Commit Graph

146 Commits

Author SHA1 Message Date
Nick Shin
09570fa903 HTML5 CIS - error hunt
#jira UE-43751  -  //UE4/Main: Step 'Compile UE4Game HTML5' - 11 Errors
#lockdown jack.porter
#rb none
#rnx

[CL 3389954 by Nick Shin in Main branch]
2017-04-12 06:34:07 -04:00
Jack Porter
ae727f8dab Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden

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

Change 3292174 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Linux toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292193 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm support

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292215 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and wbegl2 support

	- emscripten toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292222 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm support

	- ENGINE changes (c# & cpp files)

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292223 on 2017/02/08 by Nick.Shin

	HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile

Change 3292228 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches
	- and a lot of UE4 patches to package HTML5 on LINUX
	- mostly from mozilla's jukka -- thx jukka!

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3292285 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Windows toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3293994 on 2017/02/09 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- OSX toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3294391 on 2017/02/09 by Nick.Shin

	HTML5 "black box issues" revisited

	- jukka rewrote the window resize handler -- much cleaner and more straightforward

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3296421 on 2017/02/10 by Jack.Porter

	Fix landscape spline segment splitting placing when using streaming levels

Change 3296587 on 2017/02/10 by Jack.Porter

	Additional fix for landscape spline segment splitting when using streaming levels

Change 3301241 on 2017/02/14 by Mi.Wang

	Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter

Change 3301387 on 2017/02/14 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches from mozilla's jukka
	  + hardware instancing
	  + glBlitFramebuffer
	  + GL AlaphaBlendOperation

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3301405 on 2017/02/14 by Nick.Shin

	HTML5 plugin fix when blueprint projects are promoted to code projects automatically.

	#jira UE-41710  HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc

Change 3302278 on 2017/02/14 by Omar.Rodriguez

	UE-36651: Mac Vulkan Android Projects crash on launch.

	* Glslang library has been built for Mac but flag was not updated
	* Set GlslangAvailable to true for Mac when building an Android project with vulkan

	#jira UE-36651

Change 3302773 on 2017/02/14 by Chris.Babcock

	Add a dropdown with some common console commands on Android (contributed by rafortis)
	#jira UE-40834
	#PR #3143
	#ue4
	#android

Change 3305604 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader- turn on: instance static mesh vertex factory

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3308154 on 2017/02/16 by Nick.Shin

	HTML5 GitHub PR

	#jira UE-42019  GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5

Change 3308510 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3308971 on 2017/02/17 by Jack.Porter

	Fix for landscape painting when height<0 in the Ortho viewports

Change 3309075 on 2017/02/17 by Allan.Bentham

	Include static subject meshes when masking out modulated shadow casters.

	#jira UE-41581

Change 3309531 on 2017/02/17 by Chris.Babcock

	Handle large OBB files in APK
	#jira UE-41443
	#ue4
	#android

Change 3311320 on 2017/02/19 by Dmitriy.Dyomin

	Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
	#jira UE-41970

Change 3311347 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
	#jira UE-41976

Change 3311398 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Landscapes do not render on PowerVR device
	#jira UE-35530

Change 3311428 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
	#jira UE-42036

Change 3311448 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Packaged game Crashes on android after entering "Help" command twice
	#jira UE-41956

Change 3311587 on 2017/02/20 by Allan.Bentham

	ES2 GLSL - Silently swap all uint to ints
	#jira UE-41548

Change 3313930 on 2017/02/21 by Allan.Bentham

	Print literal uints as ints when generating ES2 code.
	#jira UE-41548

Change 3317924 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317929 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317951 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318004 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318669 on 2017/02/23 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318672 on 2017/02/23 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318819 on 2017/02/23 by Dmitriy.Dyomin

	Fixed: Rendering artifacts with bloom on iPhone7 Metal
	#jira UE-40978

Change 3319702 on 2017/02/23 by Chris.Babcock

	Disable eglSwapInterval since it can cause issues with some drivers
	#ue4
	#android

Change 3320880 on 2017/02/24 by Dmitriy.Dyomin

	Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
	#jira UEMOB-195

Change 3321042 on 2017/02/24 by Jack.Porter

	Fixed incorrect sizeof in Vulkan pipleine cache
	pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/

	#code_review: rolando.caloca

Change 3322383 on 2017/02/24 by Chris.Babcock

	Fix issue with ad banner on Android 7.0 devices
	#jira UE-42390
	#ue4
	#android

Change 3322479 on 2017/02/24 by Omar.Rodriguez

	UEMOB-199 - WEX: Improved virtual keyboard for Android

	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event

	#jira UEMOB-199

Change 3323353 on 2017/02/27 by Allan.Bentham

	Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
	#jira UE-42191

Change 3323431 on 2017/02/27 by Allan.Bentham

	CIS fix

Change 3323687 on 2017/02/27 by Allan.Bentham

	Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
	#jira UE-42131

Change 3324652 on 2017/02/28 by Dmitriy.Dyomin

	Fixed: Canvas elements appear darker on iOS Metal

Change 3324885 on 2017/02/28 by Jack.Porter

	Fixed "Minimum iOS Version" setting display name

	#jira UE-42270

Change 3324899 on 2017/02/28 by Jack.Porter

	GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
	#jira UE-40018

	#3063

Change 3324932 on 2017/02/28 by Jack.Porter

	GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows

	#jira UE-41984
	#3257
	#codereview: Peter.Sauerbrei

Change 3324956 on 2017/02/28 by Jack.Porter

	FOpenGLFrontend::GetMaxSamplers incorrect for IOS
	#jira UE-42038
	#3264

Change 3325478 on 2017/02/28 by Allan.Bentham

	PR # 3188   : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview  (Contributed by ufna)

	#jira UE-41442

Change 3327300 on 2017/03/01 by Allan.Bentham

	PR #3175   : Fixes high quality reflection blending seams  (Contributed by kallehamalainen)
	#jira UE-41257

Change 3328917 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
	#jira UE-41584  Editor locks up when adding an element for HTML5 devices on Mac
	#jira UE-41701  Editor freezes when setting browser filepath for inserted element in project settings

Change 3329169 on 2017/03/02 by Allan.Bentham

	increase render thread timeout to 1 minute for suntemple / android.
	Prevents low end devices timing out during load.
	#jira UE-40696

Change 3330849 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3331078 on 2017/03/03 by Dmitriy.Dyomin

	Fixed: Device output log partial lines

	integrated from WEX (3250488)

Change 3331112 on 2017/03/03 by Dmitriy.Dyomin

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)

	integrated from WEX (3256584)

Change 3331117 on 2017/03/03 by Dmitriy.Dyomin

	Fixed redundant blend state changes in opengl

	integrated from WEX (3256586)

Change 3331173 on 2017/03/03 by Dmitriy.Dyomin

	Slate pixel shaders will use half precision where possible on mobile

	integrated from WEX (3256656)

Change 3332865 on 2017/03/06 by Dmitriy.Dyomin

	Better MobileContentScaleFactor defaults for iOS devices
	#jira UEMOB-330

Change 3333129 on 2017/03/06 by Peter.Sauerbrei

	move to Library/Caches instead of documents for saved files
	re-enable iterative deploy on TVOS
	#jira UEMOB-284

Change 3334692 on 2017/03/06 by Jack.Porter

	Allow r.MobileContentScaleFactor to be changed at runtime on Android

	#jira UEMOB-173

Change 3336255 on 2017/03/07 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3337094 on 2017/03/08 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3338800 on 2017/03/08 by Chris.Babcock

	Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
	#jira UE-42677
	#ue4
	#android

Change 3338813 on 2017/03/08 by Chris.Babcock

	Pass build configuration to UPL for access during packaging as $S(Configuration)
	#jira UE-42678
	#ue4
	#android
	#ios

Change 3339401 on 2017/03/09 by Alicia.Cano

	Android runtime permissions
	- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
	- Fix for Location Services
	- Fix for if target sdk is not set to 23+
	#jira UE-38512
	#android
	#rb: chris.babcock

Change 3340736 on 2017/03/09 by Chris.Babcock

	Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
	#jira UE-41965
	#PR #3254
	#ue4
	#android

Change 3340744 on 2017/03/09 by Jack.Porter

	Expose Custom Depth to Foliage
	#jira UE-6061

Change 3340849 on 2017/03/09 by Dmitriy.Dyomin

	Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
	#jira UE-42351

Change 3341268 on 2017/03/10 by Alicia.Cano

	PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
	#jira UE-37945
	#android
	#rb: chris.babcock, jack.porter

Change 3341303 on 2017/03/10 by Allan.Bentham

	Remove optimisation that prevents full specular occulsion on mobile.
	PR #3186  : Specular can't be blocked on high-end mobile.
	#jira UE-41393

Change 3342304 on 2017/03/10 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343344 on 2017/03/13 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343591 on 2017/03/13 by Brent.Pease

	iOS multiplayer fix part 1. Correct byte ordering.

	#jira UE-34875

Change 3343669 on 2017/03/13 by Chris.Babcock

	Update carefullyredist script version
	#jira UE-42832

Change 3344212 on 2017/03/13 by Will.Fissler

	Various compile fixes for Xcode 8.3.
	These fixes must also be added to //UE4/Release-4.15.
	#jira UE-41313

Change 3344396 on 2017/03/13 by Chris.Babcock

	Fix Java 1.5 obsolete warnings
	#jira UE-42851
	#ue4
	#android

Change 3345132 on 2017/03/14 by Will.Fissler

	Added ifdef wrapper to check clang version for presentDrawable.

Change 3345336 on 2017/03/14 by Will.Fissler

	Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.

Change 3345460 on 2017/03/14 by Will.Fissler

	ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none

Change 3346046 on 2017/03/14 by Will.Fissler

	Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.

Change 3346367 on 2017/03/14 by Chris.Babcock

	Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
	#ue4
	#android

Change 3347682 on 2017/03/15 by Allan.Bentham

	Enable HW sRGB correction with retainer widget's render target.
	Use slate's gamma correction for mobile (where no such support exists)
	Render retainer box RT content with gamma correction.
	#jira UE-40967

Change 3348712 on 2017/03/15 by Nick.Shin

	HTML5 - upload to S3

	updated to AWS "signature version 4" authentication

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349254 on 2017/03/16 by Jack.Porter

	Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
	#jira UE-42971

Change 3349739 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	better error message feedback on upload failures

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349765 on 2017/03/16 by Alicia.Cano

	Disable mouseover events in Mobile Previewer

	#jira UE-19903
	#mobile
	#rb: Jack.Porter

Change 3350049 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	folder in bucket is optional

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3350153 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	updated S3 public link generator

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3351582 on 2017/03/17 by Will.Fissler

	Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";

	Currently we cannot build arm64 for iOS with this change.

Change 3352085 on 2017/03/17 by Alicia.Cano

	iOS doesn't honor request to close the virtual keyboard leading to a crash
	#jira UE-36447
	#ios
	#rb:Peter.Sauerbrei

Change 3353313 on 2017/03/19 by Ben.Marsh

	Always allow large *.js files in Github.

Change 3354444 on 2017/03/20 by Nick.Shin

	HTML5 - upload to S3

	to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3355618 on 2017/03/20 by Nick.Shin

	HTML5 Save Game System

	- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
	- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
	- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3355621 on 2017/03/20 by Nick.Shin

	remove temp debugging code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3356937 on 2017/03/21 by Chris.Babcock

	Add "stat vulkanrhi" to new console dropdown
	#jira UE-43149
	#ue4
	#android

Change 3357652 on 2017/03/21 by Nick.Shin

	HTML5 performance speed ups

	added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
	- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel

	this option is based on the suggestions by jukka's post:
	- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html

	however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...

	#jira UE-30214 - Implement a warning message for fps settings

Change 3360415 on 2017/03/23 by Allan.Bentham

	Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.

Change 3360418 on 2017/03/23 by Allan.Bentham

	Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
	#jira UE-40913

Change 3360557 on 2017/03/23 by Allan.Bentham

	Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
	#jira UE-42131

Change 3362258 on 2017/03/23 by Dmitriy.Dyomin

	Fixed: Canvas texture element gamma issues on iOS Metal

Change 3362321 on 2017/03/24 by Dmitriy.Dyomin

	GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)

	#3173

Change 3363550 on 2017/03/24 by Alicia.Cano

	build fix for devices < Android 5.0
	#jira UE-43299
	#android
	#rb: chris.babcock

Change 3363687 on 2017/03/24 by Chris.Babcock

	Fix Android password hiding in input dialog
	#jira WEX-5159
	#ue4
	#android

Change 3365280 on 2017/03/27 by Dmitriy.Dyomin

	Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension

Change 3365291 on 2017/03/27 by Dmitriy.Dyomin

	Copied form WEX CL# 3308653
	Fixed: Enabling shader cache causes crash on NVIDIA Shield

	#jira UE-41639

Change 3365293 on 2017/03/27 by Dmitriy.Dyomin

	GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
	#jira UE-43247
	#3411

Change 3365340 on 2017/03/27 by Dmitriy.Dyomin

	Fixed: Moving sublevel in world composition browser does not appear in Undo History
	#jira UE-35535

Change 3365564 on 2017/03/27 by Allan.Bentham

	SkyLightComponent now serializes IrradianceMap SH values.
	clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
	Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
	#jira UE-42436

Change 3366282 on 2017/03/27 by Nick.Shin

	remove dead links

	these files to not exist anywhere in the make-3.81 subfolders

	#UDN-354501
	#jira none

Change 3366306 on 2017/03/27 by Nick.Shin

	HTML5 - disable multi-threading for wasm

	#jira UE-43219 - HTML5 disable multi-threading for wasm

Change 3366307 on 2017/03/27 by Nick.Shin

	HTML5 packaging Shipping builds

	big cleanup / additions to *gz file support for amazon s3

	* both, uploading to s3
	* and allowing s3 to host the games there

	#jira UE-43002 HTML5 in Shipping fails downloading symbols files
	#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.

Change 3367385 on 2017/03/28 by Allan.Bentham

	Display skylight serialization warning only when cooking for mobile platforms.
	#jira UE-42436

Change 3368583 on 2017/03/28 by Chris.Babcock

	Expose JAVA_HOME setting in Android SDK project settings on Mac
	#jira UE-43418
	#ue4
	#android

Change 3368803 on 2017/03/28 by Chris.Babcock

	Fix features requested in manifest for "Daydream and Cardboard" mode
	#jira UE-43314
	#ue4
	#android

Change 3369087 on 2017/03/28 by Jack.Porter

	Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
	#jira UE-42438

Change 3369372 on 2017/03/29 by Allan.Bentham

	Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
	#jira UE-43366

Change 3369381 on 2017/03/29 by Jack.Porter

	Show warnings when mobile shader permutations required for rendering are disbaled
	Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
	#jira UE-43050

Change 3369430 on 2017/03/29 by Allan.Bentham

	fix CIS build

Change 3369740 on 2017/03/29 by Allan.Bentham

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
	Add support for map file generation with android.
	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini

	#jira UEMOB-168

Change 3369975 on 2017/03/29 by Nick.Shin

	HTML5 - AWS S3 shareable link for shipping builds corrected

	#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.

Change 3369998 on 2017/03/29 by Nick.Shin

	HTML5 python build scripts

	PR:
	1cb836d43c

	#jira none

Change 3370214 on 2017/03/29 by Nick.Shin

	HTML5 - default bUseFixedTimeStep to false...

	#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms

Change 3370762 on 2017/03/29 by Chris.Babcock

	Fixes to new keyboard for Android
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
	#ue4
	#android

Change 3371344 on 2017/03/30 by Jack.Porter

	Fixed issue where Vulkan screenshot R/B channels were reversed on Android
	#jira UE-43479

Change 3372926 on 2017/03/30 by Peter.Sauerbrei

	start the process of sunsetting 32-bit and GLES2 on iOS
	#jira UE-42266

Change 3372970 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3372989 on 2017/03/30 by Peter.Sauerbrei

	fix for Xcode 8.3 build with 32-bit

Change 3373007 on 2017/03/30 by Peter.Sauerbrei

	fix for crash when online subsystem is disabled on IOS

Change 3373108 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373163 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373169 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	license file updated

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rnx

Change 3373287 on 2017/03/30 by Nick.Shin

	HTML5 - 1.36.11 emscripten - remove old SDK

	#jira none

	#rnx

Change 3373289 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373595 on 2017/03/30 by Chris.Babcock

	Reenable GooglePlay for ARM64 now that it doesn't crash
	#jira UE-36198
	#ue4
	#android

Change 3373606 on 2017/03/30 by Chris.Babcock

	Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
	#ue4
	#android

Change 3375456 on 2017/03/31 by Chris.Babcock

	Add missing keycodes for Android keyboard (@ and #)
	#jira WEX-5777
	#ue4
	#android

Change 3376309 on 2017/04/03 by Allan.Bentham

	Fix overflow issues with mobile DoF.

Change 3377041 on 2017/04/03 by Will.Fissler

	Adding Testbed content for PlatformShowcase.

Change 3377582 on 2017/04/03 by Alicia.Cano

	adding back in GET_ACCOUNTS permission as it is required for Reset Achievements

	#jira: UE-43265
	#android
	#rb: Chris.Babcock

Change 3377643 on 2017/04/03 by Peter.Sauerbrei

	fix for memory leak in MallocBinned
	#jira UE-43008

Change 3378033 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3378034 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty build scripts

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3378035 on 2017/04/04 by Nick.Shin

	HTML5 - Update GameX template to make it work with trunk Emscripten

	PR
	dc2b26f452 (commitcomment-21454978)

	#jira none

	#rn

Change 3378044 on 2017/04/04 by Nick.Shin

	HTML5 harfbuzz - double checking recompiled with NO multithreading

	wasm currently does not support pthreads

	*** THIS IS STILL WIP ***
	checking in to match 3rd party libs compiled configuration

	#jira UE-28588 - Build HarfBuzz for HTML5

	#rnx

Change 3378264 on 2017/04/04 by Allan.Bentham

	Fix crash when using consolas font on android sdk 24
	#jira UE-43464

Change 3379097 on 2017/04/04 by Nick.Shin

	CIS HTML5 build warning fix

	#jria none

	#rnx

Change 3379333 on 2017/04/04 by Chris.Babcock

	Prevent inserting extra permissions into manifest multiple times
	#jira UE-43583
	#ue4
	#android

Change 3380870 on 2017/04/05 by Chris.Babcock

	Fix merge issue

Change 3380898 on 2017/04/05 by Chris.Babcock

	Fixed again

Change 3381443 on 2017/04/05 by Chris.Babcock

	Fix for GearVR non-unity build
	#ue4
	#android

Change 3381941 on 2017/04/05 by Chris.Babcock

	Fix HTTPChunkInstaller texture format checks and missing #define warning
	#jira UE-43706
	#ue4
	#android

Change 3382056 on 2017/04/05 by Chris.Babcock

	Updates to Android AARs needed for Facebook plugin

Change 3382097 on 2017/04/05 by Chris.Babcock

	Disable java console cmd receiver only in shipping builds
	#jira UE-43710
	#ue4
	#android

Change 3382497 on 2017/04/06 by Allan.Bentham

	Fix Fortnite Cooked Server crashes when joining game from lobby.
	#jira UE-43695

Change 3383227 on 2017/04/06 by Will.Fissler

	Reverted case sensitive change, from yesterday, and implemented a pragma instead.

	#jira UE-41313

[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
Ben Marsh
7c77078af1 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728)
#lockdown Nick.Penwarden

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

Change 3315219 on 2017/02/21 by Steve.Robb

	Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr.

Change 3315285 on 2017/02/21 by Steve.Robb

	Explicitly pass string builder into code generation functions.

Change 3315341 on 2017/02/21 by Ben.Marsh

	UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines.

Change 3315350 on 2017/02/21 by Ben.Marsh

	Fix shared resource files not being rebuilt if the version header changes.

Change 3315823 on 2017/02/21 by Ben.Marsh

	UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class.

Change 3315826 on 2017/02/21 by Ben.Marsh

	UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts.

Change 3315857 on 2017/02/21 by Ben.Marsh

	UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects.

Change 3315942 on 2017/02/21 by Ben.Marsh

	UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere.

Change 3316236 on 2017/02/22 by Maciej.Mroz

	#jira UE-42045

	Nativization
	Fixed Warning: TEnumAsByte is not intended for use with enum

Change 3316253 on 2017/02/22 by Robert.Manuszewski

	Fixes for the async log file writer hangs and crashes.

	- potential fix for the logging system hang when running out of disk space while flushing log
	- fix for unexpected concurrency assert when flushing the log buffer to disk

Change 3316293 on 2017/02/22 by Steve.Robb

	GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple.

Change 3316342 on 2017/02/22 by Maciej.Mroz

	Nativization: Wrappers (stubs) required only by other wrappers are properly generated.

	#codereview: Mike.Beach

Change 3316344 on 2017/02/22 by Maciej.Mroz

	Fixed crash in nativized Odin
	Async loading properly handles nativized structs.

Change 3316359 on 2017/02/22 by Steve.Robb

	GitHub #3287 : Ignore #pragma in USTRUCTs

	#jira UE-42248

Change 3316389 on 2017/02/22 by Matthew.Griffin

	Switched Installed Engine Filters to multiline properties to make them more readable
	Added Oodle to list of excluded plugins
	#jira UE-42030

Change 3316392 on 2017/02/22 by Ben.Marsh

	UBT: Split out FileReference/DirectoryReference classes into their own file.

Change 3316394 on 2017/02/22 by Ben.Marsh

	UBT: Move FileReference/DirectoryReference extension methods into the appropriate file.

Change 3316411 on 2017/02/22 by Ben.Marsh

	UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code.

Change 3316446 on 2017/02/22 by Ben.Marsh

	UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging.

Change 3316575 on 2017/02/22 by Ben.Marsh

	UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup.

Change 3318481 on 2017/02/22 by Steve.Robb

	Use of FMath::IsPowerOfTwo in check.
	Static assert to ensure that an inline set allocator will have a hash size of a power of two.

Change 3318496 on 2017/02/22 by Steve.Robb

	Fix for TSet visualizers.

Change 3318919 on 2017/02/23 by Steve.Robb

	Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them.

	#jira UE-42178

Change 3318942 on 2017/02/23 by Steve.Robb

	Removal of a redundant insertion which can cause problems on reallocation of the map.

Change 3319010 on 2017/02/23 by Ben.Marsh

	UBT: Fix exception when a file that was previously part of the working set is deleted.

Change 3319134 on 2017/02/23 by Robert.Manuszewski

	Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread.

Change 3319249 on 2017/02/23 by Matthew.Griffin

	Added a function to check if running with debug game libs instead of checking command line in multiple places
	Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug'
	Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs
	Removed -Shipping argument from VCProject generation as it's not used anymore

Change 3319253 on 2017/02/23 by Maciej.Mroz

	#jira UE-41846

	New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies.

Change 3319591 on 2017/02/23 by Ben.Marsh

	Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter.

Change 3320357 on 2017/02/23 by Steven.Hutton

	Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons.

Change 3320361 on 2017/02/23 by Steven.Hutton

	Performance improvements subsequent to the recent database changes.

Change 3320446 on 2017/02/23 by Steven.Hutton

	adding my temporary performance tracker class - reports to a private slack channel with add crash performance data.

Change 3320479 on 2017/02/23 by Ben.Marsh

	Fix CIS errors.

Change 3320576 on 2017/02/23 by Jin.Zhang

	Update CrashReporter to use AWS

Change 3320742 on 2017/02/23 by Jin.Zhang

	Merging crash caching

Change 3321119 on 2017/02/24 by Robert.Manuszewski

	DLL injection protection support for non-monolithic builds

Change 3323308 on 2017/02/27 by Matthew.Griffin

	Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future

Change 3323423 on 2017/02/27 by Chad.Garyet

	Adding a script to check and warn about csproj targeted .net versions being mismatched

	#JIRA UE-39624

Change 3323442 on 2017/02/27 by Ben.Marsh

	UBT: Output an error if an engine module references a game module.

Change 3323743 on 2017/02/27 by Ben.Marsh

	PR #3303: Resolved PVS scan issues (Contributed by projectgheist)

Change 3323748 on 2017/02/27 by Ben.Marsh

	Convert whitespace to tabs.

Change 3324851 on 2017/02/28 by Chris.Wood

	Add Odin symbol locations to engine config for MDD on CR server.

	NotForLicensees

Change 3324979 on 2017/02/28 by Gil.Gribb

	Fixed bad merge of priority change in the EDL.

Change 3326889 on 2017/03/01 by Steven.Hutton

	Update to buggs controller to generate faster queries.

Change 3326910 on 2017/03/01 by Robert.Manuszewski

	Removing legacy #if from PackageFileSummary.

Change 3327118 on 2017/03/01 by Gil.Gribb

	UE4 - Fixed race that resulted in a memory leak when reading compressed paks.

Change 3327633 on 2017/03/01 by Gil.Gribb

	UE4 - Added a cvar to control the pak precacher thottle.

Change 3327674 on 2017/03/01 by Steve.Robb

	Unified boilerplate between all generated code files.

Change 3328544 on 2017/03/01 by Chris.Wood

	CrashReportProcess.config update (CRP v1.2.17)

	Tweaks to a few values.
	Update website URL to explicitly point to old, non-cloud site on devweb-02.

Change 3328714 on 2017/03/01 by Chris.Wood

	Correct CRP config regression. Point website at new cloud site. Still v1.2.17

Change 3329192 on 2017/03/02 by Matthew.Griffin

	Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build

Change 3329285 on 2017/03/02 by Ben.Marsh

	UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired.

Change 3330636 on 2017/03/02 by Ben.Marsh

	UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files.

Change 3331262 on 2017/03/03 by Robert.Manuszewski

	Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements)

	- Improved GC multithreading
	- Improved BeginDestroy performance
	- Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled)
	- A few improvements to AddReferencedObjects functions
	- Misc improvements to GC code
	- Garbage Collector now properly handles clusters which had their objects marked as pending kill
	- Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled)

Change 3331285 on 2017/03/03 by Robert.Manuszewski

	A few fixes for the previous check-in.

Change 3332001 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file.

Change 3332022 on 2017/03/03 by Ben.Marsh

	Update documentation for where to find the BuildConfiguration settings.

Change 3332031 on 2017/03/03 by Ben.Marsh

	Remove documentation for Windows XP support; it has been removed in the 4.16 release.

Change 3332256 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN page containing module and target settings.

Change 3332458 on 2017/03/03 by Ben.Marsh

	UBT: Improvements to generated documentation.

Change 3332459 on 2017/03/03 by Ben.Marsh

	Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files.

Change 3332460 on 2017/03/03 by Ben.Marsh

	UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs.

Change 3332899 on 2017/03/06 by Robert.Manuszewski

	Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor)

	#jira UE-42548

Change 3332955 on 2017/03/06 by Maciej.Mroz

	Nativization distinguishes client and server platform:
	- Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config)
	- Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct.
	- Wrappers (for unconverted BPs) are created only when they are directly called.

	- Fortnite dedicated server can be nativized

Change 3332990 on 2017/03/06 by Ben.Marsh

	UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference.

Change 3333032 on 2017/03/06 by Ben.Marsh

	Documentation for build tools

Change 3333037 on 2017/03/06 by Ben.Marsh

	Add a build step to extract UAT and UBT documentation from XML comments.

Change 3333089 on 2017/03/06 by Ben.Marsh

	UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first.

Change 3333651 on 2017/03/06 by Gil.Gribb

	UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only.

Change 3335236 on 2017/03/07 by Ben.Marsh

	UGS: Set the sync changelist separately to the compatibility changelist.

Change 3335261 on 2017/03/07 by Gil.Gribb

	UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands.

Change 3335740 on 2017/03/07 by Gil.Gribb

	maybe fix static analysis warning

Change 3335945 on 2017/03/07 by Steve.Robb

	Move FFindInstancedReferenceSubobjectHelper code out of header.
	Add map/set property support to allow instanced members of these container types to be handled during CPFUO.

	https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html

Change 3336693 on 2017/03/07 by Ben.Marsh

	UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.

Change 3336694 on 2017/03/07 by Steve.Robb

	Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash.
	Fixes to types which relied on implicit conversions when calling GetTypeHash.
	Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail.

	#jira UE-42441

Change 3336698 on 2017/03/07 by Steve.Robb

	Hardcoded endpoint handling replaced with a generic string.
	Obsolete .proto and .java code generation removed.

Change 3336811 on 2017/03/07 by Wes.Hunt

	Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning.

Change 3336973 on 2017/03/08 by Steve.Robb

	Fix for missing GetTypeHash in a plugin.

Change 3336996 on 2017/03/08 by Steve.Robb

	Significant refactor of code generation, to try and make data flow more apparent.

Change 3337571 on 2017/03/08 by Steve.Robb

	CIS fixes for missing GetTypeHash functions.
	Non-unity fix.

Change 3337588 on 2017/03/08 by Gil.Gribb

	UE4 - Fixed obscure check with flushing rhi resources.

Change 3337620 on 2017/03/08 by Steve.Robb

	WITH_HOT_RELOAD_CTORS macros removed.
	UseVTableConstructors config option removed.

Change 3339369 on 2017/03/09 by Steve.Robb

	GetTypeHash overload for nn::account::Uid.

Change 3339464 on 2017/03/09 by Daniel.Lamb

	Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages.
	#jira UE-42583
	#test Editor + Cook + Run shootergame

Change 3339465 on 2017/03/09 by Maciej.Mroz

	Fixed serialization issue, after UserDefinedEnum was used in EnumProperty.

Change 3339469 on 2017/03/09 by Maciej.Mroz

	Fixed Nativization problem, when default value is passed as non-const reference.

Change 3340178 on 2017/03/09 by Daniel.Lamb

	Added support for in memory only packages.  The Cooker ignores these and added core functions to recognize these packages.
	Other systems will need to add support where nessisary.

Change 3341002 on 2017/03/10 by Maciej.Mroz

	Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included.

Change 3341076 on 2017/03/10 by Steve.Robb

	Fix for FBakedTextureSourceInfo move semantics.

	#jira UE-42658

Change 3341160 on 2017/03/10 by Gil.Gribb

	UE4 - Fix hazard with SetMaterialUsage from a thread.

Change 3341409 on 2017/03/10 by Steve.Robb

	Reduction of the generated code size for StaticRegisterNatives functions.

Change 3341523 on 2017/03/10 by Steve.Robb

	Code generation simplified.

Change 3341800 on 2017/03/10 by Ben.Marsh

	UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it.

Change 3342034 on 2017/03/10 by Ben.Marsh

	Fix compiler setting not being loaded correctly into the Windows target settings dialog.

	#jira UE-42746

Change 3342041 on 2017/03/10 by Ben.Marsh

	Fix -ErrorOnEngineContentUse not being set in the cooker options correctly.

Change 3342094 on 2017/03/10 by Steve.Robb

	Fix to deteministic name order during code generation.

Change 3342251 on 2017/03/10 by Daniel.Lamb

	Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages.
	#thanks Tim.Hagberg

	#test None

Change 3342961 on 2017/03/13 by Robert.Manuszewski

	Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed.

	#jira FORT-38977

Change 3343022 on 2017/03/13 by Steve.Robb

	GetTypeHash fixes for FUniqueNetIdLive.

	#jira UE-42788

Change 3343448 on 2017/03/13 by Steve.Robb

	Compiled-in defer object order fixed.
	Debuggability of the deferred registration map improved.

	#jira UE-42828

[CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -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
Josh Adams
60b019520c Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257)
#lockdown Nick.Penwarden
#rb none

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

Change 3235199 on 2016/12/14 by Joe.Barnes

	Fix new compile error for missing #define

Change 3235340 on 2016/12/14 by Arciel.Rekman

	Linux: refactor of some PlatformMisc functions.

	- RootDir() removed since it was a no-op.
	- Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir.
	- Change by CengizT,

Change 3237014 on 2016/12/15 by Michael.Trepka

	Fixed a crash in FChunkCacheWorker constructor

Change 3238305 on 2016/12/16 by Josh.Adams

	- Added a None option to the FKey customization, unless the FKey property had NoClear on it

Change 3240823 on 2016/12/20 by Josh.Stoddard

	Device profiles don't work for iPadPro 9.7 and 12.9

	#jira UE-39943

Change 3241103 on 2016/12/20 by Alicia.Cano

	Android support from Visual Studio
	#jira UEPLAT-1421
	#android

Change 3241357 on 2016/12/20 by Chris.Babcock

	Add gameActivityOnNewIntentAddtions section to Android UPL
	#jira UE-38986
	#PR #2969
	#ue4
	#android

Change 3241941 on 2016/12/21 by Alicia.Cano

	Build Fix

Change 3249832 on 2017/01/06 by Nick.Shin

	refetch on timed out GET/POST requests

	#jira UE-39992  Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure"

Change 3249837 on 2017/01/06 by Nick.Shin

	black box issues fixed:

	use device pixel ratio during width and height checks
	and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3249988 on 2017/01/06 by Josh.Adams

	- Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread
	#jira UE-40305, UE-39291, UE-40113

Change 3253720 on 2017/01/11 by Josh.Adams

	- Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini
	  - See SwitchRuntimeSettings.h / GetConfigOverridePlatform()
	- Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings).
	  - See UObject::GetDefaultConfigFilename()
	- Updated some minor ShooterGame switch settings while cleaning this up

Change 3254162 on 2017/01/11 by Daniel.Lamb

	Avoid trying to load empty package names.
	Fixed issue with iterative ini files being unparseable if they inlcude a colon in them.
	#jira UE-40257, UE-35001
	#test Cook QAGame

Change 3255309 on 2017/01/12 by Daniel.Lamb

	In the derived datacache commandlet wait for texture building to finish before we GC.
	#test DDC QAGame

Change 3255311 on 2017/01/12 by Daniel.Lamb

	Removed debug logging for shader compilation.
	Issue hasn't occured in a while and the logging is annoying.
	#test Cook QAGame

Change 3257024 on 2017/01/13 by Josh.Adams

	- Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook.
	#jira UE-38691

Change 3259636 on 2017/01/16 by Josh.Adams

	- Fixed split screen render issue with payer 2 getting no geometry
	#jira UE-40684

Change 3260159 on 2017/01/17 by Ben.Marsh

	Added extra logging when deleting a directory fails during ReconcileWorkspace.

Change 3260300 on 2017/01/17 by Ben.Marsh

	More logging for cleaning workspaces.

Change 3261056 on 2017/01/17 by Daniel.Lamb

	Cook on the fly builds now resolve string asset references.
	#test Trivial

Change 3262803 on 2017/01/18 by Joe.Graf

	Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins

Change 3262852 on 2017/01/18 by Joe.Graf

	Fixed the bad robomerge
	Don't try to regenerate projects when adding a content only plugin to a content only project

Change 3264930 on 2017/01/19 by Joe.Barnes

	#include some header files needed when building UFE.

Change 3265728 on 2017/01/20 by Will.Fissler

	PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content.

Change 3267188 on 2017/01/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3267439 on 2017/01/22 by Arciel.Rekman

	Fix Dev-Platform build.

	- Fixed just to have it compile; perhaps a proper fix is needed.
	- Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one).

Change 3267556 on 2017/01/23 by Arciel.Rekman

	Linux: fix MoveFile to work across file systems.

	- PR #3141 with slight changes.

Change 3267843 on 2017/01/23 by Arciel.Rekman

	Remove name collision (macro vs libc++).

	- Redoing CL 3259310.

Change 3267850 on 2017/01/23 by Arciel.Rekman

	Fix wrong always true condition.

	- PLATFORM_LINUX is always defined, but can be 0.

Change 3268048 on 2017/01/23 by Daniel.Lamb

	Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
	#test Rebuild lighting Paragon

Change 3268403 on 2017/01/23 by Josh.Adams

	#BUILDUPGRADENOTES
	- Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations)
	- Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS!

Change 3272441 on 2017/01/25 by Chris.Babcock

	Fixed documentation error in UnrealPluginLanguage
	#ue4
	#android

Change 3272478 on 2017/01/25 by Chris.Babcock

	Fix another documentation error in UnrealPluginLanguage
	#ue4

Change 3272826 on 2017/01/25 by Chris.Babcock

	Google Cloud Messaging plugin for Android
	#jira UEPLAT-1458
	#ue4
	#android

Change 3272839 on 2017/01/25 by Chris.Babcock

	Fix name of Google Cloud Messaging Sender ID
	#ue4
	#android

Change 3273837 on 2017/01/26 by Daniel.Lamb

	Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it.
	Instead crash as this is a loss of content situation.
	#test Cook paragon cook qagame

Change 3274122 on 2017/01/26 by Alicia.Cano

	Runtime permissions support on Android
	- Removing certain permissions
	#jira UE-38512
	#android

Change 3274311 on 2017/01/26 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3274794 on 2017/01/27 by Arciel.Rekman

	Linux: fix installed SDK check (UE-40392).

	- Pull request #3111 by rubu.

Change 3274803 on 2017/01/27 by Arciel.Rekman

	Linux: added few more exceptions to .gitignore (UE-39612).

	- Pull request #3026 by ardneran.

Change 3276247 on 2017/01/27 by Nick.Shin

	HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize

	note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer

	#jira UE-34753  Zen Garden cannot compile in HTML5
	#jira UE-40815  Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'.

Change 3276347 on 2017/01/27 by dan.reynolds

	Android Streaming Test Content

Change 3276682 on 2017/01/29 by Nick.Shin

	HTML5 thirdparty build scripts

	- fix up what looks like a bad merge
	- allow linux to also build these  libs
	- fixed harfbuzz to use freetype2-2.6 when building HTML5 libs

	- tested on mac, linux, and windows (git-bash)

Change 3276796 on 2017/01/29 by Nick.Shin

	HTML5 thirdparty (python) build scripts

	- linux patches from mozilla's jukka

	- tested on mac and, linux, and windows (git-bash)

	part of:
	#jira UEPLAT-1437  (4.16)  Switch [to] web assembly

Change 3276803 on 2017/01/29 by Nick.Shin

	HTML5 thirdparty build scripts

	- getting ready to build with (new toolchain that has) wasm support
	- minor fix to handle whitespace in project path

	- tested on mac and, linux, and windows (git-bash)

	part of:
	#jira UEPLAT-1437  (4.16)  Switch [to] web assembly

Change 3278007 on 2017/01/30 by Arciel.Rekman

	SteamVR: whitelist for Linux.

	- Makes Blueprint functions available in Linux builds, even if stubbed.
	- Can be probably whitelisted for Mac too.

Change 3278172 on 2017/01/30 by Arciel.Rekman

	Do not rebuild UnrealPak locally (UE-41285).

Change 3279873 on 2017/01/31 by Brent.Pease

	 + Implement streaming in Vorbis
	 + Add streaming to Android audio
	 + Fix audio streaming chunk race condition

Change 3280063 on 2017/01/31 by Brent.Pease

	GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices

	#2949
	#jira UE-38829

Change 3280072 on 2017/01/31 by Brent.Pease

	PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan)
	https://github.com/EpicGames/UnrealEngine/pull/2889

	#jira ue-37874
	#2889

Change 3280091 on 2017/01/31 by Arciel.Rekman

	Linux: fix "unable to make writable" toast (UE-37228).

	- Also fixed other platforms that returned inverted the error result.

Change 3280624 on 2017/01/31 by Brent.Pease

	PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal)
	https://github.com/EpicGames/UnrealEngine/pull/2891

	#2891
	#jira ue-37891

Change 3280625 on 2017/01/31 by Brent.Pease

	GitHub 2576 - Fix UIImagePickerController crash

	#2576
	#jira UE-328888

Change 3281618 on 2017/02/01 by Josh.Adams

	- Fixed hopeful compile error with missing inlcude
	#jira UE-41415

Change 3282277 on 2017/02/01 by Josh.Adams

	- Support 0.12.16 and 1.1.1 (the first versions that can share Oasis)

Change 3282441 on 2017/02/01 by Arciel.Rekman

	Fix Linux editor splash screen (UE-28123).

Change 3282580 on 2017/02/01 by Nick.Shin

	HTML5 - fix "firefox nighly" issue with:

	failed to compile wasm module: CompileError: at offset XXX: initial memory size too big:

	WARNING: this greatly impacts (in browser) compile times

Change 3285991 on 2017/02/03 by Chris.Babcock

	Fix executable path for stripping Android debug symbols (handle non-Windows properly)
	#jira UE-41238
	#ue4
	#android

Change 3286406 on 2017/02/03 by Chris.Babcock

	Save and restore texture filtering for movie playback in all cases
	#jira UE-41565
	#ue4
	#android

Change 3286800 on 2017/02/04 by Chris.Babcock

	Fix executable path for stripping Android debug symbols (handle non-Windows properly)
	#jira UE-41238
	#ue4
	#android

Change 3288598 on 2017/02/06 by Arciel.Rekman

	CodeLite fixes.

	- Use *-Linux-Debug binary for Debug configuration.
	- Fix virtual paths.

Change 3288864 on 2017/02/06 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	- Note, Switch is known to not boot with this, fix coming next

Change 3289364 on 2017/02/06 by Josh.Adams

	[BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string.
	- Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files
	- This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects)
	- Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information
	- Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure.
	- Added FConfigFile::GetArray (previous was only on FConfigCacheIni)

Change 3289796 on 2017/02/07 by Arciel.Rekman

	Linux: remove leftover CEF build script.

Change 3289872 on 2017/02/07 by Arciel.Rekman

	Linux: install MIME types (UE-40954).

	- Pull request #3154 by RicardoEPRodrigues.

Change 3289915 on 2017/02/07 by Josh.Adams

	- Fixed CIS warnings

Change 3289916 on 2017/02/07 by Arciel.Rekman

	Linux: remove -opengl4 from the default invocation.

Change 3290009 on 2017/02/07 by Gil.Gribb

	UE4 - Fixed boot time EDL causing some issues even when it wasn't being used.

Change 3290120 on 2017/02/07 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3290948 on 2017/02/07 by Arciel.Rekman

	Linux: fix crash when clicking on question mark (UE-41634).

	- Symbol interposition problem (proper fix is still to be investigated).

	(Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform)

Change 3291074 on 2017/02/07 by Arciel.Rekman

	Speculative build fix.

Change 3292028 on 2017/02/08 by Josh.Adams

	- Fixed Incremental CIS build failures

Change 3292105 on 2017/02/08 by Nick.Shin

	emcc.py - change warning to info

	#jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings

Change 3292201 on 2017/02/08 by JohnHenry.Carawon

	Change comment to fix XML warning when generating project files on Linux

Change 3292242 on 2017/02/08 by Arciel.Rekman

	Linux: avoid unnecessary dependency on CEF (UE-41634).

	- Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets).
	- Also disable CEF compilation for ShaderCompileWorker.
	- Based on CL 3292077 in 4.15.

Change 3292559 on 2017/02/08 by Josh.Adams

	- Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES)

Change 3294333 on 2017/02/09 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3294506 on 2017/02/09 by Josh.Adams

	- Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire
	#jira UE-41710

Change 3294984 on 2017/02/09 by Josh.Adams

	- Worked around the remote compiling issue with code-based projects on a different drive than the engine
	#jira UE-41704

Change 3295056 on 2017/02/09 by Josh.Adams

	- Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename

Change 3295161 on 2017/02/09 by Josh.Adams

	- Fixed new bug when buildin native ios that was caused by a remote compile break

Change 3295229 on 2017/02/09 by Josh.Adams

	- Fixed a crash in clothing on platforms that don't support clothing
	#jira UE-41830

[CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
Marc Audy
03d64a49e8 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden

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

Change 3203880 on 2016/11/18 by Ori.Cohen

	Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)

Change 3207429 on 2016/11/22 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285

Change 3252627 on 2017/01/10 by Lukasz.Furman

	removed duplicated entries from visual logger shape rendering
	#ue4

Change 3252675 on 2017/01/10 by Ori.Cohen

	Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3252686 on 2017/01/10 by Ori.Cohen

	Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3252833 on 2017/01/10 by Ori.Cohen

	Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3252887 on 2017/01/10 by Dan.Reynolds

	Increased modes to include:
	Harmonic minor
	Melodic minor (going up)
	Pentatonic (Major)
	Pentatonic (minor)
	Whole Tone
	Diminished (WH)
	and Blues

Change 3252895 on 2017/01/10 by Aaron.McLeran

	update to music utilities.

Change 3253060 on 2017/01/10 by Aaron.McLeran

	Updates to synthesis plugin and some new features to DSP objects

Change 3253061 on 2017/01/10 by Aaron.McLeran

	Updates to music maps

Change 3253078 on 2017/01/10 by Aaron.McLeran

	Removing pragma optimization code accidentally checked in

Change 3253110 on 2017/01/10 by Ori.Cohen

	First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3253315 on 2017/01/10 by Aaron.McLeran

	Fixing a few bugs in DSP objects

	- Added a new types file EpicSynth1 and EpicSynth1 component can share enums

Change 3253577 on 2017/01/11 by Aaron.McLeran

	Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map

Change 3254052 on 2017/01/11 by Ori.Cohen

	Fix build.

Change 3254059 on 2017/01/11 by Ori.Cohen

	Turn off html5 trying to build apex.

Change 3254095 on 2017/01/11 by Ori.Cohen

	Fix build

Change 3254200 on 2017/01/11 by Jon.Nabozny

	Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.

	#JIRA UE-40469

Change 3254334 on 2017/01/11 by Marc.Audy

	Put in missing virtual

Change 3254397 on 2017/01/11 by dan.reynolds

	Updates to OtonOkeMap

Change 3254410 on 2017/01/11 by Marc.Audy

	Cleanup autos

Change 3254420 on 2017/01/11 by Marc.Audy

	PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)

	Modified somewhat, but based on what PR indicated as a problem.

	#jira UE-40369

Change 3254423 on 2017/01/11 by Marc.Audy

	Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
	Remove autos

Change 3254826 on 2017/01/11 by Aaron.McLeran

	Bringing optimizations to dev-framework

Change 3254831 on 2017/01/11 by dan.reynolds

	Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.

Change 3254833 on 2017/01/11 by dan.reynolds

	Updating MidiSynthTestBP's default SynthPreset pan value.

Change 3254851 on 2017/01/11 by dan.reynolds

	Updating ES1Bank_Bass

	Updating OtonOkeMap

Change 3254854 on 2017/01/11 by Aaron.McLeran

	Some fixups for pan modulation

Change 3255682 on 2017/01/12 by aaron.mcleran

	Turning the bass down a bit on OtonOkeMap

Change 3255721 on 2017/01/12 by Marc.Audy

	Fix spelling error

Change 3255790 on 2017/01/12 by Marc.Audy

	Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)

Change 3256263 on 2017/01/12 by Ori.Cohen

	Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.

Change 3256288 on 2017/01/12 by Ori.Cohen

	Undo constraint refactor as we found a way around it and it made the code much harder to read/debug

Change 3256360 on 2017/01/12 by Ori.Cohen

	Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)

Change 3256846 on 2017/01/13 by Marc.Audy

	Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.

Change 3256954 on 2017/01/13 by Marc.Audy

	Fix missed fixup of deprecated constructor use

Change 3257167 on 2017/01/13 by Jon.Nabozny

	Fix check in FBodyInstance::SetCollisionEnabled.
	Create convenience methods for HasPhysics and HasQuery.

	#jira UE-39633

Change 3257181 on 2017/01/13 by Zak.Parrish

	Adding input map and some testing content to Xenakis

Change 3257183 on 2017/01/13 by Mieszko.Zielinski

	Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4

	Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius

	#jira UE-40368

Change 3257211 on 2017/01/13 by Jon.Nabozny

	Fix CIS issue caused by 3257167.

Change 3257220 on 2017/01/13 by Marc.Audy

	Additional FBox constructor deprecation fixups

Change 3257236 on 2017/01/13 by zak.parrish

	Fixed error on Xenakis input pawn

Change 3257242 on 2017/01/13 by zak.parrish

	Update to InputListener

Change 3257273 on 2017/01/13 by Marc.Audy

	No reason to pass simple types by reference

Change 3257418 on 2017/01/13 by Ori.Cohen

	Attempt to turn android physx libs back to static libs.

Change 3257445 on 2017/01/13 by Ori.Cohen

	Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib

Change 3257903 on 2017/01/14 by Aaron.McLeran

	Additions to synth module and updates to dsp objects

	- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
	- DSP objects define their default depths but patches can override
	- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
	- Adding a preset bank type so we can store a bank of presets (aka factory presets)

Change 3258179 on 2017/01/15 by Seth.Weedin

	Duplicating input test map for some FX work

Change 3258181 on 2017/01/15 by Seth.Weedin

	Modify skybox in test map to be dark and spooky

Change 3258183 on 2017/01/15 by aaron.johnson

	substituted classes, changed wind speed and adjusted level lighting

Change 3258190 on 2017/01/15 by aaron.johnson

	substituted triplet pawn and motion controller classes, enabled grabbing animations

Change 3258191 on 2017/01/15 by Aaron.McLeran

	Getting source effects working for GDC demo

	- Added new synthesis editor module to create instances of user-created source effects
	- Added code to do source effects
	- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
	- Tweaks and fixes to existing dsp objects to get source effects working
	- Modified existing engine code to allow for playing out source effect tails
	- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
	- Fixed issue of pitching with stereo delay effect on setting first interpolated param
	- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
	- Deleting some cruft files no longer needed

Change 3258201 on 2017/01/15 by Seth.Weedin

	C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none

Change 3258206 on 2017/01/15 by aaron.johnson

	map push, triplets interface created, debug widget placed in level

Change 3258222 on 2017/01/15 by Aaron.McLeran

	Fixing crash when there's a null entry in the source effect chain

	Fixed some zippering introduced by applying volume twice.

Change 3258225 on 2017/01/15 by aaron.johnson

	Interface changes, pawn output values wip

Change 3258228 on 2017/01/15 by aaron.johnson

	Pawn should be outputting all correct values for Tripletsinterface

Change 3258242 on 2017/01/15 by Stanley.Hayes

	Edge lights and Spherical Density Materials

Change 3258251 on 2017/01/16 by Seth.Weedin

	More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none

Change 3258284 on 2017/01/16 by Aaron.McLeran

	Fixing CIS build error

	Surprised that MSVC allows that...

Change 3258525 on 2017/01/16 by Mieszko.Zielinski

	Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4

Change 3258537 on 2017/01/16 by Lukasz.Furman

	fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
	#ue4

Change 3258595 on 2017/01/16 by Marc.Audy

	Fix static analysis warning

Change 3259364 on 2017/01/16 by Mieszko.Zielinski

	BTTask_RotateToFaceBBEntry comment spelling fix #UE4

	#jira UE-40669

Change 3259683 on 2017/01/16 by dan.reynolds

	Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started

Change 3260244 on 2017/01/17 by Lina.Halper

	#anim

	- optimize layer blend node to not create mask weights in run-time but in compile time.

	#code review: Martin.Wilson

Change 3260617 on 2017/01/17 by Ori.Cohen

	Immediate mode spawns its own actors.

Change 3260701 on 2017/01/17 by Ori.Cohen

	Don't bother blending physics with animation when physics is QueryOnly

Change 3260796 on 2017/01/17 by Ori.Cohen

	EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.

Change 3261207 on 2017/01/17 by Ori.Cohen

	First iteration of contact enabling/disabling for immediate mode.

Change 3262010 on 2017/01/18 by Marc.Audy

	Remove some autos

Change 3262525 on 2017/01/18 by Lina.Halper

	Fix crash with required bones index not using property indexing

	#jira: UE-40786

Change 3263658 on 2017/01/19 by Martin.Wilson

	Add AnimTechDemo to dev-framework (base third person + feng mao)

Change 3263684 on 2017/01/19 by Lina.Halper

	#anim : layer node - fix allocation change I made by mistake

Change 3264523 on 2017/01/19 by Ori.Cohen

	Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order

Change 3264701 on 2017/01/19 by Ori.Cohen

	Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors

Change 3264980 on 2017/01/19 by Ori.Cohen

	Make sure physics asset collision disabled works in immediate mode.

Change 3265011 on 2017/01/19 by Ori.Cohen

	Added the ability to override physics asset for immediate mode

Change 3265030 on 2017/01/19 by Ori.Cohen

	Added override gravity for immediate mode.

Change 3265650 on 2017/01/20 by Benn.Gallagher

	NvCloth Source

Change 3265652 on 2017/01/20 by Benn.Gallagher

	NvCloth Lib
	#rnx

Change 3265653 on 2017/01/20 by Benn.Gallagher

	NvCloth Bin
	#rnx

Change 3266195 on 2017/01/20 by Danny.Bouimad

	Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)

Change 3266377 on 2017/01/20 by Marc.Audy

	Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.

Change 3267873 on 2017/01/23 by Jon.Nabozny

	Fix SceneProxy shadowing in UGeometryCacheComponent.

Change 3268025 on 2017/01/23 by Benn.Gallagher

	IWYU change, platform PCH generation seemed to hide this one.

Change 3268026 on 2017/01/23 by Benn.Gallagher

	Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
	#rnx

Change 3268630 on 2017/01/23 by Zak.Parrish

	Updating to add MIGS shooter content, as well as audio interaction Blueprints

Change 3268663 on 2017/01/23 by Ori.Cohen

	Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.

Change 3268811 on 2017/01/23 by Ori.Cohen

	Added component space sim for immediate mode

Change 3269369 on 2017/01/24 by Benn.Gallagher

	Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)

	Replaced clothing with new simulation framework

Change 3269417 on 2017/01/24 by danny.bouimad

	Minor Update to cloth map for test

Change 3269420 on 2017/01/24 by Benn.Gallagher

	Removed APEX simulation from clothing framework (used in testing, not fully complete)

Change 3269421 on 2017/01/24 by danny.bouimad

	Small tweaks

Change 3269515 on 2017/01/24 by Lukasz.Furman

	enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
	fixed GameplayAbility debugger's category not using IAbilitySystemInterface
	#ue4

Change 3269595 on 2017/01/24 by mason.seay

	Break apart physics asset for crash bug

Change 3269819 on 2017/01/24 by Ori.Cohen

	Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.

Change 3270364 on 2017/01/24 by Josh.Stoddard

	upgrade to the latest version of v-HACD:
	https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
	commit: 7a09f9d
	NOTE: only updated windows binaries
	  mac and linux still using old binaries until they can be tested
	#jira UE-40124 #rb josh.stoddard

Change 3271188 on 2017/01/25 by Jurre.deBaare

	Post-import script support
	#jira UEFW-80

Change 3271249 on 2017/01/25 by Thomas.Sarkanen

	Move soundwave-internal curve tables to advanced display

	Exposing it was confusing to audio people

Change 3271586 on 2017/01/25 by Marc.Audy

	Don't rerun construction scripts twice on a level that has been hidden and reshown
	#jira UE-40306

Change 3272048 on 2017/01/25 by Ori.Cohen

	Fix for immediate mode sim when root body is the same as the root bone.

Change 3272083 on 2017/01/25 by Ori.Cohen

	Make sure to warn when component space sim and collision are used together. Also handle it gracefully.

Change 3272300 on 2017/01/25 by Ori.Cohen

	Fix incorrect collision generation when a shape's local pose is not identity.

Change 3273195 on 2017/01/26 by Jurre.deBaare

	Fix for Anim import script crash in GetBonePosesForTime

Change 3273204 on 2017/01/26 by Ben.Marsh

	Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.

Change 3273378 on 2017/01/26 by James.Golding

	In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed

Change 3273381 on 2017/01/26 by James.Golding

	Big refactor to PoseDriver
	  - RBF logic now moved into its own class/file
	  - Allow editing of transform and radial scaling per-target
	  - Add support for different falloff functions (not just Gaussian)
	  - Allow driving curves directly, rather than always poses
	  - Add details customization for pose driver node
	  - Edits to PoseDriver settings now take immediate effect, don't need to recompile

Change 3273826 on 2017/01/26 by Josh.Stoddard

	modify VHACD to improve quality of hulls generated by convex decomposition
	NOTE: mac libs not included - mac editor will use legacy libs for now

Change 3273902 on 2017/01/26 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433

Change 3274018 on 2017/01/26 by Ori.Cohen

	Added immediate physics preview in phat.

Change 3274165 on 2017/01/26 by Ori.Cohen

	PhAT now depends on immediate mode plugin. Fix build

	#JIRA UE-41179

Change 3275001 on 2017/01/27 by Jurre.deBaare

	Fix for crash in Persona with Anim Modifiers

Change 3275297 on 2017/01/27 by Ori.Cohen

	Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)

Change 3275340 on 2017/01/27 by Benn.Gallagher

	Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
	#jira UE-41025
	#jira UE-41039

Change 3275383 on 2017/01/27 by Benn.Gallagher

	Blacklisted double promotion warning on ps4 NvCloth build
	#rnx

Change 3275426 on 2017/01/27 by Benn.Gallagher

	Removed CUDA dependencies from NvCloth cmake files

Change 3275670 on 2017/01/27 by Ori.Cohen

	Fix phat ragdoll in immediate mode updating sketal mesh component transform

Change 3275673 on 2017/01/27 by Ori.Cohen

	Add position/velocity iteration to immediate mode

Change 3276001 on 2017/01/27 by Alan.Noon

	Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
	none

Change 3276596 on 2017/01/28 by Aaron.McLeran

	Removing unused #ifdef

Change 3276597 on 2017/01/28 by Aaron.McLeran

	Getting rid of static analysis warning

Change 3277354 on 2017/01/30 by Lukasz.Furman

	fixed custom navlink Id collisions
	#ue4

Change 3277356 on 2017/01/30 by Lukasz.Furman

	fixed comments in GameplayDebugger.h
	#jira UE-41103

Change 3277371 on 2017/01/30 by mason.seay

	Test map for spawn sound/force feedback bug.

Change 3277445 on 2017/01/30 by Lukasz.Furman

	fixed compilation warning
	#ue4

Change 3277560 on 2017/01/30 by Danny.Bouimad

	Made checkin to Fix Crash that occured due to bad content.

Change 3277567 on 2017/01/30 by Ori.Cohen

	Fix immediate mode crashing when joint is empty.

	#JIRA UE-41026

Change 3277928 on 2017/01/30 by Ori.Cohen

	Turn on immediate mode plugin by default

Change 3278433 on 2017/01/30 by Ori.Cohen

	Immediate mode supports heightfield collision.

Change 3278449 on 2017/01/30 by Ori.Cohen

	Fix immediate mode cache not being initialized properly.

Change 3278787 on 2017/01/31 by James.Golding

	Fix CIS error in ImmediatePhysicsSimulation.cpp

Change 3279303 on 2017/01/31 by mason.seay

	Assets for RigidBody node bug

Change 3279352 on 2017/01/31 by Benn.Gallagher

	Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before

Change 3279377 on 2017/01/31 by Alan.Noon

	GDC AnimTech Demo: adjusted minion physics assets
	none

Change 3279425 on 2017/01/31 by james.cobbett

	Updating QA-Physics map.

	Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.

Change 3279436 on 2017/01/31 by Benn.Gallagher

	Fixed inertia scales on Owen mesh

Change 3279480 on 2017/01/31 by Benn.Gallagher

	Fixes for clothing behavior changes
	#jira UE-41092

Change 3279495 on 2017/01/31 by Ori.Cohen

	Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.

Change 3279579 on 2017/01/31 by james.cobbett

	Added new scenario to QA-Physics map.

	Moving platforms (up/down, left/right) with physics objects on them.

Change 3279695 on 2017/01/31 by mason.seay

	RigidBody node test asset

Change 3280105 on 2017/01/31 by Ori.Cohen

	Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode

Change 3280148 on 2017/01/31 by mason.seay

	First round of assets for force feedback testing

Change 3280860 on 2017/02/01 by James.Golding

	Merge CL 3280853 to Dev-Framework
	Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor

Change 3281172 on 2017/02/01 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156

Change 3281210 on 2017/02/01 by james.cobbett

	Updated QA-Physics map

	Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.

Change 3281211 on 2017/02/01 by James.Golding

	Details customization for editing PoseDriver targets list

Change 3281332 on 2017/02/01 by Marc.Audy

	Fix bad merge
	Fix file types

Change 3281388 on 2017/02/01 by mason.seay

	Updated Force Feedback asset

Change 3281396 on 2017/02/01 by mason.seay

	moving asset

Change 3281987 on 2017/02/01 by Benn.Gallagher

	Fixed project generation failing after main merge

Change 3282047 on 2017/02/01 by Marc.Audy

	Fix up Target and build cs files after changes from Dev-Build

Change 3282214 on 2017/02/01 by Ori.Cohen

	Expose radial forces to immediate mode

Change 3282221 on 2017/02/01 by Alan.Noon

	Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
	none

Change 3282273 on 2017/02/01 by Ori.Cohen

	Fix crash when recompiling animbp of immediate mode due to null pointer.

Change 3282368 on 2017/02/01 by Ori.Cohen

	Quick iteration on minion demo

Change 3282824 on 2017/02/02 by James.Golding

	Fix for CIS in RBFSolver.h

Change 3282829 on 2017/02/02 by James.Golding

	Fix CIS in PoseDriverDetails.cpp
	Fix list UI not refreshing after copying targets from PoseAsset

Change 3282834 on 2017/02/02 by Danny.Bouimad

	Adding Pose driver additive assets

Change 3282863 on 2017/02/02 by James.Golding

	Add Mambo mesh and Skeleton

Change 3282892 on 2017/02/02 by James.Golding

	Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework

Change 3283157 on 2017/02/02 by Mieszko.Zielinski

	Cook Orion Win64 fix #UE4

	Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP

Change 3283159 on 2017/02/02 by Marc.Audy

	Additional CIS fixes

Change 3283179 on 2017/02/02 by Marc.Audy

	More CIS fixes

Change 3283197 on 2017/02/02 by Jurre.deBaare

	Fix for issues importing Fornite geometry cache assets
	#fix Use actual import number of frames instead of total number of frames in the Alembic Cache

Change 3283201 on 2017/02/02 by Marc.Audy

	Keep fixing CIS

Change 3283270 on 2017/02/02 by James.Golding

	Merging CL 3276013 to Dev-Framework
	- fix issue with additive pose preview applying twice

Change 3283499 on 2017/02/02 by Marc.Audy

	More CIS fixes

Change 3283543 on 2017/02/02 by Jon.Nabozny

	Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.

Change 3283663 on 2017/02/02 by Ori.Cohen

	Fix potential null dereference in ragdoll node

Change 3283757 on 2017/02/02 by Marc.Audy

	May fix remaining CIS issues

Change 3283984 on 2017/02/02 by Marc.Audy

	Fix linux CIS

Change 3284039 on 2017/02/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913

Change 3284067 on 2017/02/02 by Marc.Audy

	Fixup mistakes in converting redirects

Change 3284187 on 2017/02/02 by Ori.Cohen

	Immediate mode works with radial force (not just radial impulse)

Change 3284358 on 2017/02/02 by Ori.Cohen

	Update arcblade phys asset for immediate mode

Change 3284667 on 2017/02/02 by Marc.Audy

	Arguments is an array not a string now. Fixing commented out code.

Change 3284684 on 2017/02/02 by Marc.Audy

	Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.

Change 3284707 on 2017/02/02 by Marc.Audy

	Fix AVIWriter module compilation on Mac

Change 3285012 on 2017/02/03 by Benn.Gallagher

	Fixes for Dx NvCloth shader warnings

Change 3285016 on 2017/02/03 by Marc.Audy

	Fix missing include

Change 3285048 on 2017/02/03 by Benn.Gallagher

	Fixed Persona needing a restart when changing number of clothing assets (import/delete)
	#jira UE-41323

Change 3285325 on 2017/02/03 by Marc.Audy

	Properly implement AVIWriter module

Change 3285538 on 2017/02/03 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499

Change 3285735 on 2017/02/03 by Jon.Nabozny

	Add IsInAir method to UVehicleWheel.

	#jira UE-38369

Change 3285862 on 2017/02/03 by Aaron.McLeran

	UE-41435 Fixing PIE audio

	- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.

Change 3285914 on 2017/02/03 by danny.bouimad

	RecomputeTangents Test Assets

Change 3286246 on 2017/02/03 by Mieszko.Zielinski

	Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4

	#jira UE-41527
	#jira UE-41518

Change 3286308 on 2017/02/03 by Ori.Cohen

	Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.

	#JIRA UE-41529

Change 3286396 on 2017/02/03 by Ori.Cohen

	Fix CIS

Change 3286479 on 2017/02/03 by Ori.Cohen

	Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)

Change 3287421 on 2017/02/06 by James.Golding

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819

Change 3287427 on 2017/02/06 by James.Golding

	Fix PoseBlendNode to 'pass through' if no poses are activated

Change 3287430 on 2017/02/06 by James.Golding

	- Add support to PoseDriver for evaluating source bone in the space of a different bone
	- Fix driven bone adding a scale of 1
	- Fix posedriver values 'sticking' (reset all weights to zero each frame)
	- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
	- Tranlsation targets now draw larger when selected
	- 'Copy from pose asset' now also auto-sets radius for you
	- Remove spammy warnings for missing poses/curves
	- Add UPoseAsset::GetNumTracks and ::GetFullPose
	- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
	- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)

Change 3287496 on 2017/02/06 by Chad.Garyet

	fixing busted quotes around defaultvalues

Change 3287569 on 2017/02/06 by Mieszko.Zielinski

	Orion BP fixed after deprecating NavigationSystem's BP API #Orion

Change 3287595 on 2017/02/06 by Benn.Gallagher

	BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
	Built for new NvCloth upgrade

Change 3287598 on 2017/02/06 by Benn.Gallagher

	NvCloth Upgrade to 21604115
	Added Linux+Mac support

Change 3287710 on 2017/02/06 by Lukasz.Furman

	added option to disable navlink polys at the end of generated paths
	#ue4

Change 3287857 on 2017/02/06 by Benn.Gallagher

	Fixed NvCloth module files to correctly set up linux and mac hopefully

Change 3287894 on 2017/02/06 by Benn.Gallagher

	Another fix to NvCloth build files, didn't get picked up in VS for some reason.

Change 3287917 on 2017/02/06 by Lina.Halper

	Copy from CharacterRigging to Dev-Framework

	#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham

Change 3287938 on 2017/02/06 by Thomas.Sarkanen

	Fix crash opening a media sound wave

	#jira UE-41582 - Editor crashes when running Automation test

Change 3287942 on 2017/02/06 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682

Change 3288035 on 2017/02/06 by James.Golding

	Remove C++ GameMode and pawn classes (replace with floating BP instead)
	Resave anims to remove Orion refs
	Add simple AnimBP and map for Mambo testing

Change 3288036 on 2017/02/06 by Benn.Gallagher

	Fix to BuildPhysX task to trigger Mac and Linux builds properly

Change 3288125 on 2017/02/06 by Ori.Cohen

	Change PhysXCommon back to dylib

Change 3288127 on 2017/02/06 by Benn.Gallagher

	Fixed project file identification not working for NvCloth under XCode

Change 3288156 on 2017/02/06 by Benn.Gallagher

	Disable "expansion-to-defined" warning in Linux NvCloth builds

Change 3288159 on 2017/02/06 by Lina.Halper

	potential compile fix for Ocean Editor

	#code review:Thomas.Sarkanen

Change 3288190 on 2017/02/06 by Ori.Cohen

	Link against static PhysXCommon for mac

Change 3288200 on 2017/02/06 by Marc.Audy

	Fix CIS

Change 3288270 on 2017/02/06 by Lina.Halper

	fix compile error

	#code review:Thomas.Sarkanen, Marc.Audy

Change 3288302 on 2017/02/06 by Thomas.Sarkanen

	Fixed ensure when deselecting bones in anim BP editor

	#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint

Change 3288348 on 2017/02/06 by Lina.Halper

	- Enabled control rig
	- Changed plugin name to be Control Rig

Change 3288490 on 2017/02/06 by Benn.Gallagher

	Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.

Change 3288511 on 2017/02/06 by Lina.Halper

	compile fix

Change 3288513 on 2017/02/06 by Lina.Halper

	Check in content to work with

Change 3288615 on 2017/02/06 by Ori.Cohen

	Fix skeletal mesh not simulating when using an aggregate.

	#JIRA UE-41593

Change 3288791 on 2017/02/06 by thomas.sarkanen

	Exposed transforms to cinematics so they can be animated

Change 3288795 on 2017/02/06 by Ori.Cohen

	Fix lock warnings for physx

	#JIRA UE-41591

Change 3288817 on 2017/02/06 by Charles.Anderson

	GDC Arcblade setup tests.

Change 3288825 on 2017/02/06 by Lina.Halper

	Fix build issue of shadow variable

Change 3289058 on 2017/02/06 by Ori.Cohen

	Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.

	#JIRA UE-41026

Change 3289348 on 2017/02/06 by Lina.Halper

	fix compile issue

Change 3289369 on 2017/02/06 by Lina.Halper

	Renamed leg control to limb control and will be used for arm/feet.
	- changed vars.
	- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.

	#code review:Thomas.Sakanen

Change 3289422 on 2017/02/06 by Lina.Halper

	Fixed IK sinking issue - or moving

	#code review:Thomas.Sarkanen

Change 3289433 on 2017/02/06 by Lina.Halper

	Fixed real shadow error

Change 3289485 on 2017/02/06 by Lina.Halper

	fixed build issue

Change 3289657 on 2017/02/07 by thomas.sarkanen

	Added rig bone mapping to Ice's skeletal mesh

Change 3289658 on 2017/02/07 by thomas.sarkanen

	Added ControlRig map with Ice setup to pose

Change 3289662 on 2017/02/07 by Thomas.Sarkanen

	Fixed up static analysis warning

Change 3289663 on 2017/02/07 by Thomas.Sarkanen

	Fixed crash when attempting to bind to skeletal mesh with already-set anim BP

	Anim instance may not have actually been created when binding, so dont dereference it

Change 3289717 on 2017/02/07 by Benn.Gallagher

	Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory

Change 3289718 on 2017/02/07 by Benn.Gallagher

	BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.

Change 3289744 on 2017/02/07 by Benn.Gallagher

	Fixed missing masses causing crash initialising clothing actors
	#jira UE-41599

Change 3289746 on 2017/02/07 by Danny.Bouimad

	Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.

Change 3289756 on 2017/02/07 by danny.bouimad

	Changing the asset for JamesG.

Change 3289785 on 2017/02/07 by James.Golding

	Replace old PoseDrive test with Danny's new one

Change 3289858 on 2017/02/07 by Lina.Halper

	fixed issue with undo transaction buffer

Change 3289860 on 2017/02/07 by Benn.Gallagher

	Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
	#jira UE-41655

Change 3289912 on 2017/02/07 by Thomas.Sarkanen

	Merging using Raven_To_Dev-Framework

	Originally from CLs 3249471, 3258522, 3260271, 3273791:

	Sequencer: More work supporting array properties more generically

	+ fixes

Change 3289962 on 2017/02/07 by James.Golding

	Add thickness option to DrawWireDiamond

Change 3289963 on 2017/02/07 by James.Golding

	Add spin option to VectorInputBox

Change 3289966 on 2017/02/07 by James.Golding

	Add weight bar chart to PoseDriver details
	Stop drawing pose weight text in viewport
	Fix position targets not drawing larger when selected

Change 3290094 on 2017/02/07 by Thomas.Sarkanen

	Fixed typo in filename (fallout from search and replace)

Change 3290119 on 2017/02/07 by Thomas.Sarkanen

	Manipulators can now have their IK/FK space set on them

	They are not drawn when the space for the chain that they control is not the same as their setting
	Also fixed a crash with invalid objects when reloading maps.

Change 3290145 on 2017/02/07 by Thomas.Sarkanen

	CIS fix for fallout from Raven changes

	#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors

Change 3290319 on 2017/02/07 by Marc.Audy

	Make sound player nodes hard reference the assets unless they are in a chain below a quality node.

Change 3290484 on 2017/02/07 by Richard.Hinckley

	Fixing grammar in popup messages.

Change 3290533 on 2017/02/07 by Marc.Audy

	Make GetAIController BlueprintPure
	#jira UE-41654

Change 3290624 on 2017/02/07 by Marc.Audy

	Reorder header to avoid include tool warnings

Change 3290697 on 2017/02/07 by Lina.Halper

	- support FK manipulator being in local space
	- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum

	#code review: Thomas.Sarkanen

Change 3290748 on 2017/02/07 by Ori.Cohen

	Touch immediate mode file to force physx re-link

Change 3290807 on 2017/02/07 by Richard.Hinckley

	#jira UE-39891
	Updates to assist in automatic documentation generation.

Change 3290946 on 2017/02/07 by Lina.Halper

	Fix issue of notify looping.

	#jira: UE-31463
	#Code review:Martin.Wilson

Change 3291553 on 2017/02/07 by Lina.Halper

	Rename/move file(s)
	- modified mesh mapping controller window to be Control Rig

Change 3291571 on 2017/02/07 by Lina.Halper

	added set up spine option

	#code review:Thomas.Sarkanen

Change 3291581 on 2017/02/07 by Ori.Cohen

	Temporarily turn off phat immediate mode preview which crashes.

Change 3291949 on 2017/02/08 by James.Golding

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819

Change 3291966 on 2017/02/08 by Lina.Halper

	Fix issue with notify looping bug

	#jira: UE-31463

Change 3292247 on 2017/02/08 by Marc.Audy

	Clean up bad merge caused by Fortnite integration to main

Change 3292326 on 2017/02/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313

Change 3292409 on 2017/02/08 by Marc.Audy

	Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.

Change 3292481 on 2017/02/08 by Ori.Cohen

	Fix for convex hull cooking (from Josh.S)

	#JIRA UE-41656

Change 3292492 on 2017/02/08 by Mieszko.Zielinski

	Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite

Change 3292778 on 2017/02/08 by Ori.Cohen

	Touch physx DDC key for new cooking.

	#JIRA UE-41656

[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
Ben Marsh
788a0d31a1 Fix build failures from //UE4/Dev-Build merge.
* UBT configuration files now read at UAT startup to fix exception packaging iOS/TVOS.
* Linux architecture specified as "" rather than null to fix exception stripping symbols on Linux for installed builds.
* Disabled automated tests.

#rb none
#lockdown Nick.Penwarden

[CL 3278974 by Ben Marsh in Main branch]
2017-01-31 09:10:56 -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
Josh Adams
3f3c6fd578 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741)
#lockdown Nick.Penwarden
#rb none

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

[NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt]

Change 3207431 on 2016/11/22 by Keith.Judge

	Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now.

	#jira UE-36921
	#jira UE-38560

Change 3208206 on 2016/11/22 by Josh.Adams

	- Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info.
	#jira UE-38929

Change 3209137 on 2016/11/23 by Alicia.Cano

	Add a check to iOS tool chain for exception flag
	#jira UE-36528
	#ios

Change 3209296 on 2016/11/23 by Ben.Marsh

	Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com

Change 3211316 on 2016/11/28 by Joe.Barnes

	Fix some typos

Change 3211318 on 2016/11/28 by Joe.Barnes

	Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp

Change 3213227 on 2016/11/29 by Dmitry.Rekman

	Add -fPIC to libwebsockets on Linux.

Change 3213463 on 2016/11/29 by Nick.Shin

	helper build scripts for CentOS 7 Linux (via Docker)

	LINUX: pull source and compile: zlib openssl libcurl & libwebsockets

	using [ glibc 2.17 ]  & [ gcc 4.8.5 ]

	Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container).  think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal.

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 3213939 on 2016/11/29 by Michael.Trepka

	Ignore parent widget's geometry scale when showing a popup menu in a separate window

	#jira UE-38706

Change 3215583 on 2016/11/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3216345 on 2016/11/30 by Josh.Adams

	Better fix for poison proxy fix

Change 3217106 on 2016/12/01 by Michael.Trepka

	Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject()

	#jira UE-38816

Change 3217223 on 2016/12/01 by Josh.Adams

	- Fixed some TEXT macro warnings that crept in from IWYU changes

Change 3217253 on 2016/12/01 by Dmitry.Rekman

	Linux: fix GL crash (UE-17649).

	- Making sure all streams are set up. Fix by Cengiz.

Change 3217473 on 2016/12/01 by Daniel.Lamb

	Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map.
	#test cook run QAGame

Change 3217588 on 2016/12/01 by Peter.Sauerbrei

	Pull in IPv6 fix

Change 3217654 on 2016/12/01 by Michael.Trepka

	Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes.

Change 3217873 on 2016/12/01 by Josh.Adams

	- Added some logging to a tvOS assert, since debugging it right away is tricky

Change 3218097 on 2016/12/01 by Josh.Adams

	- Fixed up the Switch MediaFramework, making editor better, etc
	- ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default)

Change 3218133 on 2016/12/01 by Dmitry.Rekman

	Linux: report server hangs by crashing the hung thread (UE-39164).

Change 3218512 on 2016/12/01 by Josh.Adams

	- Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox

Change 3219804 on 2016/12/02 by Dmitry.Rekman

	Linux: fix project settings crash (UE-38800).

	- Also submitted as a pull request #2945.

Change 3220027 on 2016/12/02 by Nick.Shin

	plow all physx libs into build

	NOTE: most browsers will not function
	- chrome and firefox nightly only works

	checking this in as per email

	#jira UE-38323 VehicleTemplate Vehicle does not move in HTML5

Change 3221620 on 2016/12/05 by Joe.Barnes

	UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end.

Change 3221689 on 2016/12/05 by Dmitry.Rekman

	Attempt to change/rename.

Change 3221700 on 2016/12/05 by Dmitry.Rekman

	Another attempt to change renamed file (from Linux).

Change 3221731 on 2016/12/05 by Michael.Trepka

	Added missing initialization for FAvfVideoSampler::MetalTextureCache

	#jira UE-38689

Change 3221792 on 2016/12/05 by Michael.Trepka

	Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures

Change 3222675 on 2016/12/05 by Josh.Adams

	- Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms
	#jira UE-39188

Change 3223546 on 2016/12/06 by Brent.Pease

	 + Properly set and use the realtime compression for ios.
	 + Reduce unused memory on ios from the precached first buffer
	 + Fix a resource tracking issue that was causing a double free on the sound buffer

Change 3223785 on 2016/12/06 by Brent.Pease

	 + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX)

	#jira ue-38701

Change 3224314 on 2016/12/06 by Chris.Babcock

	Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor
	#jira UE-38361
	#ue4
	#android

Change 3225367 on 2016/12/07 by Josh.Adams

	- Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them)
	- Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back
	- Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons

Change 3225426 on 2016/12/07 by Chris.Babcock

	Add missing Android UPL file for binary builds
	#jira UE-39420
	#ue4
	#android

Change 3225471 on 2016/12/07 by Dmitry.Rekman

	Update all platforms to C++14.

Change 3225525 on 2016/12/07 by Nick.Shin

	Cook-On-The-Fly for HTML5

	- re-enabled: ENetworkFileServerProtocol::NFSP_Http

	- cleaned up port numbers used with cook-on-the-fly situations

	- fixed null_ptr in NetworkFileServerHttp.cpp

	- fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server)

	- finally, the core of the jira issue:
	  o fix serialization bug: do not append zero sized data
	  o fix de-serialization bug: removed double insertion of packet "Marker and Size" header

	#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size

Change 3225690 on 2016/12/07 by Dmitry.Rekman

	Linux: improvements in touch support.

	- Multiple fingers.
	- Filtering out "moved" events from the same location.
	- Consistent logging.

	(Edigrating 3225194 from Wombat to Dev-Platform)

Change 3225868 on 2016/12/07 by Josh.Stoddard

	Gracefully handle delete without matching new on iOS & Mac

	#jira UE-39395

Change 3226159 on 2016/12/07 by Omar.Rodriguez

	UEPLAT-1423 WEX: Improved virtual keyboard for Android

	* Renamed old virtual keyboard functions by adding "Dialog" suffix to the name
	* Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard
	* Hide the virtual keyboard, if shown, onPause
	* Slate edit box decides which functions to call for showing/hiding keyboard
	  - eventually will be based on command line parameter like in IOS

	#jira UEPLAT-1423

Change 3226167 on 2016/12/07 by Dmitry.Rekman

	Allow running as root on ARM.

	(Edigrating 3204974 to Dev-Platform)

Change 3226168 on 2016/12/07 by Dmitry.Rekman

	Print current CVar value when denying an override.

	(Based on CL 3205476).

Change 3226169 on 2016/12/07 by Dmitry.Rekman

	Allow enabling sound (if disabled by default).

	(Based on CL 3205505)

Change 3226171 on 2016/12/07 by Dmitry.Rekman

	Allow running from symlinks.

	(Edigrating 3205518 to Dev-Platform).

Change 3226174 on 2016/12/07 by Dmitry.Rekman

	Linux: do not init SDL audio (we do not use it anyway).

	(Based on CL 3205505).

Change 3226327 on 2016/12/07 by Nick.Shin

	fix CIS warning

	#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size

Change 3226506 on 2016/12/08 by Dmitry.Rekman

	Fix one more case-sensitive misspelling (UE-39030).

	- Submitted as part of PR #2976.

Change 3226542 on 2016/12/08 by Dmitry.Rekman

	Linux: fix weirdness with tesselation in GL4 (UE-32865).

	- Workaround by CengizT. Proper fix tracked as UE-39489.

Change 3226570 on 2016/12/08 by Dmitry.Rekman

	Fix for ar failing due to too long command line (UE-39009).

	- Based on PR #2973.

Change 3226575 on 2016/12/08 by Dmitry.Rekman

	Add build-essential to dependencies (UE-39053).

	- PR #2981 contributed by cpyarger.

Change 3227129 on 2016/12/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	Fixed up a deferred GL error as well
	Fixed some copyrights of files not in main

Change 3227260 on 2016/12/08 by Omar.Rodriguez

	UE-39140 Projects with iCloud are failing provisioning check when code signing.

	* Set default value of bEnableCloudKitSupport to False
	* Set value of get-task-allow to true only on non-distribution builds
	* Only write out the entitlements file if changes have been made

	#jira UE-39140

Change 3229312 on 2016/12/09 by Dmitry.Rekman

	Fix missing responses (UE-39572).

	- Proper implementation of UE-39009.

Change 3230849 on 2016/12/12 by Dmitry.Rekman

	Linux: fixed Android packaging (UE-39635).

	- Misspelled case; fixed by JohnHenry Carawon.

	#jira UE-39635

Change 3231591 on 2016/12/12 by Peter.Sauerbrei

	fix for splash screen not being turned off by default
	#jira UE-39591

Change 3231880 on 2016/12/12 by Josh.Adams

	- Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues
	#jira UE-39680

Change 3232816 on 2016/12/13 by Dmitry.Rekman

	Linux: fix for CEF (UE-39682)

	- Fix by Cengiz.Terzibas.

Change 3232873 on 2016/12/13 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3232933 on 2016/12/13 by Josh.Adams

	- Missed the files that were needed to fix up after merge from main, but didn';t come from main

Change 3233066 on 2016/12/13 by Ben.Marsh

	UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE.

Change 3233512 on 2016/12/13 by Ben.Marsh

	Fix static analysis warnings.

[CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
Ben Marsh
6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

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

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

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 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -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
Nick Shin
390b3b812f update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk
#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings
#rb none
#lockdown josh.adams

[CL 3180931 by Nick Shin in Main branch]
2016-10-31 21:19:21 -04:00
Matthew Griffin
4136b4f3f8 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none

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

Change 3167010 on 2016/10/19 by Dmitriy.Dyomin

	Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
	Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
	#jira UE-36397

Change 3166824 on 2016/10/18 by Alexis.Matte

	Fix re-import of mesh material assignment regression
	#jira UE-37479

Change 3166821 on 2016/10/18 by Alexis.Matte

	Make sure the old asset are build correctly
	#jira UE-37461

Change 3166740 on 2016/10/18 by Lina.Halper

	Fix crash with hide name when bone buffer doesn't exist due to slave component
	#jira: UE-37467

Change 3166737 on 2016/10/18 by Jeff.Campeau

	Fix double release in PhysX if there's an exception during shutdown

	#jira UE-37058

Change 3166733 on 2016/10/18 by Chris.Babcock

	Add missing MultiviewOVR functions for Android deferred
	#jira UE-37401
	#ue4
	#android

Change 3166719 on 2016/10/18 by Richard.TalbotWatkin

	Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
	#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint

Change 3166701 on 2016/10/18 by Daniel.Wright

	Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
	#jira UE-37317

Change 3166549 on 2016/10/18 by Alexis.Matte

	Make sure the vertex paint circle brush is display when painting
	#jira UE-37462

Change 3166459 on 2016/10/18 by Mitchell.Wilson

	Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
	#jira UE-37471

Change 3166435 on 2016/10/18 by Mitchell.Wilson

	Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
	#jira UE-29718

Change 3166363 on 2016/10/18 by Mitchell.Wilson

	copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
	Rebuilt lighting for shootergame levels and added build data for each level.
	#jira UE-37435

Change 3166342 on 2016/10/18 by Rolando.Caloca

	UE4.14 - Fix for crash on splines with decals
	#jira UE-36864

Change 3166315 on 2016/10/18 by Ori.Cohen

	Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.

	#JIRA UE-21572, UE-37429

Change 3166274 on 2016/10/18 by Peter.Sauerbrei

	deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
	#jira UE-37034

Change 3166238 on 2016/10/18 by Max.Preussner

	MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
	Copied from Dev-Sequencer CL# 3166218

	#jira UE-37470

Change 3166209 on 2016/10/18 by Daniel.Lamb

	Fixed issue with launch on marking packages as dirty.
	#test Cook shooter game
	#jira UE-37455

Change 3165901 on 2016/10/18 by Jamie.Dale

	Fixed Clang error caused by missing return type

	#jira UE-37421

Change 3165774 on 2016/10/18 by Steve.Robb

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	Copied from CL# 3165739.

	#jira UE-37249
	#jira UE-37243

Change 3165457 on 2016/10/17 by Max.Chen

	Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.

	#jira UE-37420

Change 3165444 on 2016/10/17 by Max.Chen

	Sequencer: Fix reset view range so that it's a no-op when the range is negative.

	#jira UE-37412

Change 3165257 on 2016/10/17 by Keli.Hlodversson

	Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
	#jira UE-37432

Change 3165225 on 2016/10/17 by Nick.Darnell

	Strategy Game - No longer overrides the engine default iOS build machine to use.
	Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.

	#jira UE-37001

Change 3165110 on 2016/10/17 by Michael.Trepka

	Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script

	#jira UE-36939

Change 3165107 on 2016/10/17 by Mitchell.Wilson

	Resolve CIS content warnings in Shooter Game.
	#jira UE-30791

Change 3165001 on 2016/10/17 by Alexis.Matte

	Bump the static mesh build version to force a rebuild.
	#jira UE-37262

Change 3164928 on 2016/10/17 by Ben.Marsh

	GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.

Change 3164914 on 2016/10/17 by Max.Chen

	Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.

	Copy from Dev-Sequencer

	#jira UE-35285

Change 3164896 on 2016/10/17 by Ben.Marsh

	UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.

Change 3164892 on 2016/10/17 by Jamie.Dale

	Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText

	#jira UE-36977

Change 3164886 on 2016/10/17 by Jamie.Dale

	Fixed issues propagating property changes when editing Blueprints

	- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
	- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
	- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.

	#jira UE-36977

Change 3164884 on 2016/10/17 by Jamie.Dale

	We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor

	#jira UE-36977

Change 3164843 on 2016/10/17 by Ben.Marsh

	UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.

	#jira UE-37386

Change 3164823 on 2016/10/17 by Daniel.Lamb

	Fixed warning about shader compiler stalling.
	#test Cook Shootergame
	#jira UE-37393

Change 3164805 on 2016/10/17 by Alexis.Matte

	Remove the skinxx import workflow for static mesh
	#jira UE-37262

Change 3164803 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting on all template projects
	#jira UE-37317

Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed Editing InlineEditConditionToggle variable inside a blueprint  causing the editor to crash

	#jira UE-37029

Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed crash debugging blueprints in a networked game session
	- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete.  This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.

	#jira UE-37360

Change 3164711 on 2016/10/17 by Chris.Wood

	Added char limit to user description in Crash Report Client
	[UE-37377] - Limit description field size in Crash Report Client

	#jira UE-37377

Change 3164706 on 2016/10/17 by Alexis.Matte

	Fix fbx scene re-import of staticmesh loosing there materials
	#jira UE-37032

Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone

	#jira UE-37300

Change 3164686 on 2016/10/17 by Alexis.Matte

	Remove unwanted re-import setting option in both mesh editor.
	#jira UE-36640

Change 3164622 on 2016/10/17 by Dan.Oconnor

	Duplicating 3153975 and 3155758 in 4.14
	#jira UE-36938

Change 3164620 on 2016/10/17 by Robert.Manuszewski

	UE4 - Critical fix for task graph memory leak.

	(re-implementing CL #3159689 by Gil.Gribb)

	#jira UE-37382
	#fyi Gil.Gribb

Change 3164557 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting in code and bp first person template.
	#jira UE-37317

Change 3164370 on 2016/10/17 by Chris.Wood

	Fix broken application path in Crash Report Client app restart code.
	[UE-36429] - Send and Restart from Crash Reporter does nothing

	#jira UE-36429

Change 3164329 on 2016/10/17 by Dmitriy.Dyomin

	Fixed: Shader compile error using Point Lights Nvidia Shield
	#jira UE-25671

Change 3164219 on 2016/10/16 by Max.Chen

	Fix CDO Constructor errors

	Copy from Dev-Sequencer

	#jira UE-36787

Change 3164173 on 2016/10/16 by Zachary.Wilson

	Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections

	#jira UE-29618

Change 3164171 on 2016/10/16 by Benjamin.Hyder

	Re-Saving TM-Noise to update camera position

	#jira UE-29618

Change 3164169 on 2016/10/16 by Benjamin.Hyder

	Updating TM-Noise map to include VectorVoronoi noise material

	#jira UE-29618

Change 3164022 on 2016/10/15 by zachary.wilson

	Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node

	#jira UE-29618

Change 3163970 on 2016/10/15 by Benjamin.Hyder

	updating shading model for skeletal mesh example in TM-SSS_Fullres

	#jira UE-29618

Change 3163961 on 2016/10/15 by Benjamin.Hyder

	adding animated skeletal mesh example to TM-SSS_Fullres

	#jira UE-29618

Change 3163958 on 2016/10/15 by Benjamin.Hyder

	adding diffuse example to TM-SSS_Fullres

	#jira UE-29618

Change 3163728 on 2016/10/14 by Tyler.Cole

	Prep build scripts for WEX MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163718 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163715 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163711 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Orion MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163698 on 2016/10/14 by Michael.Trepka

	Fixed a CoreAudio crash on unpause

	#jira UE-37126

Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt

	Disable versioning info in project badge by default

	#jira UE-37335

Change 3163485 on 2016/10/14 by Michael.Trepka

	Add one more RPATH entry on Mac to support launching staged builds

	#jira UE-36799

Change 3163479 on 2016/10/14 by Michael.Trepka

	A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store

	#jira UE-25742

Change 3163465 on 2016/10/14 by Daniel.Lamb

	Fix issue with cook command from editor was trying to package also.
	#test Cook command in editor
	#jira UE-36796

Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt

	Fixed selected section highlight and vertex color view modes not working.

	#jira UE-37308

Change 3163450 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.

	#jira UE-37055

Change 3163400 on 2016/10/14 by Benjamin.Hyder

	Updating Lighting setttings inTM-SSS_Fullres

	#jira UE-29618

Change 3163392 on 2016/10/14 by Benjamin.Hyder

	Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials

	#jira UE-29618

Change 3163336 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3163335 on 2016/10/14 by Max.Chen

	Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.

	Copy from Dev-Sequencer

	#jira UE-35342

Change 3163230 on 2016/10/14 by Richard.TalbotWatkin

	Duplicated from //UE4/Release-4.13, CL 3111897

	When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
	#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
	#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
	#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building

Change 3163155 on 2016/10/14 by Benn.Gallagher

	Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
	#jira UE-37332

Change 3163146 on 2016/10/14 by Marc.Audy

	Properly add/remove wind sources when activated/deactivated
	#jira UE-37289

Change 3163135 on 2016/10/14 by Phillip.Kavan

	[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.

	Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).

	Additional changes (for release branch):
	- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.

	#jira UE-35259

Change 3162999 on 2016/10/14 by Ben.Marsh

	QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.

Change 3162988 on 2016/10/14 by Thomas.Sarkanen

	Fix socket editing on meshes

	Feature was inadvertently removed with the Persona refactor.

	#jira UE-37313 - Create Mesh Socket is missing

Change 3162938 on 2016/10/14 by Ben.Zeigler

	Merging CL 3162934 to //UE4/Release-4.14
	#jira UE-37044 Fix crash when loading map that has null actors in the actor list

Change 3162900 on 2016/10/14 by Dmitriy.Dyomin

	Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
	#jira UE-37312

Change 3162864 on 2016/10/14 by Yannick.Lange

	VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
	- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
	#jira UE-37050 #jira UE-37272

Change 3162761 on 2016/10/14 by Jack.Porter

	Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel

	#jira UE-36863

Change 3162724 on 2016/10/14 by Max.Chen

	Sequencer: Fix time dilation in level sequence player

	Copy from Dev-Sequencer

	#jira UE-37277

Change 3162617 on 2016/10/13 by Jeff.Campeau

	Fix Windows XP compilation issues.
	- Block Win10 SDK includes
	- Remove unused Win10 SDK path collecting
	- Fix extraneous includes
	- Add 32b atomic option for certain stats

	#jira UE-36909

Change 3162503 on 2016/10/13 by Max.Preussner

	MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
	Merged from Dev-Sequencer CL# 3160995

	#jira UE-37248

Change 3162470 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and saved levels in StrategyGame.
	#jira UE-36913

Change 3162466 on 2016/10/13 by Michael.Trepka

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#jira UE-37088

Change 3162458 on 2016/10/13 by Keli.Hlodversson

	When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
	#jira UE-37292 Game does not exit when exited through SteamVR UI

Change 3162421 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
	#jira UE-36913

Change 3162420 on 2016/10/13 by Marc.Audy

	Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
	#jira UE-37071

Change 3162406 on 2016/10/13 by Ben.Marsh

	Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.

	#jira UE-37269

Change 3162382 on 2016/10/13 by Ben.Marsh

	UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.

Change 3162314 on 2016/10/13 by Ben.Marsh

	Add PhysX build job to 4.14 branch.

Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt

	Ensure FBX scene import data object is not garbage collected during import

	#jira UE-35606

Change 3162270 on 2016/10/13 by Ben.Marsh

	UBT/Editor: Improved integration for Visual Studio "15".

	* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
	* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
	* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
	* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
	* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
	* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
	* Added support for enums in UBT XML configs
	* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...

	#jira UE-37176
	#jira UE-36872

Change 3162236 on 2016/10/13 by Mike.Beach

	Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.

	#jira UE-37224

Change 3162225 on 2016/10/13 by Alex.Delesky

	#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.

	Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)

Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt

	Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.

	#jira UE-37278

Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt

	Fix mac build

	#jira  UE-36885

Change 3162025 on 2016/10/13 by Daniel.Wright

	Compile fix
	#jira UE-37246

Change 3162009 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed movable lights getting assigned a shadowmap channel
	#jira UE-37246

Change 3161963 on 2016/10/13 by Jon.Nabozny

	Enable PrimaryActorTick.bCanEverTick in necessary Samples.

	The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).

	#jira UE-36888

Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt

	Added guard and more logging for crash when reimporting textures

	#jira UE-37263

Change 3161865 on 2016/10/13 by mason.seay

	Making the name more user friendly for test asset

	#jira UE-29618

Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt

	Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
	- Made the keybindings setting a proper developer settings object

	#jira  UE-36885

Change 3161854 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
	#jira UE-37204

Change 3161743 on 2016/10/13 by Lauren.Ridge

	Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift

	#jira UE-37245

Change 3161694 on 2016/10/13 by Michael.Dupuis

	#jira UE-37001 Perform manual migration of UICurve to proper config category

Change 3161689 on 2016/10/13 by Thomas.Sarkanen

	Fixed failing detachment automation test

	The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.

	#jira UE-37160 - Detachment automation tests failing

Change 3161685 on 2016/10/13 by mason.seay

	Test content for retargeting animation

	#jira UE-29618

Change 3161423 on 2016/10/13 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira UE-37119

Change 3161394 on 2016/10/13 by Mitchell.Wilson

	Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
	#jira UE-37256

Change 3161363 on 2016/10/13 by Jamie.Dale

	Fixing mangled English translations

	#jira UE-36128

Change 3161319 on 2016/10/13 by Benn.Gallagher

	Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
	#jira UE-37254

Change 3161310 on 2016/10/13 by Martin.Wilson

	Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled

	#jira UE-35149

Change 3161303 on 2016/10/13 by Jurre.deBaare

	Crash when using merge actor on static meshes that have been affected by simplygon
	#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
	#jira UE-36880

Change 3161166 on 2016/10/13 by Jack.Porter

	Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps

	#jira UE-37131

Change 3161161 on 2016/10/13 by Thomas.Sarkanen

	Fixed override materials hanging around when setting skeletal meshes

	#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are

Change 3161160 on 2016/10/13 by Thomas.Sarkanen

	Fix crash changing preview skeletal mesh with bone selected

	Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
	Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.

	#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash

Change 3160882 on 2016/10/12 by Mike.Beach

	Mirroring CL 3158790 from Dev-BP

	Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).

	#jira UE-37033

Change 3160863 on 2016/10/12 by Lauren.Ridge

	Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it

	#jira UE-35685

Change 3160855 on 2016/10/12 by Jeff.Campeau

	Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.

	#jira UE-36909

Change 3160844 on 2016/10/12 by Marcus.Wassmer

	Duplicate PR #2855:  Ansel plugin fixes (Contributed by adamnv)
	#jira UE-37162

Change 3160749 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy lightmaps are renamed with the world that uses them.  Fixes 'graph linked to external object' when renaming a map in the content browser.
	#jira UE-37231

Change 3160748 on 2016/10/12 by Daniel.Wright

	[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
	#jira UE-37231

Change 3160747 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
	#jira UE-37231

Change 3160727 on 2016/10/12 by Mitchell.Wilson

	Updating minimum iOS version to iOS 8 for all samples and templates
	#jira UE-37022

Change 3160655 on 2016/10/12 by Chad.Taylor

	Merging VR loading screen fixes from Dev-VR

	#jira UE-36741

Change 3160643 on 2016/10/12 by Keli.Hlodversson

	Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.

	#jira UE-36440

Change 3160641 on 2016/10/12 by Mike.Beach

	Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt

	Missed change from CL 3159889

	#jira UE-35503

Change 3160518 on 2016/10/12 by Ryan.Gerleve

	Fix assert when adding a new sublevel.

	#jira UE-37148

Change 3160439 on 2016/10/12 by Ben.Marsh

	Fix support for Visual Studio "15" preview 5.

	#jira UE-37227

Change 3160363 on 2016/10/12 by Daniel.Lamb

	Fix for skip editor content flag being passed throught o UAT.
	#jira UE-37223

Change 3160277 on 2016/10/12 by Mieszko.Zielinski

	Manually recreated CL#3159909 #UE4

	Original comment:
	---
	Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4

	Lack of those test has been reported licencees as source of some crashes

	#jira UE-37209

Change 3160120 on 2016/10/12 by Chris.Babcock

	Fix x86 and x86_64 libpng libraries for Android
	#jira UE-37192
	#ue4
	#android

Change 3160080 on 2016/10/12 by Matthew.Griffin

	PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
	#jira UE-36945

Change 3160063 on 2016/10/12 by Gareth.Martin

	Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
	#jira UE-36933

Change 3160045 on 2016/10/12 by Ryan.Gerleve

	Fix some issues with manipulating sublevels in the editor.

	#jira UE-36901, UE-36932

Change 3160044 on 2016/10/12 by Gareth.Martin

	Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
	- This should fix the crash that caused it to be commented out
	#jira UE-37152

Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh

	#jira UE-36985

Change 3159965 on 2016/10/12 by Ben.Zeigler

	#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager

Change 3159957 on 2016/10/12 by Robert.Manuszewski

	Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.

	#jira UE-35570, UE-35511, UE-35570, UE-35924

Change 3159921 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3153485 from Dev-Build
		Removed GUBP from Automation Tool Mono solution

Change 3159919 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3150017 from Dev-Build
		Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html

Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt

	Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game

	#jira UE-37112

Change 3159903 on 2016/10/12 by Ben.Zeigler

	#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen

Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt

	Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.

	#jira UE-36814

Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed part of the details panel UI showing up when there is nothing in the  details panel.  This was causing crashes when clicking on those parts of the UI

	#jira UE-35503

Change 3159888 on 2016/10/12 by Ben.Zeigler

	#jira UE-36849 DataTable::LoadStructData allocating wrong size

	Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory

Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt

	Guard against crash in Fcanvas drawing

	#jira UE-36496

Change 3159886 on 2016/10/12 by Ben.Zeigler

	#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
	#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
	Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
	Fix it so pending kill component templates do not end up in import table, they will fail to import
	Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
	This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint

Change 3159885 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
	Including source for additional programs to Installed Build
	#jira UE-36668
	#jira UE-37072

Change 3159853 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3148611 from Dev-Build
		Added list of Dependant modules to EULA check
		#jira UE-29432

Change 3159385 on 2016/10/11 by Nick.Shin

	make emscripten for physx use gMask like windows and xbox does

	emsdk doesn't like:

	union {
	U32 u;
	F32 f;
	} bla;

	it seems, floats are 64 bits on browsers...

	stream: release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159384 on 2016/10/11 by Nick.Shin

	manually submitting HTML5 PhysX libs

	recompiled to fix the NaN warnings

	stream: Release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159210 on 2016/10/11 by Ben.Marsh

	Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.

[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
Nick Shin
6e1c88d0b9 fix CIS build warnings and errors
this is for HTML5 platform

#rb none
#lockdown josh.adams

[CL 3151598 by Nick Shin in Main branch]
2016-10-05 08:10:40 -04:00
Nick Shin
0d1c564712 upgrade emsdk toolchain to 1.36.11
this is needed to fix up physx compiler errors

#rb none
#code.review ori.cohen
#lockdown josh.adams
#jira UE-36562

[CL 3151140 by Nick Shin in Main branch]
2016-10-04 18:02:22 -04:00
Nick Shin
93f3ac8702 upgrade emsdk toolchain to 1.36.11
this is needed to fix up physx compiler errors

#rb none
#code.review ori.cohen
#lockdown josh.adams
#jira UE-36562

[CL 3151133 by Nick Shin in Main branch]
2016-10-04 18:00:49 -04:00
Ori Cohen
36caee758d Copying //UE4/Dev-Physics to //UE4/Dev-Main (Source: //UE4/Dev-Physics @ 3140333)
#lockdown Nick.Penwarden

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

Copying //UE4/Dev-Physics-Upgrade to //UE4/Dev-Physics (Source: //UE4/Dev-Physics-Upgrade @ 3140195)

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

Change 2954345 on 2016/04/25 by Thomas.Sarkanen

	Merging in latest 3.4 code drop from NVIDIA using DevPhysicsUpgrade_To_NVIDIA_PhysX34

Change 2954421 on 2016/04/25 by Thomas.Sarkanen

	Removed old PhysX 3.3 and APEX 1.3

Change 2955821 on 2016/04/26 by Thomas.Sarkanen

	Back out changelist 2954345

Change 2955880 on 2016/04/26 by Thomas.Sarkanen

	Merging using DevPhysicsUpgrade_To_NVIDIA_PhysX34

	Attempt to re-integrate after botched merge in CL 2954345. Cherry picking only PhysX directories, auto-merging accepting source, forcing integration.

Change 2957403 on 2016/04/27 by Thomas.Sarkanen

	Adding initial UAT script for PhysX/APEX

Change 2957690 on 2016/04/27 by Thomas.Sarkanen

	Upgraded BuildPhysX to call CMake directly

	Now all that is needed are the CMakeLists.txt files, rather than slightly shaky batch files.
	Still need to make the CMake command line handling a bit more sane and move into more conventional directories like \Win64\VS2015\ etc.

	Added RemoveDirectory() to DirectoryReference.

Change 2960653 on 2016/04/29 by Thomas.Sarkanen

	Updated BuildPhysX script to target engine-style directory structures

	We now build directly into (e.g.) Win64\VS2015 directories.
	Also updated to build using multiple compiler versions.

Change 2964162 on 2016/05/03 by Thomas.Sarkanen

	Added deployment to BuildPhysX script

	Script now copies source, binaries and libs to appropriate directories & can optionally auto-submit (note this is turned ON by default! Use -SkipSubmit to disable).

Change 2964171 on 2016/05/03 by Thomas.Sarkanen

	BuildPhysX script: Added switch to disable auto-submit seperately from changelist creation

	Allows easier dry-run testing.

Change 2964245 on 2016/05/03 by Thomas.Sarkanen

	Added external binary deployment to BuildPhysX script

	May still need to add the OpenGL binaries if need be

Change 2968733 on 2016/05/06 by Thomas.Sarkanen

	Filter out Source\compiler when deploying

	Also updated cmake invocation to redirect output correctly. Oddly cmake redirects non-errors via stderr, so we only redirect stdout in this case.

Change 2978738 on 2016/05/16 by Thomas.Sarkanen

	Added PhysX Vehicle and Extensions libs/binaries to deployment

	My previous wildcard filter didnt pick them up.

Change 2978741 on 2016/05/16 by Thomas.Sarkanen

	Removed PhysX 3.3 and APEX 1.3 binaries

Change 2982013 on 2016/05/18 by Thomas.Sarkanen

	Upgrade engine to PhysX 3.4 & APEX 1.4

Change 2983305 on 2016/05/19 by Thomas.Sarkanen

	Fixed BuildPhysX script to deploy missing libs

Change 2983384 on 2016/05/19 by Thomas.Sarkanen

	Fix compiler and linker issues found when batch compiling all available platforms/configs

	PhysXCollision.cpp: Clang seems to have issues with inheriting from a templated base class & accessing base members, so qualified with "this->".
	Added missing libs to Win32 build.

Change 2987027 on 2016/05/23 by Chad.Garyet

	Merging the main integration into dev-physics into dev-physics-upgrade per Ori.

Change 2988274 on 2016/05/24 by Thomas.Sarkanen

	Fixup compilation issues post-merge from Main

Change 3035770 on 2016/07/01 by Thomas.Sarkanen

	Updated cmake scripts

	Added GeomUtils include & missing files
	Specified PDB generation for all dlls.
	Removed VS2013 from default compilers list.

Change 3036954 on 2016/07/04 by Thomas.Sarkanen

	Removing APEX and PhysX binaries

Change 3037006 on 2016/07/04 by Thomas.Sarkanen

	Removing old PhysX source

Change 3037400 on 2016/07/05 by Thomas.Sarkanen

	Make sure to set GW_DEPS_ROOT environment variable

	Otherwise CMake can pick up old files or fail to build projects.

Change 3037763 on 2016/07/05 by Thomas.Sarkanen

	Make sure we default to older convex hull generation method.

	New method doesnt deal with degenerate cases as well as the old so if we want to use it we will need better fallback code.

Change 3039192 on 2016/07/06 by Thomas.Sarkanen

	Fixed destructible & convex collision not generating correct hulls

	Reverted to older hull generaiton method as thinner meshes are not being generated correctly with the new eQUICK_HULL method.
	Also made sure to set cooking params correctly (previously params were only set the first time a deformable mesh was cooked).
	PCM is enabled now by default so hooked up the flag to correctly disbale it.
	Bumped the DDC GUID to force a re-cook of convex meshes.

Change 3039236 on 2016/07/06 by Thomas.Sarkanen

	Prevented warning log spam from fetchResults()

	APEX does not call simulate() on the PhysX scene if there are no actors, so we duplicate the logic and dont call simulate() or fetchResults() if there are no actors present.

	#jira UE-31515 - NpScene.cpp 2304 eINVALID_OPERATION : PxScene::fetchResults: fetchResults() called illegally! - Error when playing in First Person template

Change 3039244 on 2016/07/06 by Thomas.Sarkanen

	Bumped the landscape version DDC key to force a heightfield re-cook

	#jjira UE-31532 - Landscapes do not have collision

Change 3040887 on 2016/07/07 by Thomas.Sarkanen

	Stopped onWake() callbacks being fired when objects are initially sleeping

	Objects start awake in the new PhysX, so we require an explicit putToSleep() call rather than relying on the wake timer timeout.

	#jira UE-31504 - Physics-enabled component is awake even with Start Awake disabled

Change 3067119 on 2016/07/27 by Ori.Cohen

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

Change 3068266 on 2016/07/28 by Thomas.Sarkanen

	Fixed standalone building of solutions

	Also added CMake directories to deployment script

Change 3073437 on 2016/08/02 by Ori.Cohen

	Added custom code for finding convex faces. This is to get the most opposing normal behavior.

	#JIRA UE-31512, UE-31533

Change 3075553 on 2016/08/03 by Ori.Cohen

	Fix deprecated SafeNormal vs GetSaveNormal

Change 3077938 on 2016/08/04 by Ori.Cohen

	Fix bad constraint issue when waking up kinematic actors

Change 3077939 on 2016/08/04 by Ori.Cohen

	Fix limits of size 0 going into physx constraints.

Change 3080809 on 2016/08/08 by Marc.Audy

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)
	Resolved BodyInstance.cpp conflicts in UpdateInstanceSimulatePhysics

Change 3085212 on 2016/08/11 by Thomas.Sarkanen

	Updated CMake command lines now that platforms are in seperate directories

	BuildPhysX script now works again

Change 3090340 on 2016/08/16 by Benn.Gallagher

	Fixed usage of setRigidDynamicFlag after API change

Change 3090892 on 2016/08/16 by Marc.Audy

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

Change 3093595 on 2016/08/18 by Benn.Gallagher

	Fixed new code coming down from main to new APIs

Change 3099294 on 2016/08/24 by Sheikh.Dawood.Abdul.Ajees

	Merging

	//UE4/Dev-Physics-Upgrade/PhysX/...

	to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/...

Change 3099296 on 2016/08/24 by Sheikh.Dawood.Abdul.Ajees

	-PhysX in-place build from Engine folder
	-Optional loading or NvToolsExt

Change 3101628 on 2016/08/25 by Ori.Cohen

	Make cmake portable and fixup generated projects to use proper lib/dll output

Change 3101634 on 2016/08/25 by Ori.Cohen

	Temp script to make it easy to generate projects using UAT

Change 3101714 on 2016/08/25 by Ori.Cohen

	CMake distributed for building without install

Change 3101719 on 2016/08/25 by Ori.Cohen

	Fix non-install cmake not working for ps4. Also update toolchain paths and compiler.

Change 3101777 on 2016/08/25 by Ori.Cohen

	Fix accidently skipping generating solutions.

Change 3101866 on 2016/08/25 by Ori.Cohen

	Fix second run of cmake not being able to delete readonly cmake files copied over

Change 3102520 on 2016/08/26 by Ori.Cohen

	BuildPhysX.Automation: Deploying PhysX & APEX libs.

Change 3102531 on 2016/08/26 by Ori.Cohen

	Up DDC version for new physx libs

Change 3102572 on 2016/08/26 by Ori.Cohen

	Fix lib to Lib and also remove dead code related to deploy which we no longer need

Change 3102656 on 2016/08/26 by Sheikh.Dawood.Abdul.Ajees

	Add pdbs to static libs.

Change 3102745 on 2016/08/26 by Ori.Cohen

	Fix physxbuild ignoring lib PDBs now that they are correctly generating.

Change 3102750 on 2016/08/26 by Benn.Gallagher

	Fix for explosive fracture events due to changes in mesh inflation.

Change 3102855 on 2016/08/26 by Ori.Cohen

	Added lib pdbs

Change 3106690 on 2016/08/30 by Ori.Cohen

	Fix external physx cmake modules path being set incorrectly

Change 3107042 on 2016/08/30 by Ori.Cohen

	Fix namespace typo and add ImmediateMode to cmake

Change 3107304 on 2016/08/30 by Sheikh.Dawood.Abdul.Ajees

	Fix PhysX lib rename

Change 3108078 on 2016/08/31 by Ori.Cohen

	Move ImmediateMode module inside physx.

Change 3108276 on 2016/08/31 by Ori.Cohen

	Immediate mode is now compiled

Change 3111534 on 2016/09/02 by Thomas.Sarkanen

	Fixup deprecated PhysX APIs

	"Active transforms" feature replaced with "active actors".
	Convex skinWidth and heightfield thickness removed as they were unused.
	Tolerance mass removed as it is ignored internally now.
	CreateShape now uses the PxPhysics version, with exclusivity respected via the passed-in flag.

	Note, we still use the following deprecated calls:

	- PxVec3::operator[]: This is used to iterate over dimensions and is still extremely useful so I've kept it for now.
	- Batched queries are still used by the vehicle system, so we still need to use them although they are deprecated.

	#jira UE-17833 - Stop using deprecated PhysX API calls

Change 3111636 on 2016/09/02 by Thomas.Sarkanen

	Removed deprecated use of PxVec3::operator[]

	After discussion on slack, apparently this was causing aliasing issues with certain compilers (XboxOne, for instance).

	#jira UE-17833 - Stop using deprecated PhysX API calls

Change 3111793 on 2016/09/02 by Ales.Borovicka

	[From trunk]  21113605 - removed tolerances scale usage from normalized distance test

	p4rmerge of Change 21115034 by aborovicka
	from cl-21115034.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3111981 on 2016/09/02 by Ori.Cohen

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

Change 3111984 on 2016/09/02 by Ori.Cohen

	Debug config uses CHECKED by default

Change 3112432 on 2016/09/02 by Ori.Cohen

	BuildPhysX.Automation: Deploying PhysX and APEX libs.

	Quickhull cleanup fix. Remove slow check for if actors are simulating.

	#JIRA UE-35231

Change 3114288 on 2016/09/06 by Ori.Cohen

	Fix compiler error

Change 3115781 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21074422 -  Improved speculative CCD behaviour (correct decision of when to retain bias - was incorrect before). Some code conformity changes recommended by Pierre. Fixed an assert that could fire when using sweep-based CCD with kinematics that didn't have CCD enabled. Improved some documentation. Reviewed by Michelle

	p4rmerge of Change 21125150 by sschirm
	from cl-21125150.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115788 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21078633 -  PX-696 - Remove unused PoolListThreadSafe class

	p4rmerge of Change 21125151 by sschirm
	from cl-21125151.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115795 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21079886 - (1)[PX-702]wrong test case for PCM mesh edge-edge parallel edge rejection check [Reviewer: Kier]
	(2)check in new version of gauss map SAT implementation(disable by default as reference for GPU code)

	p4rmerge of Change 21125180 by sschirm
	from cl-21125180.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115809 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21085278 -  PX-601 - The eCOLLISION_PAIRS debug viz param is not used.

	p4rmerge of Change 21125190 by sschirm
	from cl-21125190.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115812 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21085367 -  fixed release notes for negative mesh scale

	p4rmerge of Change 21125217 by sschirm
	from cl-21125217.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115817 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21090281 -  [PX-425]Improving heightfield documentaiton. No longer extruding bounds for heightfields if unified heightfield collisions are used. Reviewed by Michelle

	p4rmerge of Change 21125224 by sschirm
	from cl-21125224.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115820 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21090512 -  Updating error messages. This is causing a UT to fail that mustn't get run when using the combined VT/UT project.

	p4rmerge of Change 21125229 by sschirm
	from cl-21125229.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115823 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21090881 -  PX-701 sweep position fix [r Pierre]

	p4rmerge of Change 21125230 by sschirm
	from cl-21125230.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115831 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21090883 -  PX-694 HF border miss [r Pierre]

	p4rmerge of Change 21125232 by sschirm
	from cl-21125232.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115835 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21091870 -  Michelle's fix for convex-mesh issue found in one of the CCD heightfield visual tests. Reviewed by Kier

	p4rmerge of Change 21125238 by sschirm
	from cl-21125238.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115840 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21091979 -  Some CCD optimizations. The intention of this is to bypass work if you have lots of bodies with CCD enabled but most are moving slowly. Reviewed by Michelle

	p4rmerge of Change 21125241 by sschirm
	from cl-21125241.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115841 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21091992 -  Fix Linux warning recommending using parantheses

	p4rmerge of Change 21125242 by sschirm
	from cl-21125242.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115843 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21092009 -  [PX-375] Removed/replaced "weird comments" in contact modification API file.

	p4rmerge of Change 21125245 by sschirm
	from cl-21125245.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115848 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21094919 -  Fix a compiler warning. Missed a copy n' paste error in the code. It compiles (with warnings on GCC), would produced the desired results but it's clearly wrong.

	p4rmerge of Change 21125247 by sschirm
	from cl-21125247.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115867 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21095517 -  Fix metadata warning in debug builds. Reviewed by Michelle

	p4rmerge of Change 21125252 by sschirm
	from cl-21125252.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115876 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21101463 -  Re-introduced 'isIdentity' function in Quat. This was originally part of a larger CL but this bit as been extracted for clarity. Review: Ales

	p4rmerge of Change 21125253 by sschirm
	from cl-21125253.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115881 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21102045 -  PX-507 fixed loading repX with kinematic actor and trimesh geometry [r Simon]

	p4rmerge of Change 21125255 by sschirm
	from cl-21125255.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115891 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21102138 -  PX-708 - Review p4 changes for missing docs [Pierre]

	Review: Simon

	p4rmerge of Change 21125256 by sschirm
	from cl-21125256.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115894 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21102219 -  PX-709 updated release notes and migration guide

	p4rmerge of Change 21125258 by sschirm
	from cl-21125258.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115897 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105325 -  PX-542: add comment to comment regarding spu in batched queries code.

	p4rmerge of Change 21125261 by sschirm
	from cl-21125261.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115904 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105351 -  Back out changelist 21102045

	p4rmerge of Change 21125262 by sschirm
	from cl-21125262.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115909 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105521 -

	PX-664 - PVD doesn't properly capture SQ flags
	PX-665 - PVD's sweep hit capture is probably broken

	Details:

	- removed QUERY_LINEAR_COMPOUND_GEOMETRY_SWEEP_CLOSEST_OBJECT / QUERY_LINEAR_COMPOUND_GEOMETRY_SWEEP_ALL_OBJECTS since they are apparently not used anymore

	- refactored CapturePvdOnReturn:
	  - removed useless struct QType (over-engineered)
	  - identified / marked unused members. Might vanish later.
	  - "compression oriented programming" of main code.

	- PvdSqHit:
	  - added explicit PxOverlapHit ctor for overlaps (makes it clearer which ctor is called for each kind of hit)
	  - captured hit flags in PxRaycastHit and PxSweepHit ctors. This is the part that fixes PX-664.

	- PvdSceneQueryCollector:
	  - re-routed "any hit" functions to complete hit ctors instead of incomplete (PxQueryHit) one. This is the part that fixes PX-665.
	  - unified names of class members. The previous PvdSceneQueryCollector right here is a good example of why our coding standard doesn't make any sense (the public members all have the "m" prefix as well, nobody ever bothers changing the members' names when they go from private to public).
	  - "compression oriented programming" of main code.

	Review: Ales

	p4rmerge of Change 21125263 by sschirm
	from cl-21125263.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115915 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105695 -  fix compile error

	p4rmerge of Change 21125264 by sschirm
	from cl-21125264.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115917 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105850 -  Back out changelist 21105325

	p4rmerge of Change 21125265 by sschirm
	from cl-21125265.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115923 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21106057 - [PX-703] Removed comment promising documentation of how all the multi-client callbacks group events together. Interested parties can read the code but the decision over how events are grouped probably shouldn't influence their callback design decisions. Actually submitting (file was checked out but not saved in previous submit)

	p4rmerge of Change 21125267 by sschirm
	from cl-21125267.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115925 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21106460 -  [PX-710] Missing documentation changes.

	p4rmerge of Change 21125268 by sschirm
	from cl-21125268.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115927 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21110787 -  Some minor cloth cleanup, related to PX-711. (r mtamis)

	p4rmerge of Change 21125271 by sschirm
	from cl-21125271.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115934 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21113806 -  PX-707 remove cuda interop for d3d9  (r dduka, kstorey)

	p4rmerge of Change 21125273 by sschirm
	from cl-21125273.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115938 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21113869 -  PxProfiler changes

	- Remove ?filename≈ and ?lineno≈:

	It is useless for profile zones.
	The name of the zone already uniquely describes a place in the SDK. The line numbers are useless when people have local changes in their files anyway (which happens quite a bit for Epic / Unity).
	This is also currently not used by PVD so it is unclear why we added it. Filenames are usually long strings that we do not want to transmit over a network.

	Review: Ales

	p4rmerge of Change 21125275 by sschirm
	from cl-21125275.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115941 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21114295 - [PX-716] Fixed assert in broad phase in SampleParticles when using GPU. Reviewed by Michelle

	p4rmerge of Change 21125276 by sschirm
	from cl-21125276.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115942 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21114587 - [PX-635] CUDA 8 support. Windows and Linux switched to use CUDA 8.0.27. Reviewed/contributed to by Cheng, Simon, Michelle.

	p4rmerge of Change 21125279 by sschirm
	from cl-21125279.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115945 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21114843 -  Articulation helper code only does 1 internal/external solve pass if internal/external coefficients are the same and internal/external iterations are the same. Reviewed by Michelle

	p4rmerge of Change 21125282 by sschirm
	from cl-21125282.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115949 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21118231 -  Profiler changes:

	Move CUDA-related parts to specific class. Long term goal is to drop them entirely.

	Review: Ales

	p4rmerge of Change 21125283 by sschirm
	from cl-21125283.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115952 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21119117 -  PX-721 PxVolumeCache deprecated [r Pierre]

	p4rmerge of Change 21125287 by sschirm
	from cl-21125287.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115958 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21124924 -  PX-720 PxSpatialIndex deprecated [r Pierre]

	p4rmerge of Change 21125289 by sschirm
	from cl-21125289.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115964 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21124943 -  PX-714 PxConstaintFlag::eDEPRECATED_32_COMPATIBILITY removed [r Simon]

	p4rmerge of Change 21125292 by sschirm
	from cl-21125292.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115969 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21094813 -  start thread additional tests [r Simon]

	p4rmerge of Change 21125307 by sschirm
	from cl-21125307.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3115970 on 2016/09/07 by Luke.Thatcher

	[PLATFORM] [PS4] [!]
	Minor fix to PhysX 3.4/APEX 1.4 build for PS4 in //UE4/Dev-Physics-Upgrade.
	 - Library output path does not need to contain the Visual Studio version.
	 - Fixup library paths in PhysX.Build.cs

Change 3115973 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21105837 - [PX-494] Disambiguating GPU PhysX APIs not used by GRB.

	p4rmerge of Change 21125320 by sschirm
	from cl-21125320.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116047 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk] 21125154 -  Merging APEX 1.4 trunk and Epic integration branches.

	p4rmerge of Change 21127359 by sschirm
	from cl-21127359.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116059 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From trunk]  updated and added products - 21124943

	p4rmerge of Change 21127711 by sabdulajees
	from cl-21127711.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116069 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	Enable APEX_UE4 define for cmake

	p4rmerge of Change 21127770 by sabdulajees
	from cl-21127770.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116073 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	[From Epic] 3112432 - Quickhull cleanup fix. Remove slow check for if actors are simulating.

	p4rmerge of Change 21128334 by sabdulajees
	from cl-21128334.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3116081 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	Add APEX_UE4 define

Change 3116088 on 2016/09/07 by Sheikh.Dawood.Abdul.Ajees

	Missed conflicted change in CL 3116047

Change 3116415 on 2016/09/07 by Ori.Cohen

	Improve vehicle debug rendering stats to be more meaningful. Also fix lock semantic issue.

Change 3117376 on 2016/09/08 by Luke.Thatcher

	[PLATFORM] [PS4] [~]
	Update PhysX/APEX compile warnings flags to minimal set needed for a successful build.

Change 3118458 on 2016/09/08 by Dmitry.Rekman

	Linux: first iteration of automated cross-build.

	- Still relies on make being available on the system.

Change 3118848 on 2016/09/08 by Chris.Babcock

	Added PxSharedDir +  src/*/include directories for PhysX (not found if APEX not enabled for platform)

Change 3119236 on 2016/09/09 by Keith.Judge

	PhysX 3.4 Automation Tool build for Xbox One.

Change 3119788 on 2016/09/09 by Chris.Babcock

	Fix all the blank lines (messing up resolves)

Change 3119801 on 2016/09/09 by Chris.Babcock

	Change filetype back to text

Change 3119804 on 2016/09/09 by Ori.Cohen

	Remove areaTestEpsilon=0 which is no longer needed since we set skin width according to the relative extent of the mesh.

	#JIRA UE-35678

Change 3120210 on 2016/09/09 by Dmitry.Rekman

	Linux: PhysX libs + changes to make UE4Client built.

Change 3120441 on 2016/09/09 by Chris.Babcock

	Android: PhysX libs + changes to make UE4Client build (ARMv7 only!)

Change 3120857 on 2016/09/12 by Nick.Shin

	support tool: gnu win32 make

	#jira UEFW-106 - Add HTML5 support to PhysX CMake & automation scripts
	#code.review dmitry.rekman

Change 3120876 on 2016/09/12 by Nick.Shin

	HTML5 platform -- PhysX automation tool support

	#jira UEPLAT-1324 - Update HTML5 PhysX to CMake

Change 3120881 on 2016/09/12 by Nick.Shin

	APEX files for HTML5 builds

	NOTE: these are work in progress
	- SIMD erros still needs to be looked at

Change 3121162 on 2016/09/12 by Ori.Cohen

	Remove unneeded glut and nv ext dll

	#JIRA UE-UE-35744

Change 3121209 on 2016/09/12 by Ales.Borovicka

	[From trunk] 21146632 -  PX-743 fixed convex hull issue

	p4rmerge of Change 21146795 by aborovicka
	from cl-21146795.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3121707 on 2016/09/12 by Dmitry.Rekman

	PhysX: fix path to bundled make.

Change 3122071 on 2016/09/12 by Chad.Garyet

	dev-physics upgrade build process

Change 3122096 on 2016/09/12 by Ori.Cohen

	Add rb none to auto generated build script

Change 3122098 on 2016/09/12 by Ori.Cohen

	Removing regex from json

Change 3122108 on 2016/09/12 by Ori.Cohen

	Fixing json to include -- in command line

Change 3122114 on 2016/09/12 by Chris.Babcock

	Android: allow speciifying architecture with TargetPlatforms (optional - after platform), ex. Android-arm64

Change 3122123 on 2016/09/12 by Chad.Garyet

	fixing typos

Change 3122124 on 2016/09/12 by Chad.Garyet

	typo fix

Change 3122128 on 2016/09/12 by Chad.Garyet

	typo fix

Change 3122130 on 2016/09/12 by Chad.Garyet

	typo fix

Change 3122177 on 2016/09/12 by Chris.Babcock

	Android: added libraries (ARMv7, ARM64, x86)

Change 3122200 on 2016/09/12 by Chris.Babcock

	Fix bad escape character (\#)

Change 3122739 on 2016/09/13 by Chad.Garyet

	Making these full workspaces instead of compiles, compiles cannot submit to p4

Change 3122827 on 2016/09/13 by Dmitry.Rekman

	PhysX: fix case sensitive build.

Change 3122944 on 2016/09/13 by Nick.Shin

	support tool: gnu win32 make

	these are the source codes to the utility

	#jira UEFW-106 - Add HTML5 support to PhysX CMake & automation scripts
	#code.review dmitry.rekman

Change 3123511 on 2016/09/13 by Dmitry.Rekman

	Linux: fix building when Cygwin is present.

	- Also: don't use Windows tools on non-Windows platforms.

Change 3123529 on 2016/09/13 by Nick.Shin

	forgot to submit this in CL: 3120876

Change 3123713 on 2016/09/13 by Michael.Trepka

	Support for building PhysX 3.4 and APEX 1.4 with CMake for Mac

Change 3123716 on 2016/09/13 by Michael.Trepka

	PhysX 3.4 and APEX 1.4 libraries for Mac

Change 3123718 on 2016/09/13 by Chris.Babcock

	Android: added x86_64 (x64) PhysX libraries and cmake changes

Change 3124033 on 2016/09/13 by Ori.Cohen

	Change physx auto build to use reconcile instead of mass edit all files. Needed to keep build machines from orphaning change lists on failure.

Change 3124036 on 2016/09/13 by Dmitry.Rekman

	Fix compile error due to symbol collision.

Change 3124198 on 2016/09/13 by Ori.Cohen

	Fix file search not using the right build suffix for release builds.

Change 3124577 on 2016/09/14 by Ori.Cohen

	Fix environment PATH incorrectly dropping paths.

Change 3124897 on 2016/09/14 by Ori.Cohen

	Added platforms to physx build machine

Change 3124905 on 2016/09/14 by Chad.Garyet

	Swapping dev-physics stream to minimal vstream.

Change 3124928 on 2016/09/14 by Ori.Cohen

	Fix android typo

Change 3124940 on 2016/09/14 by Chad.Garyet

	adding email notifiers

Change 3125065 on 2016/09/14 by Ori.Cohen

	Prevent unsupported platforms from trying to build APEX. Needed for batch processing of many platforms.

Change 3125242 on 2016/09/14 by Ori.Cohen

	Remove DLL dependency on PhysXDevice64

Change 3125319 on 2016/09/14 by Dmitry.Rekman

	PhysXBuild: speed up make when building Linux.

	- Credits for the suggestion go to LukeT.
	- Can spawn more than 16 jobs because Win32 make reportedly cannot control its number, but this hasn't been a problem when building locally (might be due to individual jobs being quick).

Change 3125324 on 2016/09/14 by Dmitry.Rekman

	Fixes to Linux PhysX.

	- Bring missing defines to some Apex libs.
	- Set to always include debug info in Linux.
	- Set to use response file (for some reason this fixed a build locally despite CMake not using it).

Change 3125420 on 2016/09/14 by Ori.Cohen

	Remove caching of bodysetup cooking when there's a warning/error.

Change 3125675 on 2016/09/14 by Dmitry.Rekman

	Linux: fix case-sensitive compilation.

Change 3125718 on 2016/09/14 by Dmitry.Rekman

	Fix UAT building on Linux.

Change 3125735 on 2016/09/14 by Dmitry.Rekman

	Linux: changes for building PhysX natively

	- Needed for debugging (proper debug info gets built).

Change 3125868 on 2016/09/14 by Michael.Trepka

	iOS support for PhysX 3.4

Change 3125878 on 2016/09/14 by Michael.Trepka

	PhysX 3.4 libraries for iOS

Change 3125927 on 2016/09/14 by Dmitry.Rekman

	Linux: (better) architecture support.

	- Also a fix for Apex not having APEX_UE4 set.

Change 3125937 on 2016/09/14 by Dmitry.Rekman

	Linux: more fixes for Apex.

	- Minor changes after having APEX_UE4 defined properly.

Change 3126282 on 2016/09/15 by Luke.Thatcher

	[PLATFORM] [PS4] [~] Use GNU makefiles for PhysX/APEX PS4 builds, as AutoSDK does not install the required file for MSBuild to work correctly.

	 - Response files are enabled for PS4 and Linux builds, to fix long/truncated command line errors. The flags for this have been moved to the common.cmake files, and are enabled by the build tool via a command line define switch -DUSE_RESPONSE_FILES=1.
	 - Simplified PS4 Android and Linux cases in SetupBuildForTargetLibAndPlatform, as they all do exactly the same thing.
	 - Simplified -j 16 flag handling on Windows build hosts, and enabled for all makefile platforms (currently Linux, PS4 and Android)
	 - Removed old PS4ToolChain.txt file which was unused.

Change 3126540 on 2016/09/15 by Michael.Trepka

	tvOS support for PhysX 3.4

Change 3126541 on 2016/09/15 by Michael.Trepka

	PhysX 3.4 libs for tvOS

Change 3126652 on 2016/09/15 by Simon.Schirm

	Remove PxShared src includes #rb Ori.Cohen

Change 3126869 on 2016/09/15 by Ori.Cohen

	Add mac cmake binary

Change 3126873 on 2016/09/15 by Ori.Cohen

	mac to use UE cmake bin

Change 3126895 on 2016/09/15 by Michael.Trepka

	Added +x to Mac cmake binary

Change 3126905 on 2016/09/15 by Michael.Trepka

	Fixed BuildPhysX.Automation.cs compile errors on Mono

Change 3126910 on 2016/09/15 by Nick.Shin

	addendum to: CL: #3120881

	APEX files for HTML5 builds
	- tested these changes for both PhysX and APEX builds

Change 3126922 on 2016/09/15 by Ben.Marsh

	Put Dev-Physics-Upgrade onto the Shared_Compile and UE4_Compile_Mac pools.

Change 3127072 on 2016/09/15 by Ori.Cohen

	Improve debug symbols for xbox and ps4

Change 3127194 on 2016/09/15 by Ori.Cohen

	Distinguish between cmake and cmake.exe

Change 3127833 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21162711 -  increased tolerance for refused verts in quick hull

	p4rmerge of Change 21162990 by aborovicka
	from cl-21162990.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3127960 on 2016/09/16 by Benn.Gallagher

	Duplicated clothing holes fix from Dev-Framework

Change 3127982 on 2016/09/16 by Ori.Cohen

	Merging //UE4/Dev-Physics to Dev-Physics-Upgrade (//UE4/Dev-Physics-Upgrade)

Change 3128052 on 2016/09/16 by Ori.Cohen

	Fixed incorrect PxMat34Legacy legacy serialization (Owen bug).

Change 3128113 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21126371 -  Profiler changes

	- Remove PxProfileTypes
	It looks like nobody understands how to use this:
	struct PxProfileTypes
	{
	enum Enum
	{
	eNORMAL       = 0, //!< ordinary profile zone, starts and ends in same thread
	eSTALL        = 1, //!< thread is busy but can't progress (example: spin-lock)
	eIDLE         = 2, //!< thread is idle (example: waiting for event)
	eDETACHED     = 3, //!< zone crosses thread boundary
	eLOCK         = 4, //!< thread tries to acquire a lock, reports result on zoneEnd()
	eLOCK_SUCCESS = 5, //!< locking mutex succeded, to be passed to zoneEnd()
	eLOCK_FAILED  = 6, //!< locking mutex failed, to be passed to zoneEnd()
	eLOCK_TIMEOUT = 7  //!< locking mutex timed out, to be passed to zoneEnd()
	};
	};

	It seems that only eNORMAL and eDETACHED are used in the SDK, and eDETACHED can be done automatically (see below). It is unclear how the users are supposed to use the other enums.

	==> not done fully automatically yet, instead there is now just a bool for detached/regular events. The PVD implementation needs to know in the "start" event if the zone is "detached" or not, so the fully automatic version unfortunately would not work immediately with PVD (at least not without touching the PVD code). Maybe later.

	- Return a void pointer from zoneStart. Pass it to zoneEnd.
	Most profilers use a scoped object like our own PxProfileScoped class, which stores some data locally (on the stack) in the ?start≈ event, so that it is still available in the ?end≈ event. Unfortunately our virtual interface does not let users do the same in their implementation.
	We suffer from this ourselves, in our own PVD implementation. For example in the code below we do the expensive ?getEventIdForName≈ twice with the same event name:
	void PvdImpl::zoneStart(const char* eventName, PxProfileTypes::Enum type, uint64_t contextId, const char *filename, int lineno)
	{
	if ( mProfileZone )
	{
	uint16_t id = mProfileZone->getEventIdForName(eventName);

	void PvdImpl::zoneEnd(const char *eventName, PxProfileTypes::Enum type, uint64_t contextId)
	{
	if ( mProfileZone )
	{
	uint16_t id = mProfileZone->getEventIdForName(eventName);

	But a regular profiler would not do that: it would store the id as a class member and reuse it in the ?end≈ event. We can allow this kind of optimizations to happen by simply returning a void pointer from ╡zoneStart? and passing it to the ╡zoneEnd? function. We would then return the id as a void pointer, and cast it back to an int16 in zoneEnd.
	This is not ideal because the amount of data is limited to the size of a pointer, but this opens the door for some optimizations at least.

	p4rmerge of Change 21162866 by aborovicka
	from cl-21162866.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128119 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21126412 -  fixed compile error

	p4rmerge of Change 21162870 by aborovicka
	from cl-21162870.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128122 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21131564 -  Remove PxBufferedProfilerCallback.

	Review: Ales

	p4rmerge of Change 21162874 by aborovicka
	from cl-21162874.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128129 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21154319 -  Remove the PxProfileContext enum.

	The rationale is that the default value should be implementation-specific, and thus left to users. "0" makes sense for our implementation (PVD) since we store a scene pointer as our context, but a different user-provided implementation might use for example a scene index instead, in which case 0 would be a completely legal value, and perhaps 0xffffffff would be a more appropriate value for indicating "no context". On top of that, the enum struct itself was questionable since it only defined a single value.

	Review: Ales

	p4rmerge of Change 21162877 by aborovicka
	from cl-21162877.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128134 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21159702 -  PX-637: Change CreateParticleShapes_Stage1 to launch as a single CTA

	p4rmerge of Change 21162880 by aborovicka
	from cl-21162880.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128139 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21130683 - [PX-516] Joint lock flags. Working on both CPU and GPU. Reviewed by Michelle

	p4rmerge of Change 21162901 by aborovicka
	from cl-21162901.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128143 on 2016/09/16 by Ori.Cohen

	Fix for TryGetVSInstallDir

Change 3128144 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21130799 -  PX-526 sweep geometry isValid [r Pierre]

	p4rmerge of Change 21162904 by aborovicka
	from cl-21162904.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128150 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21135017 -  fixed incorrect geometry sweep validation function

	p4rmerge of Change 21162909 by aborovicka
	from cl-21162909.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128154 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21130972 -  Fixed some build warnings produced on iOS.

	p4rmerge of Change 21162917 by aborovicka
	from cl-21162917.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128159 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21131769 -  Attempted fix for documentation build error.

	p4rmerge of Change 21162918 by aborovicka
	from cl-21162918.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128163 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21134721 -  Remove shadowed variable in constrainMotion in joint projection

	p4rmerge of Change 21162924 by aborovicka
	from cl-21162924.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128168 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21135420 -  Re-enabled adaptive force on both GPU and CPU pipelines. Required some semantic changes to the way stabilization works to allow both approaches to leverage "accelScale" to scale gravity. Reviewed by Michelle

	p4rmerge of Change 21162929 by aborovicka
	from cl-21162929.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128171 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21135492 -  Fix bug in immediate mode where a PxGeometry was dangerously cast to a Gu::GeometryUnion. It is not guaranteed (or even likely) that the application will be passing a Gu::GeometryUnion so this is likely to result in a crash if a convex hull, mesh or HF were used. Reviewed by Michelle

	p4rmerge of Change 21162930 by aborovicka
	from cl-21162930.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128173 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21139402 -  Improve PVD profiling for multiple scenes

	Review: Ales

	p4rmerge of Change 21162932 by aborovicka
	from cl-21162932.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128181 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21145313 -  Improved support for multi-scenes profiling in PVD (continued)

	p4rmerge of Change 21162936 by aborovicka
	from cl-21162936.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128184 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21145467 -  Improved support for multi-scene profiling in PVD (continued)

	p4rmerge of Change 21162941 by aborovicka
	from cl-21162941.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128188 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21145584 -  Improved support for multi-scene profiling in PVD (continued)

	p4rmerge of Change 21162943 by aborovicka
	from cl-21162943.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128189 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21146617 -  PX-712, PX-507 fixed load of RepX file with kinematic rigid bodies with mesh shapes [r Simon]

	p4rmerge of Change 21162947 by aborovicka
	from cl-21162947.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128190 on 2016/09/16 by Ben.Marsh

	Build PhysX targets in parallel.

Change 3128193 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21150008 -  PX-722 - PxClientID deprecated [r Kier]

	p4rmerge of Change 21162949 by aborovicka
	from cl-21162949.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128198 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21150053 -  Improved support for multi-scene profiling in PVD (continued)

	p4rmerge of Change 21162952 by aborovicka
	from cl-21162952.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128201 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21150234 -  fix compile error

	p4rmerge of Change 21162956 by aborovicka
	from cl-21162956.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128205 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21155265 -  metadata updated

	p4rmerge of Change 21162962 by aborovicka
	from cl-21162962.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128211 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21159411 - [PX-638] GRB cleanup items. Reviewed by Michelle

	p4rmerge of Change 21162982 by aborovicka
	from cl-21162982.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128213 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21159818 -  kinematic rigid repX fix for Android

	p4rmerge of Change 21162989 by aborovicka
	from cl-21162989.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128222 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21150589 -  fixes after PxShared and PhysX changes

	p4rmerge of Change 21162999 by aborovicka
	from cl-21162999.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128228 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21159948 -  doxygen comments and indents fixes in public interface

	p4rmerge of Change 21163009 by aborovicka
	from cl-21163009.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128229 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21163740 -  Fixed race condition in interaction framework. Simplified some code related to triggers/particles/clothing interactions, which does not get run in parallel. This previously shared its implementation with the parallel rigid body interactions but, as a result of some refactoring, it now doesn't. Reviewed by Michelle

	p4rmerge of Change 21163978 by aborovicka
	from cl-21163978.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128255 on 2016/09/16 by Ori.Cohen

	Include platform target in physx libs CL

Change 3128259 on 2016/09/16 by Ori.Cohen

	Fix android reference

Change 3128287 on 2016/09/16 by Ales.Borovicka

	[From trunk] 21127073 -  PX-693 added define PX_EMSCRIPTEN [r Simon]

	p4rmerge of Change 21162846 by aborovicka
	from cl-21162846.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3128622 on 2016/09/16 by Ori.Cohen

	Fix stale cpp in the pvdsdk cmake file.

Change 3128744 on 2016/09/16 by Ori.Cohen

	Fix force_inline preventing linker from finding symbols

Change 3128770 on 2016/09/16 by Ben.Marsh

	Add a nightly build for Dev-Physics-Upgrade

Change 3128792 on 2016/09/16 by Ori.Cohen

	Remove inline entirely as it won't work for some platforms when the definition is not in the same cpp

Change 3128807 on 2016/09/16 by Ben.Marsh

	Really split PhysX nodes out onto different agents.

Change 3128835 on 2016/09/16 by Dmitry.Rekman

	Linux: Add support for ARM architecture (without APEX).

Change 3128951 on 2016/09/16 by Dmitry.Rekman

	Add Linux-ARM to the builder list.

Change 3129006 on 2016/09/16 by Dmitry.Rekman

	Fix for adding Linux ARM build.

Change 3129037 on 2016/09/16 by Ori.Cohen

	Fix DLL empty warning

Change 3129426 on 2016/09/16 by Ori.Cohen

	Refresh DDC key for new physx cooking libs

Change 3129428 on 2016/09/16 by Ori.Cohen

	Fix compiler error

Change 3130638 on 2016/09/19 by Ori.Cohen

	Add debug symbols to APEX on PS4

Change 3130977 on 2016/09/19 by Ori.Cohen

	Undefine APEX_API and PHYSX_API before including physx and apex headers.

Change 3131021 on 2016/09/19 by Ori.Cohen

	Add APEX_UE4 as a definition regardless of which module is being built.

	#JIRA UE-36044

Change 3131024 on 2016/09/19 by Ori.Cohen

	Make sure html5 gets apex ue4 flag

Change 3131517 on 2016/09/19 by Jeff.Farris

	Support for speculative CCD.

Change 3131935 on 2016/09/20 by Simon.Schirm

	[From trunk] 21163785 -  Fixed incorrect PxMat34Legacy legacy serialization (Owen bug in UE4). Removed comment... #rb none

	p4rmerge of Change 21175004 by sschirm
	from cl-21175004.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3131942 on 2016/09/20 by Marijn.Tamis

	[APEX1.4]Async cloth Cooking issue workaround.

Change 3132145 on 2016/09/20 by Simon.Schirm

	[From trunk] 21170876 -  PX-745 - Remove custom kernel profiling functionality from PxShared, PhysX and APEX #rb none

	Review: Simon

	p4rmerge of Change 21175012 by sschirm
	from cl-21175012.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3132289 on 2016/09/20 by Simon.Schirm

	[From trunk] 21175816 -  Removed more references to unsupported GPU profiling. Complements 21170876 (r ibychkov) #rb none

	p4rmerge of Change 21175823 by sschirm
	from cl-21175823.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3132316 on 2016/09/20 by Simon.Schirm

	[From trunk] updated and added products (only docs) #rb none

	p4rmerge of Change 21175900 by sschirm
	from cl-21175900.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3132614 on 2016/09/20 by Ori.Cohen

	Allow sweeps with 0 direction to still do an overlap check.

	#JIRA UE-35264

Change 3135155 on 2016/09/21 by Jeff.Campeau

	PhysX Xbox One Cmake fixes

Change 3135733 on 2016/09/22 by Ales.Borovicka

	[From trunk] 21184354 -  PX-662 fixed android issues with articulation [r Kier]

	p4rmerge of Change 21184355 by aborovicka
	from cl-21184355.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3136023 on 2016/09/22 by Sheikh.Dawood.Abdul.Ajees

	Remove APEX_UE4 flag for individual platforms

Change 3136245 on 2016/09/22 by Simon.Schirm

	[From trunk] 21184998 -  Fixed another source of non-determinism reported by FAKT. Reviewed by Michelle, #rb none

	p4rmerge of Change 21185183 by sschirm
	from cl-21185183.p4r
	moved from //sw/physx/Releases/distro_mirrors/PhysX_3.4_APEX_1.4_Epic/ to //UE4/Dev-Physics-Upgrade/Engine/Source/ThirdParty/PhysX/

Change 3137891 on 2016/09/23 by Benn.Gallagher

	Fix to clothing shutdown to correctly clear fabric factories

Change 3138175 on 2016/09/23 by Ori.Cohen

	Fix unused variable warning

	#JIRA UE-36363

Change 3139645 on 2016/09/26 by Benn.Gallagher

	Fix CEF build failure from Merge

Change 3139706 on 2016/09/26 by Benn.Gallagher

	Fixed another merge issue in mcp plugin

Change 3139708 on 2016/09/26 by Ori.Cohen

	Remove unused variable in Apex.build.cs

	#JIRA UE-36363

Change 3139745 on 2016/09/26 by Ori.Cohen

	Fix xbox one not finding physx/apex libs.

Change 3139910 on 2016/09/26 by mason.seay

	Removing collision to fix cook error (replicating fix that was made in Odin stream)

	UE-36372

Change 3140178 on 2016/09/26 by Jeff.Campeau

	Fix Xbox One lib generation warnings (add default language element)

Change 3140179 on 2016/09/26 by Jeff.Campeau

	Fix Xbox One compile warning in PhysX source

Change 3140180 on 2016/09/26 by Jeff.Campeau

	Fix PhysX build errors (don't dllimport and include all needed libs)

Change 3140235 on 2016/09/26 by Jeff.Campeau

	Fix a couple more compile warnings from typos

[CL 3140364 by Ori Cohen in Main branch]
2016-09-26 15:28:28 -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
Josh Adams
cff34abe0d Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden
#rb none

[CL 3020245 by Josh Adams in Main branch]
2016-06-20 16:57:06 -04:00
Josh Adams
877a542dd6 Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2970079)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2945365 on 2016/04/15 by Mark.Satterthwaite

	Assert if anyone calls RHIClearUAV on a structured-buffer or texture under Metal - there's no clear way to implement these cases yet.

Change 2945366 on 2016/04/15 by Mark.Satterthwaite

	Change the Metal parallel command-context submission to hand-off the entire NSArray of MTLCommandBuffers to avoid race conditions between one use of a context and the next.

Change 2945394 on 2016/04/15 by Mark.Satterthwaite

	Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.

Change 2945444 on 2016/04/15 by Mark.Satterthwaite

	Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.

Change 2945457 on 2016/04/15 by Mark.Satterthwaite

	Add validation code to MetalRHI to ensure that we don't erroneously re-clear existing render contents when restoring the render command encoder. This will only be active when the Metal debug layer is enabled and is completely compiled away in Test & Shipping builds for performance.

Change 2946249 on 2016/04/16 by Nick.Shin

	build HarfBuzz for HTML5

	#jira UE-28552 - HarfBuzz - HTML5

Change 2946250 on 2016/04/16 by Nick.Shin

	Rename/move file(s)

	move emscripten (part 1 of 2)
	from Engine/Source/ThirdParty/HTML5/emsdk
	to Engine/Extras/ThirdPartyNotUE/emsdk

	this is a request from legal

Change 2946251 on 2016/04/16 by Nick.Shin

	move emscripten (part 2 of 2)
	build scripts and cpp files updated with new emscripten path

	from Engine/Source/ThirdParty/HTML5/emsdk
	to Engine/Extras/ThirdPartyNotUE/emsdk

	this is a request from legal

Change 2946516 on 2016/04/18 by Mark.Satterthwaite

	Disable r.DFShadowScatterTileCulling  as well as r.AOScatterTileCulling  on Mac because we don't have the necessary RW textures on Metal.

Change 2947000 on 2016/04/18 by Michael.Trepka

	Print OS X version to log in FMacPlatformMisc::PlatformInit()

Change 2948197 on 2016/04/19 by Lee.Clark

	PS4 - Use SDK 3.508.031

Change 2948301 on 2016/04/19 by Nick.Shin

	upgrading zlib openssl libcurl libwebsockets

	part 1 of 2 -- adding new compiled versions (part 2 will be removing the old version -- which will be done after platform owners are given a chance to recompile for their platform - most notably: zlib)

	NOTE: Linux libraries are built for CentOS 6.7 (i.e. 2010 - glibc 2.12 and gcc 4.4.7)

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1223  -  Arrange testing for 'update websocket library'
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948320 on 2016/04/19 by Nick.Shin

	update OpenSSL to v1.0.1s

	part 2 of 4 - doing this in stages for tracking purposes

	also, removing dynamic libs (for windows) -- these are no longer needed as this is now statically linked in editor
	- tested by installing perforce server setup with ssl access only and pointing editor source code to it as ssl:hostname:port
	- also tested trying accessing it without ssl which resulted in access denied indicating a successful test of dynamic lib removal

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

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 2948323 on 2016/04/19 by Nick.Shin

	build scripts

	pull source and compile - zlib openssl libcurl & libwebsockets

	tested on:
	- Win64 VS2013 & VS2015
	- OSX
	- Linux

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948337 on 2016/04/19 by Lee.Clark

	VS 2015 libScePad support

Change 2948382 on 2016/04/19 by Mark.Satterthwaite

	Add Mac model, CPU string, num HTs to the log on Mac so that errors reported to us contain the data that Apple want when we turn them into bug-reports. Also added a missing sigaction from the trampoline.

Change 2948385 on 2016/04/19 by Mark.Satterthwaite

	Disambiguate Metal command-buffer failures by vendor & error type so that we don't end up with just one crash-reporting entry for many different kinds of crash and enable this assertion on all builds because it will always be fatal and failing to crash here may end up causing the Mac to reboot.

Change 2948460 on 2016/04/19 by Peter.Sauerbrei

	fix for wrong line endings

Change 2948526 on 2016/04/19 by Nick.Shin

	fix for wrong line endings

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2949398 on 2016/04/20 by Lee.Clark

	PS4 - Fix SDK compile warnings

Change 2949656 on 2016/04/20 by Nick.Shin

	Back out changelist 2948320

	but keeping the C# build file as-is

Change 2949676 on 2016/04/20 by Mark.Satterthwaite

	Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
	#jira UE-29140

Change 2950025 on 2016/04/20 by Mark.Satterthwaite

	Undo CL #2949676 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
	#jira UE-29006

Change 2950084 on 2016/04/20 by Nick.Shin

	OSX warning fix:

	UE4 supports down to OSX 10.9 rebuilt the zlib openssl libcurl and libwebsockets to support that

	build file also updated to use MACOSX_DEVELOPMENT_TARGET=10.9

Change 2950613 on 2016/04/20 by Dmitry.Rekman

	UAT: Disable modules that are not supported on Linux.

	#rb none
	#codereview Ben.Marsh, Michael.Trepka, Josh.Adams
	#tests Run RunUAT.sh

Change 2951065 on 2016/04/21 by Nick.Shin

	temp: update SSL dlls in Engine/Binaries/ThirdParty/OpenSSL/Win64

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951574 on 2016/04/21 by Nick.Shin

	remove unused variable warning

	was bughunt code...

Change 2951652 on 2016/04/21 by Josh.Adams

	- Disabled MRT support on iPad Air 1 devices, since it doesn't support wide enough MRTs that the engine needs (ie, only use MRTs in METAL_MRT mode on iOS)

Change 2951656 on 2016/04/21 by Josh.Adams

	- Fixed Mac compile error in Metal

Change 2951718 on 2016/04/21 by Nick.Shin

	remove shared SSL DLLs in a controlled manner

	tested with QA help who was able to replicate the bug in the morning - and was able to successfully run the editor with this changelist (shelved - remote unshelved test - thanks Dan.Bullard_volt!)

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951862 on 2016/04/21 by Lee.Clark

	PS4 - Enable Neo high resolution support.

Change 2952409 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the libs and header files

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2952580 on 2016/04/22 by Lee.Clark

	PS4 - Fix staging and deploying of system prxs

Change 2953152 on 2016/04/22 by Mark.Satterthwaite

	Only cache instances of TShadowDepthVS  with bIsForGeometryShader=true when the RHI can handle the underlying feature. We can save memory on iOS by only emitting these shaders on Mac Metal or RHI's with Geometry shaders which have the required H/W to do this.

Change 2953385 on 2016/04/22 by Nick.Shin

	use HarfBuzz libs for HTML5

	c# build files updated to link in the harfbuzz libs

	#jira UE-28552 - HarfBuzz - HTML5

Change 2954686 on 2016/04/25 by Nick.Shin

	from legal:

	Emscripten approved for redistribution provided that *all* files are checked into the following directory: Engine/Extras/ThirdPartyNotUE

	Please also check in the attached .tps files and licenses alongside the TPS itself. This will allow us to track third party files within P4.

Change 2954928 on 2016/04/25 by Daniel.Lamb

	Fixed min number of threads allocated for compiling shaders in cooker.

Change 2954942 on 2016/04/25 by Daniel.Lamb

	Added flag -skipcompile for running visual studio.
	Skip force compilation on -multiprocess flag.
	#jira UE-22308
	#PR 1678
	#1678

Change 2954948 on 2016/04/25 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 2955370 on 2016/04/25 by Josh.Adams

	- Fixing C# error from main
	#lockdown nick.penwarden

Change 2957745 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call.

Change 2957747 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Resave packages commandlet now can also rebuild asset registry paths with consistent case.

Change 2957750 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call.

Change 2958708 on 2016/04/28 by Nick.Shin

	remove boringSSL

	#jira UE-29970 - QAGame launch on fails for Win64, fatal error LNK1169: one or more multiply defined symbols found
	#lockdown josh.adams

Change 2958724 on 2016/04/28 by Nick.Shin

	moved setting bVerifyPeer flag AFTER CertBundlePath has been set...

	otherwise, libCurl is going to try to verify the SSL session - but without a cert file, it makes no sense to try and verify the session

	- we could (and probably should) make this an error condition - but the constructor has the bVerifyPeer set to true -- which would mean that all games will need to have a cert file and/or know to set bVerifyPeer to false...

	- and so far, only linux and android seem to have code in place to make use of the cert files...

	#jira UE-29950 - Orion deticated server MCP authentication fails when using CURL
	#lockdown josh.adams

Change 2959058 on 2016/04/28 by Mark.Satterthwaite

	Mac Metal RHIGetSupportedResolution & RHIGetAvailableResolutions exactly as they were for Mac OpenGL.

Change 2959587 on 2016/04/28 by Jeff.Campeau

	Use response files for compiling CPPs using the VC toolchain to avoid issues where the command line is too long for XGE

Change 2959605 on 2016/04/28 by Jeff.Campeau

	Reuse existing response files if contents are unmodified.
	#2278

Change 2959680 on 2016/04/28 by Daniel.Lamb

	Don't cook clients when building only server configs.
	#pr 2127
	#2127

Change 2959764 on 2016/04/28 by Nick.Shin

	set PS4 back to using boringSSL - until OpenSSL has been built for it

	#jira UE-30088 - Orion PS4 Cook and Deploy fails to build for PS4

Change 2959875 on 2016/04/28 by Jeff.Campeau

	Simplified compression to use a bitwindow param instead of a targetplatform param
	Added bitwindow parameter for unrealpak
	Set Xbox One to pass 12 bit window for paks (for hw decompress)

Change 2959960 on 2016/04/28 by Nick.Shin

	removed url protocol scheme from external script loads - this will support fetching scripts with either http or https automatically

	and added window.focus after game has finished compiling - this will help if game is inside an iframe

	#jira UE-29886 - HTML5 project does not load using itch.io

Change 2960064 on 2016/04/28 by Dmitry.Rekman

	XMPP: Add missing dependency on OpenSSL on Linux.

Change 2961310 on 2016/04/29 by Mark.Satterthwaite

	DistanceField tile alignment changes to attempt to make it work on Mac.

Change 2961602 on 2016/04/29 by Nick.Shin

	#ifndef'd EMSCRIPTEN around FOpenGL::Flush();

	answerhub 409649 - HTML5 OpenGL backend doesn't need to flush GL commands

Change 2961604 on 2016/04/29 by Nick.Shin

	return "()" on empty object

	answerhub 390139 - JSON Conversion of TMaps of UStructs Can't Deserialize

Change 2963068 on 2016/05/02 by Peter.Sauerbrei

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 2963302 on 2016/05/02 by Peter.Sauerbrei

	fix for PS4 build failure

Change 2963731 on 2016/05/02 by Dmitry.Rekman

	Linux: move crash/ensure info from Binaries to Saved (UE-28411).

	- Allows running from read/only locations, since Saved can be redirected.

	#rb none
	#codereview Chris.Wood, David.Vossel

Change 2963737 on 2016/05/02 by Dmitry.Rekman

	CrashMalloc: get allocation size also from jemalloc.

	- Editor builds on Linux are otherwise shutting down on attempting to realloc things ("binned" is not used for the editor).

	#rb none
	#codereview Chris.Wood, Robert.Manuszewski, Steve.Robb

Change 2963989 on 2016/05/03 by Lee.Clark

	PS4 - Fix texture initialization

Change 2964296 on 2016/05/03 by Dmitry.Rekman

	Better fix for getting previous allocation size.

	- Suggested by GilG.

	#codereview Gil.Gribb

Change 2964398 on 2016/05/03 by Mark.Satterthwaite

	Added GetCompressionBitWindow to IPlatformCompression so that FArchive compression can acquire the platform specific window value at runtime even without the Developer-only TargetPlatform modules. This allows the ShaderCache to perform runtime compression of preloaded shaders in-game without crashing.
	#jira UE-30238

Change 2965966 on 2016/05/04 by Peter.Sauerbrei

	fix for bad path when deploying from mac
	#jira UE-30294
	#lockdown josh.adams

Change 2968380 on 2016/05/05 by Dmitry.Rekman

	Fix visibility placement which breaks Linux build.

	#lockdown Josh.Adams
	#codereview James.Golding

Change 2969002 on 2016/05/06 by Nick.Shin

	use boringssl until webrtc recompiled with openssl work is finished

	#jira UE-30298 - Fortnite and Orion crash on login
	#lockdown josh.adams

Change 2969545 on 2016/05/06 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#lockdown nick.penwarden

Change 2969923 on 2016/05/06 by Chris.Babcock

	Fix linker warning (mismatched function/variable for glMapBufferOES and glUnmapBufferOES)
	#jira UE-30222
	#ue4
	#android
	#lockdown Josh.Adams

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
	#lockdown josh.adams

#lockdown nick.penwarden

[CL 2970080 by Josh Adams in Main branch]
2016-05-07 12:42:47 -04:00
Josh Adams
cf651e0c63 Change 2898947 on 2016/03/08 by Mark.Satterthwaite
Move the Apple Driver Monitor stats into their own stat groups, DriverMonitor has the common stats, DriverMonitorAMD/Intel/Nvidia have the vendor/GPU specific stats. The Metal and OpenGL RHIs update the driver monitor stats group for the current GPU at the appropriate time.

Change 2898950 on 2016/03/08 by Mark.Satterthwaite

	More shader cache code documentation.

Change 2898952 on 2016/03/08 by Michael.Trepka

	Check GPU driver version and warn of bad drivers only on Windows

Change 2898964 on 2016/03/08 by Mark.Satterthwaite

	Only verify the vertex attribute layout for Metal in debug builds or when using development with the debug layer turned on. It reduces performance significantly and isn't all that helpful unless you are attempting to debug a mismatch.

Change 2898973 on 2016/03/08 by Mark.Satterthwaite

	Switch uniform buffers to managed memory on Mac as this is more appropriate for AMD & Nvidia GPUs.

Change 2898988 on 2016/03/08 by Mark.Satterthwaite

	Simplify MetalContext by having only one SubmitCommandsHint implementation.

Change 2899011 on 2016/03/08 by Mark.Satterthwaite

	Duplicate 4.11 CL #2898988:

	Proper fix for UE-25804 - we have to manually expand PF_G8 + SRGB to RGBA8_sRGB - this then fixes UE-27483.
	#jira UE-25804
	#jira UE-27483

Change 2899024 on 2016/03/08 by Mark.Satterthwaite

	Duplicate 4.11 CL #2887365 & CL #2887583:

	Allow InfiltratorDemoEditor under Metal to issue a query buffer reset without crashing - the function that switches to the new query buffer needs to reapply some of the draw-state so that future commands don't dereference nil.
	#jira UE-27513

	My earlier fix for UE-27513 overlooked various internal details that meant it wouldn't restore state correctly, would fail validation and could crash in a new place. This version will ensure that cached state is only reset when it is appropriate to do so and will restore it correct when doing a query buffer reset.
	#jira UE-27513

Change 2899418 on 2016/03/08 by Daniel.Lamb

	Added support for textboxes in the editor to convert uasset filenames into long package names. As this is more useful to the cooker and more portable for projects.
	#codereview Matt.Kuhlenschmidt
	#jira UE-27785

Change 2899419 on 2016/03/08 by Daniel.Lamb

	Added support for passing -opengl command through to launch on if the editor is started with it.
	#codereview Michael.Trepka

Change 2900846 on 2016/03/09 by Mark.Satterthwaite

	Reimplement Metal object lifetime tracking as stats in the stat-group, though the old system is maintained as a debug-only tool that could (and probably should) be extended to track over/under-release bugs. Currently the texture count will be distorted by texture SRVs so will need improvement but other stats should be reliable. In order to properly report the number of buffers the TResourcePool policy class must now define a FreeResource function, so I've added them to the appropriate places too.

Change 2900853 on 2016/03/09 by Mark.Satterthwaite

	Optimise away empty encoders that don't perform a clear operation on AMD & Intel, but not Nvidia or non-Mac Metal devices. This should slightly improve performance.

Change 2900927 on 2016/03/09 by Mark.Satterthwaite

	Implemented operation threshold submission of Metal command buffers to keep the GPU busier and not just idle waiting for the CPU. Whenever rhi.Metal.CommandBufferCommitThreshold is set to a value >0 and the current command buffer has >= draw/dispatch operations outstanding then the command-buffer will be committed at the next encoder boundary. The default value is 100 operations which is currently arbitrary and the feature can be disabled by setting the value to <= 0 in which case only explicit submissions will occur as previously.

Change 2901310 on 2016/03/09 by Mark.Satterthwaite

	Change OneColor clear shader setup so that it works with parallel encoding in Metal.

Change 2903002 on 2016/03/10 by Mark.Satterthwaite

	Instantiate the OneColor shaders once in Metal.

Change 2903274 on 2016/03/10 by Mark.Satterthwaite

	Remove more unnecessary parallel execution stalls from MetalRHI.

Change 2903402 on 2016/03/10 by Mark.Satterthwaite

	Implement Metal support for index buffer SRVs.

Change 2903419 on 2016/03/10 by Mark.Satterthwaite

	Always use Managed memory on Mac Metal for buffers.

Change 2905206 on 2016/03/11 by Mark.Satterthwaite

	Worked around UE-27818 "ElementalDemo Causes Invalid Rendering on AMD GPUs" - recent changes to allow mesh particles to write to velocity leave a texture-buffer unbound & then use a uniform value & an if-branch to guard against access but AMD's Mac GL driver notices that the buffer is referenced in the shader but not bound & promptly tries to fallback to Apple's S/W renderer regardless of what the uniform value is. That's legal behaviour for an OpenGL implementation so the C++ code has been changed to allocate and write the current transforms into the buffer for OpenGL when they wouldn't otherwise be provided. This is sufficient to avoid the problem without affecting any other API.

Change 2906217 on 2016/03/11 by Nick.Shin

	re-enabled http network file server
	it was disabled in CL: #2790193

	#jira UE-22166 HTML5 Cook on the fly will launch and then close browser

Change 2908203 on 2016/03/14 by Michael.Trepka

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform). Everything but SSF lib.

Change 2908553 on 2016/03/14 by Mark.Satterthwaite

	Force a submit & wait in Metal when contexts are being destroyed to prevent kernel panics in drivers which continue to process the now abandoned command-queue and encounter invalid resources (because we destroy them on shutdown).

Change 2908595 on 2016/03/14 by Michael.Trepka

	Fixed iOS compile error in MetalUniformBuffer.cpp

	#codereview Mark.Satterthwaite

Change 2910106 on 2016/03/15 by Mark.Satterthwaite

	Use a dispatch_semaphore not an FEvent for Metal free-list synchronisation as the dispatch_worker threads can't be properly setup for FStats and this causes problems.

Change 2910107 on 2016/03/15 by Mark.Satterthwaite

	Fix Metal reporting of GPU memory through the RHI as it is in bytes, not MB.

Change 2910138 on 2016/03/15 by Mark.Satterthwaite

	Properly retain/release dispatch_semaphore for Metal command buffer completion block & allow uniform buffer creation on parallel encoding thread.

Change 2911735 on 2016/03/16 by Nick.Shin

	housekeeping

	removing extra and inconsistant whitespace as well as making tabs & spaces consistant

[CL 2936662 by Josh Adams in Main branch]
2016-04-07 12:59:50 -04:00
Jurre deBaare
cbd40a126d Conditional SSF compilation.
#lockdown Nick.Penwarden

[CL 2930288 by Jurre deBaare in Main branch]
2016-04-01 06:37:24 -04:00
Nick Shin
37b5d2dc28 use HOME (osx) and USERPROFILE (windows) on appropriate target platform
#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5
#lockdown gil.gribb

[CL 2876518 by Nick Shin in Main branch]
2016-02-22 17:28:27 -05:00
Ben Marsh
f402006cb7 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2858603 on 2016/02/08 by Tim.Hobson

	#jira UE-26550 - checked in new art assets for buttons and symbols

Change 2858665 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2.

Change 2858668 on 2016/02/08 by Matthew.Griffin

	Added InfiltratorDemo back into Rocket samples

	#jira UEB-591

Change 2858743 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25996 Fixed Import Error in TopDOwn Code

Change 2858776 on 2016/02/08 by Matthew.Griffin

	Added UnrealMatch3 to packaged projects

	#jira UEB-589

Change 2858900 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression

Change 2858947 on 2016/02/08 by Mike.Beach

	Controlling more when VerifyImport() is ran - trying to  prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications).

	#jira UE-21098

Change 2858954 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings

Change 2859126 on 2016/02/08 by Max.Chen

	Sequencer: Release track editors when destroying sequencer

	#jira UE-26423

Change 2859147 on 2016/02/08 by Martin.Wilson

	Fix uninitialized variable bug

	#jira UE-26606

Change 2859237 on 2016/02/08 by Lauren.Ridge

	Bumping Match 3 Version Number for iTunes Connect

	#jira UE-26648

Change 2859434 on 2016/02/08 by Chad.Taylor

	Handle the quit and focus message pipe from the SteamVR SDK

	#jira UEBP-142

Change 2859562 on 2016/02/08 by Chad.Taylor

	Mac/Android compile fix

	#jira UEBP-142

Change 2859633 on 2016/02/08 by Dan.Oconnor

	Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef.

	DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required)

	Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects.

	This is also part of the fix needed for UE-23335, completely fixes UE-26045

	This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC.

	Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case)

	#jira UE-26045

Change 2859640 on 2016/02/08 by Dan.Oconnor

	Removed debugging code..

	#jira UE-26045

Change 2859668 on 2016/02/08 by Aaron.McLeran

	#jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node

	- issue was the looping nodes weren't properly reseting all the child wave instances
	- also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node

Change 2859688 on 2016/02/08 by Chris.Babcock

	Allow external access to runtime modifications to OpenGL shaders
	#jira UE-26679
	#ue4

Change 2859739 on 2016/02/08 by Chad.Taylor

	UE4_Win64_Mono compile fix

	#jira UEBP-142

Change 2859962 on 2016/02/09 by Chris.Wood

	Passing command line to Crash Report Client without stripping the project name.
	[UE-24959] - "Send and Restart" brings up the Project Browser
	#jira UE-24959

	Reimplement changes from Orion in UE 4.11
	Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion)
	Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion)

Change 2859966 on 2016/02/09 by Matthew.Griffin

	Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac

[CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00