#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3175510 on 2016/10/26 by Josh.Adams
- New Wolf SDK support (11).
- Added new input plugin now that extra NDA is lifted
Change 3176629 on 2016/10/27 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3177232 on 2016/10/27 by Josh.Adams
- Minor comment change
Change 3177348 on 2016/10/27 by Dmitry.Rekman
Linux: default to GL4.
Change 3177523 on 2016/10/27 by Dmitry.Rekman
Linux: update libc++ to 3.9 and add AArch64.
Change 3178208 on 2016/10/28 by Daniel.Lamb
Enable multithreaded lightmap encoding.
Change 3178273 on 2016/10/28 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix crash in PS4 packaging step.
- Parallel-for accessing the same log files, causing IOException.
Change 3178573 on 2016/10/28 by Dmitry.Rekman
Linux: fix for projects not having proper version associations (UE-5954).
- Fixed by CengizT.
Change 3180487 on 2016/10/31 by Josh.Adams
Moved new file to peoper spot
Change 3180508 on 2016/10/31 by Josh.Adams
- Fixed crash on audio free for Wolf
Change 3181821 on 2016/11/01 by Josh.Adams
- Fixed ShooterGame cooking after sync from main
Change 3182469 on 2016/11/01 by Josh.Adams
- test/shipping build wolf fixes
Change 3183078 on 2016/11/02 by Josh.Adams
- Added AllDesktop back in for Windows (File | Package)
Change 3183229 on 2016/11/02 by Josh.Adams
- Fixed wrong path in JunkManifest.txt
Change 3184245 on 2016/11/02 by Dmitry.Rekman
Linux: add AArch64 (ARM64) libs.
Change 3184326 on 2016/11/02 by Dmitry.Rekman
Linux: add more files for AArch64.
Change 3184353 on 2016/11/02 by Dmitry.Rekman
Linux: Add missed AArch64 libpng.
Change 3184871 on 2016/11/03 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4.
- Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues.
#jira UE-36365
Change 3185407 on 2016/11/03 by Dmitry.Rekman
Linux: fix PhysX on AArch64.
(Edigrating 3184484 from Wombat to Dev-Platform).
Change 3187488 on 2016/11/04 by Josh.Adams
Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal)
Change 3187740 on 2016/11/04 by Josh.Adams
- Re-copying the Switch files, now with proper case in the directory names
Change 3188304 on 2016/11/07 by Dan.Mahashin
- Removed deprecated functions in NVN window creation
Change 3188865 on 2016/11/07 by Luke.Thatcher
[PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame.
- Enables console input from Sony's "Console Output" tool for all games, in debug/development builds.
#jira UE-37672
Change 3189517 on 2016/11/07 by Jeff.Campeau
Fix incorrect local platform identification in device manager.
#jira UE-38312
Change 3189897 on 2016/11/08 by Luke.Thatcher
[PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node.
Change 3190042 on 2016/11/08 by Josh.Adams
- Fixed default and Shooter App Ids for Switch
Change 3190181 on 2016/11/08 by Joe.Barnes
[UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms.
Change 3190185 on 2016/11/08 by Joe.Barnes
Fix another instance of UE_LOG() where the string was being truncated on Switch platform.
Change 3190272 on 2016/11/08 by Daniel.Lamb
Add file hashes to depependency tracking info.
Moved partial gc controlling code outside of the cooker.
Store cooked file hashes in cooked asset registry.
Cooked asset registry is now part of the cooker instead of chunking manifest.
#test cook paragon
Change 3190332 on 2016/11/08 by Omar.Rodriguez
Fixing issues with iOS remote notifications
* Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable
* Fix misspelling when doing respondsToSelector check
* Update generated Xcode project to use the generated entitlements file
* Add remote-notification as a background mode
* Update the generated entitlements file contents to include APS environment for push notifications
* Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled
Change 3190391 on 2016/11/08 by Brent.Pease
UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting
(Josh's suggestion worked out of the box)
Change 3190786 on 2016/11/08 by Bart.Hawthorne
Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame
Change 3190902 on 2016/11/08 by Alicia.Cano
Allow RTTI and exceptions to be enabled for Android
#jira UE-37845
#android
Change 3190973 on 2016/11/08 by Chris.Babcock
Add ability to set element value field with new text parameter for UPL
#jira UE-37390
#PR #2869
#ue4
#upl
Change 3191411 on 2016/11/09 by Josh.Stoddard
Warn when user tries to use a shared pak reader on the wrong thread
#jira UE-38049
Change 3191635 on 2016/11/09 by Josh.Stoddard
More useful message during cook when AT9 assets fail to encode using SCE's tool
#jira UE-38053
Change 3191663 on 2016/11/09 by Peter.Sauerbrei
fix for ios build from PC
Change 3191701 on 2016/11/09 by Brent.Pease
implement iOS device logs on windows
Change 3191794 on 2016/11/09 by Daniel.Lamb
Fixed up compile error missing header file.
#test Compile editor
#jira UE-38414
Change 3191807 on 2016/11/09 by Josh.Adams
- Fixed one chage that was missed in the WolfPlat->Switch rename
Change 3191867 on 2016/11/09 by Josh.Adams
- Enabled Switch for ShooterGame project
Change 3191958 on 2016/11/09 by Jeff.Campeau
Add warning for anyone still using XP
Change 3192185 on 2016/11/09 by Josh.Adams
- Updated to SDK 0.11.12
- Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet)
Change 3192241 on 2016/11/09 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3192324 on 2016/11/09 by Josh.Adams
- Worked around an issue with RunOnTarget stripping quotes around paths with spaces
#jira UE-38388
Change 3192387 on 2016/11/09 by Josh.Adams
- Updating editor icon for Switch
#jira UE-38295
Change 3192476 on 2016/11/09 by Dmitry.Rekman
Linux: put correct OpenAL lib per architecture.
(Edigrating CL 3185947 from Wombat to Dev-Platform)
Change 3192527 on 2016/11/09 by Josh.Adams
- Fixed a shadow variable warning
#jira UE-38408
Change 3192606 on 2016/11/09 by Jeff.Campeau
XP option removed
#jira UEPLAT-1542
Change 3192644 on 2016/11/09 by Josh.Adams
- Fixed a CIS error (not sure why I don't get it, but hey)
Change 3192659 on 2016/11/09 by Josh.Adams
- Fixed a crash in DeploymentServer
Change 3192672 on 2016/11/09 by Jeff.Campeau
Fix WinXP message spamming
Change 3193252 on 2016/11/10 by Josh.Adams
- Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs)
Change 3193756 on 2016/11/10 by Dmitry.Rekman
Linux: add support for touch events.
(Edigrating CL 3188159 from Wombat to Dev-Platform).
Change 3194297 on 2016/11/10 by Jeff.Campeau
HarfBuzz implementation for Xbox One
#jira UE-28590
Change 3194299 on 2016/11/10 by Jeff.Campeau
Pump Xbox One messaging during slow startup tasks
#jira UEPLAT-1276
Change 3194300 on 2016/11/10 by Jeff.Campeau
Use response files when building for Xbox One
#jira UEPLAT-1296
Change 3194313 on 2016/11/11 by Jeff.Campeau
Stop uploading symbols on the first error
Show a more detailed error message if symbol uploading fails
Add a command line option to disable upload of symbols
#1852
#jira UE-24425
Change 3194327 on 2016/11/11 by Jeff.Campeau
Deduplicate Xbox One build.cs setup for several modules
#jira UE-37540
Change 3194402 on 2016/11/11 by Dmitry.Rekman
Linux: do not apply mouse workaround unnecessarily.
- Only matters when there is more than one window.
(Edigrating 3194399 from Wombat to Dev-Platform).
Change 3194434 on 2016/11/11 by Dan.Mahashin
- Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization
Change 3194569 on 2016/11/11 by Daniel.Lamb
Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up.
Change 3194570 on 2016/11/11 by Daniel.Lamb
Fix for DiffSerializeArchive not using the correct archive when saving packages.
#test Cook paragon
Change 3194571 on 2016/11/11 by Daniel.Lamb
Make sure dependent packages are valid before using them.
Added FastBuildCookRun bat file for paragon testing.
#test Cook Paragon
Change 3194575 on 2016/11/11 by Daniel.Lamb
Reworked a warning for the cooker.
Change 3194698 on 2016/11/11 by Daniel.Lamb
Skip skin verify only runs on build machines now.
Saves paragon cook time.
Change 3194699 on 2016/11/11 by Daniel.Lamb
Changed the wording of skip editor content setting so it's more clear.
#test none
Change 3194702 on 2016/11/11 by Daniel.Lamb
Potential fix for default materials not being in chunk zero.
#test run ps4 cooked build paragon
Change 3194711 on 2016/11/11 by Alicia.Cano
Allow RTTI and exceptions to be enabled for Android
Allow RTTI to be enabled for IOS, Mac
#jira UE-37845, UE-20314
#android
#ios
#mac
Change 3194956 on 2016/11/11 by Josh.Adams
- Removed the crash with unknown socket error code, left in the warning
Change 3195028 on 2016/11/11 by Dmitry.Rekman
Linux: repair launch on.
(Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...)
Change 3195041 on 2016/11/11 by Dmitry.Rekman
Linux: support selecting architectures per project.
(Edigrating 3192783 from Wombat to Dev-Platform).
Change 3195058 on 2016/11/11 by Dmitry.Rekman
Linux: fix code to determine number of cores.
- ARM topology seems not to be in line with the assumptions made by x86-centric code.
(Merging 3184632 from Wombat to Dev-Platform).
Change 3195082 on 2016/11/11 by Josh.Adams
- Fixed name of packaged Switch builds to have the config in it (Shipping, etc)
#jira UE-38394
Change 3195151 on 2016/11/11 by Bart.Hawthorne
- Add game server settings to project settings to connect to the actual game server, instead of the debug login
- Use the system software dialog box to show error codes for login failures
Change 3195153 on 2016/11/11 by Josh.Adams
- Fixed copy and paste logs errors
Change 3195156 on 2016/11/11 by Josh.Adams
- Fixed some default values, especially for save games (uses their default of 4MB size)
- Added some LotCheck write tracking
Change 3195285 on 2016/11/11 by Jeff.Campeau
Fix HarfBuzz warning on Xbox One
Change 3195477 on 2016/11/11 by Josh.Adams
- Fixed up some IsGameOnly calls
#jira UE-37575
Change 3195490 on 2016/11/11 by Dmitry.Rekman
UAT: fix CIS (removed old variables).
Change 3195724 on 2016/11/11 by Josh.Adams
- Final fix for name of .nsp (content only projects in Shipping config, etc)
#jira UE-38394
Change 3195755 on 2016/11/11 by Josh.Adams
- Made translucent Switch icons
Change 3195771 on 2016/11/11 by Josh.Adams
- Fixed some Switch "space in path" issues
#jira UE-38393
Change 3195801 on 2016/11/11 by Josh.Adams
- Handle making sure the save is completed before we shutdown
#jira UE-38215
Change 3196593 on 2016/11/14 by Michael.Trepka
Implemented Info string in AvfMedia for display in Media Player Editor
#jira UE-35386
Change 3196782 on 2016/11/14 by Josh.Adams
- Added a comment for a workaround
Change 3196784 on 2016/11/14 by Michael.Trepka
Alembic importer for Mac
#jira UE-37708
Change 3196901 on 2016/11/14 by Alicia.Cano
ADB over wifi fails to deploy on Launch on.
#jira UE-37957
#android
Change 3197055 on 2016/11/14 by Josh.Adams
- Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment
Change 3197059 on 2016/11/14 by Josh.Adams
- Removed some stat code with no STATS
Change 3197066 on 2016/11/14 by Josh.Adams
- Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things
Change 3197176 on 2016/11/14 by Josh.Adams
- Added some helper scripts to switch in and out of debug mode on Switch
Change 3197183 on 2016/11/14 by Bart.Hawthorne
Error dialog fixes based on peer review feedback from JoshA
Change 3197339 on 2016/11/14 by Josh.Adams
Allow -htcs on the commandline now to override disabling Htcs in packaged builds
Change 3197401 on 2016/11/14 by Josh.Adams
- Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable!
#jira UE-38556
Change 3197691 on 2016/11/14 by Dmitry.Rekman
Linux: save added devices.
(Edigrating 3196529 from Wombat to Dev-Platform).
Change 3197854 on 2016/11/15 by Dan.Mahashin
- MemoryProfiler2: fixed Switch parser file path in the csproj
Change 3197960 on 2016/11/15 by Dan.Mahashin
- NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834)
Change 3198488 on 2016/11/15 by Bart.Hawthorne
Submit missing NoRedist/DefaultEngine.ini file
Change 3198970 on 2016/11/15 by Michael.Trepka
Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors)
Change 3199050 on 2016/11/15 by Daniel.Lamb
Some more output to help track down iterative cooking scenarios
#test Cook paragon
Change 3199097 on 2016/11/15 by Josh.Adams
- Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects
- Fixed default Program Id in code
- Fixed a problem with Run with a space in the path
#jira UE-38608
Change 3199181 on 2016/11/15 by Dmitry.Rekman
Fix CIS (compiling LinuxTargetDevice without engine).
Change 3199253 on 2016/11/15 by Dmitry.Rekman
Hopeful fix for a static analysis warning.
Change 3199325 on 2016/11/15 by Joe.Barnes
Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback.
Change 3199814 on 2016/11/15 by Dmitry.Rekman
Linux: remove forced -windowed when launching.
(Merging CL 3199789 from Wombat to Dev-Platform)
Change 3200580 on 2016/11/16 by Josh.Adams
Updasted DeploymentServer
Change 3200595 on 2016/11/16 by Joe.Barnes
Removed inadvertent SleepThread() when starting movie playback.
Change 3200604 on 2016/11/16 by Josh.Adams
- Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware
Change 3200632 on 2016/11/16 by Brent.Pease
Update PlatformShowcase with latest tests
Change 3200704 on 2016/11/16 by Dmitry.Rekman
Linux: fix native compilation.
Change 3200711 on 2016/11/16 by Brent.Pease
- Support ios audio streaming from disk
- Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent.
+ Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management)
- IOS audio implementation simplified to use new ADPCMAudioInfo functionality
- Fixed adpcm seamless looping
NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen...
Change 3201015 on 2016/11/16 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3201023 on 2016/11/16 by Josh.Stoddard
Fix splash screen assignment for iPad
#jira UE-38623
Change 3201215 on 2016/11/16 by Brent.Pease
Hopefully final fix for build breakage
Change 3201259 on 2016/11/16 by Josh.Adams
- Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing
- Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe)
- Reduced audio pool alignment to not waste massive memory from it
Change 3202332 on 2016/11/17 by Daniel.Lamb
Changed build scripts to support iterative cooking
#test Ran new build scripts
Change 3202371 on 2016/11/17 by Michael.Trepka
Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations
#jira UE-38392
Change 3202421 on 2016/11/17 by Michael.Trepka
Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa
#jira UE-18343
Change 3202462 on 2016/11/17 by Michael.Trepka
Fixed HTTP If-None-Match response code on Mac and iOS
Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html
#jira UE-36317
Change 3202620 on 2016/11/17 by Daniel.Lamb
Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered.
Commandlets now do not always have GIsRequestingExit true.
Made crash handler check for commandlets running and exit appropriately.
#test Rebuild lighting QAGame
Change 3202955 on 2016/11/17 by Daniel.Lamb
Add support for clearing all the cached cooked platform data for a platform when requested.
#test cook QA game
#jira UE-38361
Change 3202983 on 2016/11/17 by Daniel.Lamb
Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
#test rebuild lighting Custom QAGame maps.
#jira OR-31907
Change 3203128 on 2016/11/17 by Josh.Adams
- Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well)
Change 3203537 on 2016/11/18 by Dmitry.Rekman
Fix ProjectWorldToScreen node for letterboxed viewports.
(Merging CL 3201546 from Wombat to Dev-Platform).
Change 3203540 on 2016/11/18 by Dmitry.Rekman
Linux: be more verbose when setting vblank sync.
(Merging CL 3199633 from Private-Wombat to Dev-Platform).
Change 3203599 on 2016/11/18 by Dmitry.Rekman
Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067).
- PR #2849: Contributed by slonopotamus.
Change 3203610 on 2016/11/18 by Dmitry.Rekman
Add CEF support for Linux (UE-6743).
Change 3203615 on 2016/11/18 by Dmitry.Rekman
Linux: fix bootstrap script so it is independent of working dir (UE-37016).
- PR #2842 contributed by slonopotamus
Change 3203645 on 2016/11/18 by Dmitry.Rekman
Linux: fix UnrealCEFSubProcess.
Change 3203658 on 2016/11/18 by Dmitry.Rekman
Remove hard-coded paths to mono binary (UE-35228).
- Another way to implement pull request #2741.
Change 3203770 on 2016/11/18 by Josh.Adams
- Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code
Change 3204244 on 2016/11/18 by Dmitry.Rekman
Unsuppress mistakenly suppressed warnings and fix one more (UE-38788).
Change 3204277 on 2016/11/18 by Brent.Pease
+ Fix seamless looping bug found on Dan's QAGame test
+ Fix static analyzer warning (which was a real bug with uncompressed streaming)
+ Code review feedback from Aaron
+ Small addition from channel sync ios bug fix
Change 3204576 on 2016/11/18 by Omar.Rodriguez
Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings.
Change 3204629 on 2016/11/18 by Chris.Babcock
Fix case of VulkanSwapChain.h #include
#jira UE-38843
#ue4
#vulkan
Change 3204708 on 2016/11/18 by Josh.Adams
- Set SwitchMoviePlayer to include the libs from the proper directory
Change 3204730 on 2016/11/18 by Josh.Adams
- Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS
Change 3204865 on 2016/11/18 by Brent.Pease
+ Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off.
Change 3204883 on 2016/11/18 by Dmitry.Rekman
Linux: fix native LaunchOn (UE-38616).
Change 3204914 on 2016/11/18 by Brent.Pease
+ Turn off the device check to prevent it from conflicting with remote packaging/launch-on
Change 3204940 on 2016/11/18 by Josh.Adams
Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke
Change 3204952 on 2016/11/18 by Dmitry.Rekman
Linux: fix bootstrap script (UE-38851).
- Caused by UE-37016.
Change 3205630 on 2016/11/21 by Brent.Pease
+ Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects.
+ Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear
+ Cleaned up memory tracking and freeing.
#jira ue-38846
Change 3205787 on 2016/11/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
[CL 3206922 by Josh Adams in Main branch]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3021479 on 2016/06/21 by Marc.Audy
Fix child actor properties set in the parent's construction script from being wiped out (4.12)
#jira UE-31956
Change 3021703 on 2016/06/21 by Marc.Audy
Fix crash due to copying properties to registered components and then reregistering them. (4.12)
#jira UE-31973
Change 3022105 on 2016/06/21 by Jeremy.Ernst
-new test assets for James for PSD node
Change 3022621 on 2016/06/22 by James.Golding
Add AnimBP for testing PSD
Change 3022622 on 2016/06/22 by James.Golding
Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes
Change 3022656 on 2016/06/22 by James.Golding
UE-30537 Fix solid collision geom drawing not working when mirrored
Change 3022657 on 2016/06/22 by James.Golding
Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)
Change 3022663 on 2016/06/22 by James.Golding
UE-31283 Additional extensibility for anim and physics
PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)
Change 3022683 on 2016/06/22 by James.Golding
- Change OrientationDriver to always use PoseAsset for target poses
- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead
Change 3022891 on 2016/06/22 by mason.seay
Test asset for component hit
Change 3023203 on 2016/06/22 by mason.seay
Updated map to use more noticeable sound assets
Change 3023335 on 2016/06/22 by Marc.Audy
Use AddReferencedObjects instead of iterating array manuallly
Change 3023351 on 2016/06/22 by Ori.Cohen
Fix the case where physics hit events were passing the wrong component's bone info to the hit event.
#JIRA UE-32376
Change 3023368 on 2016/06/22 by mason.seay
Renamed actors in World Outliner
Change 3023425 on 2016/06/22 by mason.seay
Moved asset to new folder and fixed deprecated node
Change 3023429 on 2016/06/22 by mason.seay
Disabled collision on proc mesh
Change 3023553 on 2016/06/22 by Jon.Nabozny
Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.
#JIRA UE-31670
Change 3024669 on 2016/06/23 by James.Golding
Update PSD test assets (removing unused)
Change 3024864 on 2016/06/23 by Marc.Audy
Audio Threading!
Change 3024877 on 2016/06/23 by James.Golding
PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)
Change 3024880 on 2016/06/23 by James.Golding
PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)
Change 3024939 on 2016/06/23 by James.Golding
- Add SwingOnly options to OrientationDriver
- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
- Calculate gaussian radius per pose, not globally
Change 3024940 on 2016/06/23 by James.Golding
PoseAsset editor improvements
- Replace pose edit box with inline-editable style (with validation)
- Add filter highlight
- Show curve values for each pose when selected
- Add different background for curve list
- Filter box only searches pose list, moved location to indicate that
Change 3024949 on 2016/06/23 by James.Golding
Small update to PSD test AnimBP
Change 3025002 on 2016/06/23 by Ori.Cohen
Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.
#JIRA UE-32219
Change 3025214 on 2016/06/23 by mason.seay
Updated Character Movement Map
Change 3025319 on 2016/06/23 by Ori.Cohen
Make sure changing skeletal mesh updates the bone index on body instances already created.
Change 3025435 on 2016/06/23 by Ori.Cohen
Fix welded bodies not updating their collision profile when calling SetCollisionProfile
#JIRA UE-32394
Change 3025581 on 2016/06/23 by mason.seay
Test asset for slicing procedural mesh
Change 3026483 on 2016/06/24 by Marc.Audy
Don't reschedule multiple times tick functions used as prerequisites
#jira UE-32414
Change 3026498 on 2016/06/24 by mason.seay
Updating blueprint for bug repro
Change 3026547 on 2016/06/24 by Thomas.Sarkanen
Fixed crash in FKismetDebugUtilities::GetWatchText()
Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html
Change 3026598 on 2016/06/24 by James.Golding
Double clicking on poses now toggles them between 1.0 and 0.0 strength
Change 3026768 on 2016/06/24 by Marc.Audy
Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
#jira UE-32468
Change 3026802 on 2016/06/24 by Lina.Halper
#Pose Asset work
# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
- Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
- When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1]
- Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp
# pose asset preview fix
- made sure it adds to curve, so you don't have to use delegate to apply
- PreviewOverride is now added to output curve, so we don't have to apply that curve later
- only reason of anim instance delegate is now for normal anim blueprint.
#pose asset change
- Curve extraction happens with ExtractContext, the output curve is stricly output curve
- Pose Asset supports Shrink now, but only shrink if full pose
- Added PoseHandler to handle most of common stuff between different pose nodes
- Still have to work on how to update pose asset - wip
- todo: clean up single node player to handle pose asset in a function
#code review:Martin.Wilson, James.Golding
Change 3026978 on 2016/06/24 by Lina.Halper
- Delete DrivePose Curve type
- Renamed TriggerEvent to DriveAttribute for consistency
- Replaced drive pose to drive attribute
- right now it can't have 0 curve type flags, so everything is DriveAttribute
#code review: James.Golding, Martin.Wilson
Change 3027113 on 2016/06/24 by mason.seay
Test Pose Assets
Change 3027454 on 2016/06/24 by Aaron.McLeran
UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize
https://answers.unrealengine.com/questions/441080/audio-crash.htmlhttp://crashreporter/Crashes/Show/5689478
Change 3027519 on 2016/06/24 by Lina.Halper
Reverted FTransform name change as that causes compile errors due to lack of deprecated messages
- not worth to keep the old functions and add new one
#code review: Martin.Wilson
Change 3027887 on 2016/06/25 by Lina.Halper
Fix clang build warning
Change 3028703 on 2016/06/27 by Lukasz.Furman
gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
#ue4
Change 3028792 on 2016/06/27 by Lukasz.Furman
compilation fix for gameplay debugger
Change 3028950 on 2016/06/27 by Lukasz.Furman
compilation fix for gameplay debugger
Change 3029003 on 2016/06/27 by Ori.Cohen
Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation
Change 3029019 on 2016/06/27 by Lina.Halper
Update pose from source asset
Change 3029094 on 2016/06/27 by Marc.Audy
If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.
Change 3029308 on 2016/06/27 by Jeremy.Ernst
-adding test animation for PSD node. Has morphs built in to compare against driver result
Change 3029372 on 2016/06/27 by Marc.Audy
Fix compile error after merge
Also just fix the logic to be explicit rather than using suppression for static analysis warning
Change 3029493 on 2016/06/27 by Ori.Cohen
Move PhysicsAsset.h out of public engine header.
Change 3029550 on 2016/06/27 by Lina.Halper
Fix crash with Nan when additive blending of poses\
Change 3029659 on 2016/06/27 by Aaron.McLeran
Adding new minor feature to add new concurrency mode
- stop by lowest priorty but prevent new rather than stop oldest.
Change 3029673 on 2016/06/27 by Aaron.McLeran
#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.
Implementation in CL 3024124
Change 3030470 on 2016/06/28 by Ori.Cohen
Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING
#JIRA UE-32561
Change 3030586 on 2016/06/28 by Lina.Halper
Preview curve fix from anim curve viewer
#code review: Martin.Wilson
Change 3031054 on 2016/06/28 by Aaron.McLeran
#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework
Change 3031535 on 2016/06/28 by mason.seay
Re-saving concurrency asset
Change 3031691 on 2016/06/28 by Marc.Audy
Fix stat sounds not turning on correctly unless a sort was specified
#jira UE-32597
Change 3031883 on 2016/06/28 by Zak.Middleton
#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.
Change 3031898 on 2016/06/28 by Zak.Middleton
#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).
#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html
Change 3032539 on 2016/06/29 by Marc.Audy
Don't destroy AudioDevices before draining audio commands and stopping audio thread
#jira UE-32611
Change 3032633 on 2016/06/29 by Marc.Audy
In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
#jira UE-32574
Change 3032644 on 2016/06/29 by Lina.Halper
- Fixed issue where pose node evaluator doesn't show up in the menu with asset
- it showed twice of pose node (none) - jira UE-32358
- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
- jira UE-32359
- support create pose menu from create asset - UE-32596
- added create pose asset from current pose
- update source should refresh list - UE-32576
- fixed blendspace to be in the blendspaces category
Change 3032847 on 2016/06/29 by Tom.Looman
Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.
#jira UE-32103
Change 3033124 on 2016/06/29 by Jon.Nabozny
Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.
#JIRA: UE-13673
Change 3033155 on 2016/06/29 by Lina.Halper
- montage is playing and montage is pure
- made montage parameter to be mostly const (except play), and made it consistently pointer
Change 3033157 on 2016/06/29 by Lina.Halper
Check in missing file
Change 3033456 on 2016/06/29 by Lukasz.Furman
fixed path following changes broken by merge
#ue4
Change 3033956 on 2016/06/30 by bruce.nesbit
PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)
#test PIE
Change 3034019 on 2016/06/30 by Benn.Gallagher
Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
Caveats:
- Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.
#jira UEFW-1
Change 3034085 on 2016/06/30 by Benn.Gallagher
Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.
Change 3034162 on 2016/06/30 by Martin.Wilson
Refactor bone reference widget so that selection tree can be used seperately
Change 3034205 on 2016/06/30 by Lina.Halper
#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale
#jira: UE-32643, UE-32593
Change 3034339 on 2016/06/30 by James.Golding
Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab
Change 3034426 on 2016/06/30 by Martin.Wilson
CIS Fix
Change 3034629 on 2016/06/30 by Lina.Halper
Support non-zero curves to be stippred out upon importing
Change 3035863 on 2016/07/01 by Marc.Audy
When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
#jira UE-31344
Change 3035916 on 2016/07/01 by Jon.Nabozny
Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124
Change 3035973 on 2016/07/01 by Lukasz.Furman
fixed hash function for FRecastDebugPathfindingNode
#ue4
Change 3036024 on 2016/07/01 by Zak.Middleton
#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().
Change 3036157 on 2016/07/01 by Marc.Audy
Protect against running commands on game thread when the audio device has already been freed
#jira UE-32611
Change 3036178 on 2016/07/01 by Marc.Audy
Don't bitpack the gamethread specific boolean.
Change 3036906 on 2016/07/04 by bruce.nesbit
Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)
#tests Compiled
Change 3036929 on 2016/07/04 by James.Golding
UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw
Change 3036930 on 2016/07/04 by James.Golding
UE-30414 Move constraint warnings to Message Log
Change 3036931 on 2016/07/04 by James.Golding
PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)
Change 3037123 on 2016/07/04 by Ori.Cohen
Added physical animation preview in PhAT as well as physical animation profiles.
Change 3037420 on 2016/07/05 by Jurre.deBaare
Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
#jira UE-32771
Change 3037702 on 2016/07/05 by Thomas.Sarkanen
Copying change 3037701 from Release-4.12:
Fixed crash when viewing uncompressed animation
Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.
#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona
Change 3037837 on 2016/07/05 by Marc.Audy
sound stats will now still be displayed when creating a new audio device
#jira UE-32743
[CL 3038035 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2879756 on 2016/02/24 by Aaron.McLeran
OR-15722 Fix of crash during stop voice
- changes Stop to not call XAUDIO2_PLAY_TAILS
- calls FlushSourceBuffers() before calling stop() so no more buffers are queued
- Caches realtime buffers so they aren't ever free'd until SoundSource destructor
Change 2879758 on 2016/02/24 by Aaron.McLeran
UE-27307 Fix for ogg-vorbis file handle getting access after deletion.
Change 2880678 on 2016/02/24 by Aaron.McLeran
UE-26093 Supporting preview sounds being excempt from editor volume and transient master volume
- Creating flag for preview sounds from content browser that result in them being exempt from master volume and always playing at full volume.
- Removing setting the master volume in all the platform devices (because that's silly) and adding it as a normal gain stage in the platform independent code.
Change 2882199 on 2016/02/25 by Aaron.McLeran
UE-27474 Adding ClearSoundMixClassOverride
- Added new method to FDynamicParameter to query if the parameter has finished lerping to target value (used to trigger removal override after clearing)
- New BP function to clear a sound class override to a sound mix
- If sound mix is not active, will immediately remove override entry since there's no need for complex lerping
- If sound mix is active, will set the override target value to the value that it would have it wasn't overriden, and lerp to that value. Once the the target value is reached and it was clearing, it will be removed from the sound mix override entry
- If a sound mix override is set by BP while in the process of clearing, the clearing action is reset and the sound class override will not be cleared.
Change 2886288 on 2016/02/29 by Zak.Middleton
#ue4 - Fix requests to crouch to a half height smaller than the radius triggering OnStartCrouch with wrong HeightAdjust value.
#rb Ori.Cohen
#jira UE-27548
Change 2886363 on 2016/02/29 by mason.seay
Adjusted lightmap resolution on floor mesh and rebuilt lighting to fix lighting errors
Change 2886860 on 2016/02/29 by Aaron.McLeran
UE-27607 ShooterGame Crashing in Standalone and Launch when pausing/unpausing
- Fix is to more carefully account for the state of a source getting paused/unpaused while async loading
Change 2887786 on 2016/03/01 by Ori.Cohen
Preload HUD and keep it in memory.
#rb Sammy.James
Change 2887855 on 2016/03/01 by Marc.Audy
Fix cached modifier key state being able to be incorrect if modifier and other key pressed in same frame
Don't update cached modifier key state every tick, just when key pressed or app activated
#rb Chris.Gagnon
#jira UE-27663
Change 2889984 on 2016/03/02 by Cody.Albert
Fix tooltip typos in 'Find Path to Actor Synchronously' blueprint node
#jira UE-27654
Change 2892730 on 2016/03/03 by Ori.Cohen
Added a simple loop for small memcpy.
#rb Steve.Robb
[CL 2894512 by Marc Audy in Main branch]
- Added stubs per platform in their ini file that doesn't change volume, except for mac which this bug is about and for which I reduced the volume by -6 dB. This can be changed by designers as per needed for their game per platform. The final headroom should be set by designers.
- Removed the hard-coded headroom constant used in OpenAL recently added.
[CL 2611741 by Aaron McLeran in Main branch]
- Created audio device manager which manages weak ref handles to audio devices
- Audio device handles are created with WorldContexts and accessed through UWorld objects
- All access to audio devices are now through audio device handles
- There is a main/default audio device for GEngine for use with the Editor and single worldcontext games
#codereview marc.audy, matthew.griffin
[CL 2477046 by Aaron McLeran in Main branch]
Removed GVolumeMultiplier and added an equivalent to FApp to contain the code to load the unfocused volume multiplier from config.
UE-4449 - Allow users to choose whether audio can be heard when focus is lost
#codereview Robert.Manuszewski
[CL 2341022 by Matthew Griffin in Main branch]