on 2016/06/23 by Mark.Satterthwaite

	Changes to MetalStatistics module initialisation.

Change 3024741 on 2016/06/23 by Mark.Satterthwaite

	Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.

Change 3025477 on 2016/06/23 by Brent.Pease

	 + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
	 + Change UEDeployAndroid.cs to use UnrealPluginLanguage

Change 3026085 on 2016/06/23 by Jeff.Campeau

	Separate Xbox One target settings for editor only values
	Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
	Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
	Clean up cached ini sections for UBT/UAT

Change 3026093 on 2016/06/23 by Jeff.Campeau

	Cleanup unused files

Change 3026745 on 2016/06/24 by Mark.Satterthwaite

	+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
	+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
	+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.

	-  By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.

Change 3026831 on 2016/06/24 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3026940 on 2016/06/24 by Brent.Pease

	PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)

Change 3027396 on 2016/06/24 by Brent.Pease

	Add BuildGraph.csproj to get Xamarin .sln builds working again

Change 3029211 on 2016/06/27 by Michael.Trepka

	Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user

Change 3029518 on 2016/06/27 by Josh.Adams

	Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1

Change 3030385 on 2016/06/28 by Keith.Judge

	Fix XB1 deployment issues with AppXManifest for Paragon.

Change 3030416 on 2016/06/28 by Lee.Clark

	PS4 - Fix Mediaplayer IsPlaying

Change 3030922 on 2016/06/28 by Keith.Judge

	XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.

Change 3030948 on 2016/06/28 by Jeff.Campeau

	Revert to using constant chunk indexes instead of polling the OS.
	(OS API has a bug that will not be fixed.)

Change 3031016 on 2016/06/28 by Brent.Pease

	UEPLAT-1244 - Archive dSYM file
	UEPLAT-1359 - Support creating dSYM bundle

	Changes:
	 + Added ios settings flag for dsym bundle
	 + Added ios setting for creating xcode archive
	 + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is

Change 3031352 on 2016/06/28 by Bob.Tellez

	Added tps file for xcodeunlock

Change 3031604 on 2016/06/28 by Mark.Satterthwaite

	Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.

Change 3031879 on 2016/06/28 by Brent.Pease

	 + PhysX libraries for bitcode support on tvOS.

Change 3032374 on 2016/06/29 by Keith.Judge

	Enable Oodle Handler Component on Xbox One

Change 3032407 on 2016/06/29 by Keith.Judge

	Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.

Change 3032432 on 2016/06/29 by Keith.Judge

	XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.

Change 3033474 on 2016/06/29 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3033603 on 2016/06/29 by Brent.Pease

	 + Support UnrealPluginLanguage for IOS and TVOS builds
	 + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file

Change 3034004 on 2016/06/30 by Lee.Clark

	PS4 - Use SDK 3.508.101

Change 3034007 on 2016/06/30 by Lee.Clark

	PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH

Change 3034173 on 2016/06/30 by Lee.Clark

	PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure

Change 3034498 on 2016/06/30 by Jeff.Campeau

	Use MSBuild version 14 when generating project files.

Change 3034943 on 2016/06/30 by Mark.Satterthwaite

	For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.

Change 3035416 on 2016/07/01 by Lee.Clark

	PS4 - Replace export vertex shader check with a CFLAG

Change 3036093 on 2016/07/01 by Brent.Pease

	 + Fix dSYM bundle path on Windows ios builds
	 + Search for DeltaCopy directory if its not found from the user settings
	 + Do not build an XCArchive file when building for ios on non-mac platforms

Change 3036726 on 2016/07/02 by Brent.Pease

	 + Add missing tvOS bitcode library

Change 3037455 on 2016/07/05 by Lee.Clark

	PS4 - Default SmoothFrameRate to false

Change 3037470 on 2016/07/05 by Keith.Judge

	Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.

Change 3038322 on 2016/07/05 by Jeremiah.Waldron

	Fix for asset packages with Unicode characters in their name not being loaded on Android.

	Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
	  - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.

	The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
	This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.

	#jira UE-18643
	#android

Change 3038693 on 2016/07/05 by Mark.Satterthwaite

	Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.

Change 3039880 on 2016/07/06 by Mark.Satterthwaite

	Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.

Change 3040407 on 2016/07/06 by Michael.Trepka

	Added View->Enter Full Screen menu item for games on Mac

Change 3040550 on 2016/07/06 by Mark.Satterthwaite

	Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.

Change 3041098 on 2016/07/07 by Peter.Sauerbrei

	initial changes to get IOS builds from PC in launcher release of engine

Change 3041310 on 2016/07/07 by Keith.Judge

	Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.

Change 3041327 on 2016/07/07 by Keith.Judge

	Xbox One - Remove pointless memory barrier call in D3D11Query

Change 3041352 on 2016/07/07 by Keith.Judge

	Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.

Change 3041419 on 2016/07/07 by Jeff.Campeau

	Xbox One toolchain fix for VS2015 Update 3

Change 3041635 on 2016/07/07 by Jeff.Campeau

	Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
	#jira OR-15578

Change 3041735 on 2016/07/07 by Peter.Sauerbrei

	re-enabled the build parameters for launcher release builds in IOS

Change 3041783 on 2016/07/07 by Joe.Graf

	Changed bAutpApplyFailed to bAutoApplyFailed (typo)

Change 3041784 on 2016/07/07 by Joe.Graf

	Fixed missing %s from a log message in UResavePackagesCommandlet

Change 3042434 on 2016/07/08 by Lee.Clark

	PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.

Change 3042658 on 2016/07/08 by Lee.Clark

	PS4 - Use SDK 3.508.201

Change 3042970 on 2016/07/08 by Josh.Adams

	Redoing CL in 3040890 in Dev-Platform

Change 3043243 on 2016/07/08 by Chris.Babcock

	clamped allowed slot range for gameplay debugger's categories
	copy of CL# 3040313 from //UE4/Dev-Framework
	#jira UE-32866

Change 3043500 on 2016/07/08 by Mark.Satterthwaite

	Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.

Change 3044628 on 2016/07/11 by Mark.Satterthwaite

	Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
	#jira UE-32989

Change 3044948 on 2016/07/11 by Dmitry.Rekman

	Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)

	- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
	- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.

	#jira UE-32973

Change 3045322 on 2016/07/11 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3046028 on 2016/07/12 by Lee.Clark

	PS4 - Check for correct SDK installation
	Allow use of 7th core when Morpheus is enabled

Change 3046339 on 2016/07/12 by Peter.Sauerbrei

	fix for incorrect error message when iPhone Plus icon is the correct size

[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
Ben Marsh
5fc947ac7e Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2986511 on 2016/05/23 by Ben.Marsh

	UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in.

Change 2993274 on 2016/05/27 by Ben.Marsh

	Fix UGS enumerating deleted .target.cs files when trying to detect editor target name.

Change 2994265 on 2016/05/31 by Ben.Marsh

	Add info about setting up CIS integration and zipped editor builds in UGS.

Change 2994275 on 2016/05/31 by Ben.Marsh

	PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans)

Change 2994287 on 2016/05/31 by Ben.Marsh

	UnrealGameSync: Add information about how UGS self-patches and updates.

Change 2996928 on 2016/06/01 by Ben.Marsh

	UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet.

Change 2997619 on 2016/06/02 by Ben.Marsh

	UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file.

Change 2999769 on 2016/06/03 by Ben.Marsh

	UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not.

Change 3004879 on 2016/06/07 by Ben.Marsh

	Remove copy of AWSSDK in NotForLicensees folder.

Change 3004902 on 2016/06/07 by Ben.Marsh

	UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder.

Change 3005892 on 2016/06/08 by Ben.Marsh

	Add the GitHub promotion to the UE4 binary release build.

Change 3016241 on 2016/06/16 by Ben.Marsh

	UGS: Always sync version files at the same changelist as everything else (rather than head revision)

Change 3016446 on 2016/06/16 by Ben.Marsh

	PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist)

Change 3016472 on 2016/06/16 by Ben.Marsh

	PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot)

Change 3017694 on 2016/06/17 by Ben.Marsh

	EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments.

Change 3017695 on 2016/06/17 by Ben.Marsh

	UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders.

	#jira UE-24271

Change 3017698 on 2016/06/17 by Ben.Marsh

	Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types).

	#jira UEB-664

Change 3017701 on 2016/06/17 by Ben.Marsh

	BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node.

	Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read.

	All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency.

Change 3017714 on 2016/06/17 by Ben.Marsh

	BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task).

Change 3018007 on 2016/06/17 by Ben.Marsh

	UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt.

	#jira UE-28761

Change 3018322 on 2016/06/17 by Ben.Marsh

	PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)

Change 3018365 on 2016/06/17 by Ben.Marsh

	Misc: Fixes for warnings compiling ShaderCompileWorker on Clang

Change 3018397 on 2016/06/17 by Ben.Marsh

	UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT

Change 3019421 on 2016/06/20 by Ben.Marsh

	Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead.

Change 3019423 on 2016/06/20 by Ben.Marsh

	PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)

Change 3020377 on 2016/06/20 by Ben.Marsh

	UBT: Fix strings not being escaped before writing to JSON files.

Change 3020378 on 2016/06/20 by Ben.Marsh

	UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list.

Change 3020966 on 2016/06/21 by Ben.Marsh

	EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main.

#rb none
#lockdown Nick.Penwarden

[CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
Andrew Grant
a0ef617fd2 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393)
#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]
2016-04-22 11:21:10 -04:00
Ben Marsh
1690497cec Backing out changelist 2935527 and replacing with a more narrowly scoped fix. Path.GetFullPath() on runtime dependencies in receipt for PS4 was causing p4-style "..." wildcards to be expanded as ".." parent directory separators for Slate content. New fix only operates on the actual file causing problems.
#lockdown Nick.Penwarden

[CL 2936007 by Ben Marsh in Main branch]
2016-04-06 22:11:45 -04:00
Andrew Grant
0b4257e23a Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#lockdown Nick.Penwarden

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

Change 2927181 on 2016/03/29 by Dmitry.Rekman

	(Optionally) exclude idle time from server FPS charts.

	- Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers).
	- Server FPS charts analytics events and log output will include the information if idle time was excluded.

	- Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log.

	#rb Paul.Moore
	#codereview Paul.Moore, Michael.Noland
	#tests Ran Linux server and Windows client on compatible content.

Change 2927084 on 2016/03/29 by Ben.Marsh

	BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately.

	#rb none
	#tests none

Change 2927060 on 2016/03/29 by Michael.Noland

	Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter)
	Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup)
	#rb marcus.wassmer
	#tests Ran and did some fps charts

Change 2927048 on 2016/03/29 by Michael.Noland

	HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD)
	#tests Compiled and ran Paragon
	#rb marcus.wassmer

Change 2926920 on 2016/03/29 by Ben.Marsh

	BuildGraph: Update schema with Rename task.

Change 2926911 on 2016/03/29 by Ben.Marsh

	BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/>

	#rb none
	#tests none

Change 2926908 on 2016/03/29 by Andrew.Grant

	Fix for CDO properties of renamed blueprints not being applied
	#rb none
	#tests loaded Origin map (renamed from Playgo3) and verified properties are applied.

Change 2926799 on 2016/03/29 by Jason.Bestimt

	#ORION_DG - Merge MAIN (23) @ CL# 2926780

	#RB:none
	#Tests:none

Change 2926663 on 2016/03/29 by david.nikdel

	#ROBOMERGE-OBO: jason.bestimt
	#ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ORION_23 - Potential fix for Cook failures

	"Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd."

	#RB:none
	#Tests: none

	[CodeReviewed]: andrew.grant, dan.oconnor

Change 2926510 on 2016/03/29 by Andrew.Grant

	Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock)
	#rb none
	#tests compiled

Change 2926495 on 2016/03/29 by Rob.Cannaday

	Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
	#jira FORT-18947
	#jira OR-17695
	#tests golden path
	#rb eric.newman

Change 2926427 on 2016/03/29 by Josh.Markiewicz

	#UE4 - fixed typo
	#rb none
	#tests none

Change 2926250 on 2016/03/29 by Martin.Mittring

	fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect
	#rb:Chris.Bunner
	#codereview:Brian.Karis

Change 2926224 on 2016/03/29 by Daniel.Lamb

	Fix for potenital threading issue with Console manager removing vars which could cause double free.
	#rb Robert.Manuszewski
	#test Orion cook

Change 2926174 on 2016/03/29 by Gareth.Martin

	Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people
	#rb
	#tests editor

Change 2925968 on 2016/03/29 by David.Nikdel

	#MCP #OSS
	- Read RedirectUrl from ini

	#RB: Eric.Newman
	#TESTS: compiled in another branch (merge over)
	#ROBOMERGE: Main

[CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
Bob Tellez
4b28d78a10 Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main
This is CL#2904759 from //Fortnite/Main

#lockdown Nick.Penwarden

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

Change 2904398 on 2016/03/10 by Bob.Tellez

	#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.

	#rb Josh.Markiewicz
	#codreview Josh.Markiewicz
	#JIRA FORT-20703

Change 2904339 on 2016/03/10 by Daniel.Broder

	Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).

	One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).

	Change made after discussion with Bob.

	#CodeReview Bob.Tellez

	#UE4

Change 2903020 on 2016/03/10 by John.Abercrombie

	Added blueprint function to set named params for use when running an EQS query from BP
	- Phil is going to test this out for me.

	#rb me (Mieszko wrote this)
	#codereview Phil.Cole, Mieszko.Zielinski

Change 2902440 on 2016/03/09 by Ben.Zeigler

	#Jira FORT-20149
	Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
	#codereview john.pollard
	#RB bob.tellez

Change 2900138 on 2016/03/08 by Bob.Tellez

	#UE4 Updated the following Parameter value functions to respect the bOverride flag

	GetStaticSwitchParameterValue
	GetStaticComponentMaskParameterValue
	GetTerrainLayerWeightParameterValue

	#rb Nick.Penwarden

Change 2899839 on 2016/03/08 by Lukasz.Furman

	fixed navmesh projection on actors with overlap response to world channels
	#rb Mieszko.Zielinski
	#codereview Zak.Middleton

Change 2899743 on 2016/03/08 by Lukasz.Furman

	fixed handling multiple blocking hits in navwalking's geometry conforming
	blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
	#fortnite FORT-21546
	#rb Mieszko.Zielinski
	#codereview Zak.Middleton

Change 2898194 on 2016/03/07 by Chris.Gagnon

	Added the ability to filter DataTable Assets by their row using the metadata.
	meta = (RowType=MyRowName)

	#RB Saad.Nader
	#codereview Saad.Nader, Jamie.Dale

Change 2895102 on 2016/03/04 by Ben.Zeigler

	#JIRA FORT-20290
	Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
	Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
	#codereview josh.markiewicz

Change 2891302 on 2016/03/02 by Bob.Tellez

	#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.

	#rb Ben.Zeigler
	#codereview Lukasz.Furman

Change 2887908 on 2016/03/01 by Chris.Gagnon

	Added Event Track to UMG Sequencer.
	Added PlayTo functionality for targeting the end point of a played animation.

	#RB Frank.Fella
	#codereview Frank.Fella, Nick.Darnell

Change 2887686 on 2016/03/01 by Joel.Crabbe

	Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.

	#codereview Ben.Zeigler

Change 2886847 on 2016/02/29 by Bob.Tellez

	#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.

	#codereview Richard.TalbotWatkin

Change 2886414 on 2016/02/29 by Lukasz.Furman

	fixed start point of composite path's update
	#fortnite FORT-21380
	#rb Mieszko.Zielinski

Change 2886250 on 2016/02/29 by Bob.Tellez

	#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.

	#codereview Robert.Manuszewski

Change 2885942 on 2016/02/29 by Bob.Tellez

	#UE4 Disabling per-instance mesh painting on instanced static mesh components.

	#rb Jack.Porter

[CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
Matthew Griffin
984342ca17 Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) post CL#2804086 to CL#2817167
CL#2805395 resolved as target to avoid copying 2015 changes
#lockdown Nick.Penwarden

[CL 2819197 by Matthew Griffin in Main branch]
2016-01-07 11:21:22 -05:00
Matthew Griffin
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]
2016-01-07 08:17:16 -05:00
Nick Penwarden
828f57e397 Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main)
#lockdown Ben.Marsh

Change 2718980 on 2015/10/07 by Dmitriy.Dyomin
	UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus)

Change 2719155 on 2015/10/07 by Allan.Bentham
	HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction).

Change 2724572 on 2015/10/12 by Jack.Porter
	Fix for landscape disappearing when using  r.forcelod

Change 2726062 on 2015/10/13 by Jack.Porter

	Merged CL2726057 from 4.10
	Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line
	Fixed problem where landscape grass was not invalidated after using the mirror tool

Change 2726133 on 2015/10/13 by Jack.Porter
	Fix for Device Profiles editor missing specific Android device profiles
	Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms"

Change 2736210 on 2015/10/21 by Dmitriy.Dyomin
	Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes)

Change 2736463 on 2015/10/21 by Jack.Porter
	Merge of 4.10 CL 2736461
	Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode

Change 2742855 on 2015/10/27 by Dmitriy.Dyomin
	Fixed: World origin offset handling for UInterpToMovementComponent
	https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html

Change 2745055 on 2015/10/28 by Allan.Bentham
	Update reflection captures (via update captures button) now works when mobile preview is active.

Change 2755668 on 2015/11/05 by Allan.Bentham
	Use distance from shadow view to object instead of view space Z.

Change 2762186 on 2015/11/11 by Jack.Porter
	The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target

Change 2765902 on 2015/11/13 by Gareth.Martin
	Landscape per-component layer whitelisting basic functionality

Change 2769487 on 2015/11/17 by Jack.Porter
	Support reflection viewmode on ES2 Preview

Change 2769576 on 2015/11/17 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	- added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool
	- automatically added components' painted layers to the component whitelists when enabling whitelist restriction

Change 2771223 on 2015/11/18 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	- Removing a layer from the whitelist will now delete its data from the component

Change 2777862 on 2015/11/23 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	 - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect
	Better handling of erasing 100%-painted areas of blended landscape weightmap
	 - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable.
	 - todo: erasing can still cause disconnects on shared edge verts

Change 2780470 on 2015/11/25 by Dmitriy.Dyomin
	Use hardware instancing when device supports it

Change 2780679 on 2015/11/25 by Jack.Porter
	Landscape layer usage viewmode

Change 2781878 on 2015/11/26 by Gareth.Martin
	Better handling of erasing 100%-painted areas of blended landscape weightmap
	 - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account
	Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core

Change 2782214 on 2015/11/27 by Allan.Bentham
	Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures.
	Merging using Ronin-To-UE4-Dev-Mobile

Change 2782536 on 2015/11/30 by Jack.Porter
	When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete

Change 2792617 on 2015/12/07 by Jack.Porter
	Added a Project Setting to edit the r.DiscardUnusedQuality console variable

Change 2792618 on 2015/12/07 by Gareth.Martin
	Baking landscape material world-position-offset into collision

Change 2794270 on 2015/12/08 by Dmitriy.Dyomin
	DynamicMeshBuilder uses 16bit index buffer on ES2 platforms

Change 2794556 on 2015/12/08 by Allan.Bentham
	Fix incorrect mip/roughness selection for HQ reflections.
	Fixed couple of merge issues.

Change 2794568 on 2015/12/08 by Gareth.Martin
	Fix black spot / hole if all layers on a component use height blending and add to <= 0

[CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
Justin Sargent
85261980f4 Copying //UE4/Portal-Staging to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

[CL 2795338 by Justin Sargent in Main branch]
2015-12-08 16:59:43 -05:00
Andrew Grant
9d58a141e9 Copying //UE4/Orion-Staging to Dev-Main (Originates from //Orion/Main @ CL-2759376)
#lockdown Nick.Penwarden

[CL 2759916 by Andrew Grant in Main branch]
2015-11-09 19:35:15 -05:00
Daniel Lamb
b49c651e32 Fixed ue4game.exe in binaries directory having it's icon set when packaging.
#codereview Peter.Sauerbrei

[CL 2728555 by Daniel Lamb in Main branch]
2015-10-14 14:32:07 -04:00
Daniel Lamb
bfd079e21e Fixed issue with custom icon not in windows task bar.
#codereview Peter.Sauerbrei
#jira UE-21446

[CL 2728402 by Daniel Lamb in Main branch]
2015-10-14 13:04:02 -04:00