Commit Graph

10 Commits

Author SHA1 Message Date
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
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Gil Gribb
2e5b4cbbd1 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2821445 on 2016/01/08 by Olaf.Piesche
	More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing.

	#rb martin.mittring

Change 2821520 on 2016/01/08 by Olaf.Piesche

	Coloring subuv modules green for easier visual ID

	#rb martin.mittring

Change 2823479 on 2016/01/11 by Chris.Bunner

	Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General.

Change 2823570 on 2016/01/11 by Zabir.Hoque

	Introduce multiplier that controls decal fade speed.

	#CodeReview: Martin.Mittring
	#1777

Change 2823615 on 2016/01/11 by Uriel.Doyon

	Fixed stencil ref multithreading issue.
	Fixed state caching when depth range is enabled.
	#jira UE-24564
	#review marcus.wassmer

Change 2823652 on 2016/01/11 by Zabir.Hoque

	Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent.

	#CodeReview: Martin.Mittring

Change 2824065 on 2016/01/11 by Brian.Karis

	Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default.

Change 2825432 on 2016/01/12 by Zabir.Hoque

	Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918

	#CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring

Change 2825971 on 2016/01/12 by Brian.Karis

	New motion blur enabled.

Change 2825974 on 2016/01/12 by Brian.Karis

	Fixed refraction check value. 1 does nothing not 0.

Change 2825975 on 2016/01/12 by Brian.Karis

	Cloth gets skylight for movable sky.

Change 2827519 on 2016/01/13 by Zabir.Hoque

	ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES.

	#CodeReview Martin.Mittring, Rolando.Caloca

Change 2830172 on 2016/01/15 by Rolando.Caloca

	DR - Minor cleanup
	- Renamed Vertex Factories' struct Data to struct FData
	- Removed Data type on FVertexFactory

Change 2830242 on 2016/01/15 by Rolando.Caloca

	DR - Prep cleanup for gpu morph targets
	- Split common code for  GPU skin cache into a base class
	- Moved some local static arrays from UpdateMorphVertexBuffer() to static members
	#codereview Lina.Halper

Change 2830455 on 2016/01/15 by Rolando.Caloca

	DR - Compile fix from bad merge
	#jira UE-25557

Change 2832023 on 2016/01/18 by Rolando.Caloca

	DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta
	#rb Marcus.Wassmer
	#codereview Lina.Halper

Change 2832067 on 2016/01/18 by Gil.Gribb

	UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed.

Change 2834379 on 2016/01/19 by Gil.Gribb

	UE4 - fix perf regression related to cvar

Change 2834864 on 2016/01/19 by Olaf.Piesche

	Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate

	#codereview gil.gribb

Change 2835777 on 2016/01/20 by David.Hill

	EyeAdaptation - using a screen center focus in the weights
	#rb Martin Mitring

	related to: UE-15509.  This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4

Change 2835778 on 2016/01/20 by David.Hill

	EyeAdapation - DefaultFeature for method
	#rb Martin.Mitring
	Adding a default feature cvar for eye adaptation method

Change 2837410 on 2016/01/20 by David.Hill

	OR-13213   SetupPerObjectProjection()
	#test:PC
	#rb:Martin.Mitring
	#codereview:Daniel.Wright

[CL 2845257 by Gil Gribb in Main branch]
2016-01-27 07:18:43 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Jurre DeBaare
33f862bc49 GeomCache/ABCImporter
ADDED thumbnail renderer for GeometryCache
ADDED BP creation from GeometryCache asset
ADDED de-registering of handlers during GeomCacheModule shutdown
FIXED bug with importing Materials, though recreating a clean scene in Maya also fixed it (bad Maya history)

[CL 2682433 by Jurre DeBaare in Main branch]
2015-09-07 09:32:51 -04:00
Guillaume Abadie
89aee9dfa9 Changes FPrimitiveSceneProxy::GetViewRelevance(const FSceneView* View) to FPrimitiveSceneProxy::GetViewRelevance(const FSceneView* View) const
#code_review: Martin.Mittring

[CL 2676297 by Guillaume Abadie in Main branch]
2015-09-01 18:01:22 -04:00
Rolando Caloca
01aff5d1fa UE4 - Compile fix
#codereview Marcus.Wassmer

[CL 2606188 by Rolando Caloca in Main branch]
2015-06-30 14:36:13 -04:00
Marcus Wassmer
8a49574735 Vertex and Index buffer write locks on PS4 no longer require memcopies.
RHi now provides CreateAndLock functions for Vertex and Index buffers which are more efficient on certain platforms.
Use r.PS4StandardWriteLocks=1 to enable the old default functionality for testing if necessary.
#codereview Gil.Grib,Lee.Clark

[CL 2606146 by Marcus Wassmer in Main branch]
2015-06-30 14:18:55 -04:00
Dmitry Rekman
8818b1bc7a Attempt to fix a non-unity build.
#codereview Jurre.DeBaare, John.Barrett, Chris.Babcock

[CL 2592901 by Dmitry Rekman in Main branch]
2015-06-18 18:46:15 -04:00
Jurre DeBaare
b83b0dc15c ADDED GeometryCache files
ADDED Support for importing GeometryCache assets from Alembic files
ADDED CalculateRawMeshTangets function that only calculates the tangents without building the RawMesh

[CL 2591762 by Jurre DeBaare in Main branch]
2015-06-18 06:59:14 -04:00