Commit Graph

64 Commits

Author SHA1 Message Date
Ben Marsh
111ec7adc5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden

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

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

	Seperate pak cache granularity from pak signing chunk size

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

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

	#jira UE-41478

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

	IncludeTool: Merging fixes.

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

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

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

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

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

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

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

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

	Log verbosities made more readable in the debugger.

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

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

	#fyi marc.audy

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

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

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

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

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

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

	#jira UE-33953

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	UBT: Move the FileFilter class into UnrealBuildTool.

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

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

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

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

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

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

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

	#fyi robert.manuszewski,ben.marsh

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

	UGS: Set the correct result from running custom tasks.

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

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

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

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

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

	PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
	Other obsolete compiler switches removed.

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

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

	#fyi robert.manuszewski

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

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

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

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

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

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

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

	UnrealCodeAnalyzer removed.

	#fyi ben.marsh,robert.manuszewski

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

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

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

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

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

	Attempt to get Nativization and EDL working without warnings

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

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

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

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

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

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

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

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

	#fyi ben.zeigler

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

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

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

	#jira UE-42055 Second half of matinee redirector fix

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

	Reimplementing CL#3305808 from 4.15

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	Fixes/improvements for mod editor and code mods:

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

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

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

	#jira UE-42052

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

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

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

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

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

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

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

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

	#jira UE-41951

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

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

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	Replace all uses of TargetRules.TargetType with TargetType.

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

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

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

	UBT: Remove toolchain support for Windows XP.

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

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

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

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

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

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

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

	Build: Fixes for conforming incremental workspaces:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	EC: Add a batch file for testing postp filters.

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

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

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

	UBT: Fix Android support for force included headers.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

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

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

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

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

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

	UBT: Move executor config settings onto the executor instances.

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

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

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

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

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

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

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

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

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

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

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

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

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Josh Adams
3f3c6fd578 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741)
#lockdown Nick.Penwarden
#rb none

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

[NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt]

Change 3207431 on 2016/11/22 by Keith.Judge

	Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now.

	#jira UE-36921
	#jira UE-38560

Change 3208206 on 2016/11/22 by Josh.Adams

	- Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info.
	#jira UE-38929

Change 3209137 on 2016/11/23 by Alicia.Cano

	Add a check to iOS tool chain for exception flag
	#jira UE-36528
	#ios

Change 3209296 on 2016/11/23 by Ben.Marsh

	Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com

Change 3211316 on 2016/11/28 by Joe.Barnes

	Fix some typos

Change 3211318 on 2016/11/28 by Joe.Barnes

	Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp

Change 3213227 on 2016/11/29 by Dmitry.Rekman

	Add -fPIC to libwebsockets on Linux.

Change 3213463 on 2016/11/29 by Nick.Shin

	helper build scripts for CentOS 7 Linux (via Docker)

	LINUX: pull source and compile: zlib openssl libcurl & libwebsockets

	using [ glibc 2.17 ]  & [ gcc 4.8.5 ]

	Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container).  think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal.

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 3213939 on 2016/11/29 by Michael.Trepka

	Ignore parent widget's geometry scale when showing a popup menu in a separate window

	#jira UE-38706

Change 3215583 on 2016/11/30 by Josh.Adams

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

Change 3216345 on 2016/11/30 by Josh.Adams

	Better fix for poison proxy fix

Change 3217106 on 2016/12/01 by Michael.Trepka

	Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject()

	#jira UE-38816

Change 3217223 on 2016/12/01 by Josh.Adams

	- Fixed some TEXT macro warnings that crept in from IWYU changes

Change 3217253 on 2016/12/01 by Dmitry.Rekman

	Linux: fix GL crash (UE-17649).

	- Making sure all streams are set up. Fix by Cengiz.

Change 3217473 on 2016/12/01 by Daniel.Lamb

	Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map.
	#test cook run QAGame

Change 3217588 on 2016/12/01 by Peter.Sauerbrei

	Pull in IPv6 fix

Change 3217654 on 2016/12/01 by Michael.Trepka

	Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes.

Change 3217873 on 2016/12/01 by Josh.Adams

	- Added some logging to a tvOS assert, since debugging it right away is tricky

Change 3218097 on 2016/12/01 by Josh.Adams

	- Fixed up the Switch MediaFramework, making editor better, etc
	- ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default)

Change 3218133 on 2016/12/01 by Dmitry.Rekman

	Linux: report server hangs by crashing the hung thread (UE-39164).

Change 3218512 on 2016/12/01 by Josh.Adams

	- Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox

Change 3219804 on 2016/12/02 by Dmitry.Rekman

	Linux: fix project settings crash (UE-38800).

	- Also submitted as a pull request #2945.

Change 3220027 on 2016/12/02 by Nick.Shin

	plow all physx libs into build

	NOTE: most browsers will not function
	- chrome and firefox nightly only works

	checking this in as per email

	#jira UE-38323 VehicleTemplate Vehicle does not move in HTML5

Change 3221620 on 2016/12/05 by Joe.Barnes

	UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end.

Change 3221689 on 2016/12/05 by Dmitry.Rekman

	Attempt to change/rename.

Change 3221700 on 2016/12/05 by Dmitry.Rekman

	Another attempt to change renamed file (from Linux).

Change 3221731 on 2016/12/05 by Michael.Trepka

	Added missing initialization for FAvfVideoSampler::MetalTextureCache

	#jira UE-38689

Change 3221792 on 2016/12/05 by Michael.Trepka

	Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures

Change 3222675 on 2016/12/05 by Josh.Adams

	- Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms
	#jira UE-39188

Change 3223546 on 2016/12/06 by Brent.Pease

	 + Properly set and use the realtime compression for ios.
	 + Reduce unused memory on ios from the precached first buffer
	 + Fix a resource tracking issue that was causing a double free on the sound buffer

Change 3223785 on 2016/12/06 by Brent.Pease

	 + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX)

	#jira ue-38701

Change 3224314 on 2016/12/06 by Chris.Babcock

	Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor
	#jira UE-38361
	#ue4
	#android

Change 3225367 on 2016/12/07 by Josh.Adams

	- Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them)
	- Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back
	- Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons

Change 3225426 on 2016/12/07 by Chris.Babcock

	Add missing Android UPL file for binary builds
	#jira UE-39420
	#ue4
	#android

Change 3225471 on 2016/12/07 by Dmitry.Rekman

	Update all platforms to C++14.

Change 3225525 on 2016/12/07 by Nick.Shin

	Cook-On-The-Fly for HTML5

	- re-enabled: ENetworkFileServerProtocol::NFSP_Http

	- cleaned up port numbers used with cook-on-the-fly situations

	- fixed null_ptr in NetworkFileServerHttp.cpp

	- fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server)

	- finally, the core of the jira issue:
	  o fix serialization bug: do not append zero sized data
	  o fix de-serialization bug: removed double insertion of packet "Marker and Size" header

	#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size

Change 3225690 on 2016/12/07 by Dmitry.Rekman

	Linux: improvements in touch support.

	- Multiple fingers.
	- Filtering out "moved" events from the same location.
	- Consistent logging.

	(Edigrating 3225194 from Wombat to Dev-Platform)

Change 3225868 on 2016/12/07 by Josh.Stoddard

	Gracefully handle delete without matching new on iOS & Mac

	#jira UE-39395

Change 3226159 on 2016/12/07 by Omar.Rodriguez

	UEPLAT-1423 WEX: Improved virtual keyboard for Android

	* Renamed old virtual keyboard functions by adding "Dialog" suffix to the name
	* Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard
	* Hide the virtual keyboard, if shown, onPause
	* Slate edit box decides which functions to call for showing/hiding keyboard
	  - eventually will be based on command line parameter like in IOS

	#jira UEPLAT-1423

Change 3226167 on 2016/12/07 by Dmitry.Rekman

	Allow running as root on ARM.

	(Edigrating 3204974 to Dev-Platform)

Change 3226168 on 2016/12/07 by Dmitry.Rekman

	Print current CVar value when denying an override.

	(Based on CL 3205476).

Change 3226169 on 2016/12/07 by Dmitry.Rekman

	Allow enabling sound (if disabled by default).

	(Based on CL 3205505)

Change 3226171 on 2016/12/07 by Dmitry.Rekman

	Allow running from symlinks.

	(Edigrating 3205518 to Dev-Platform).

Change 3226174 on 2016/12/07 by Dmitry.Rekman

	Linux: do not init SDL audio (we do not use it anyway).

	(Based on CL 3205505).

Change 3226327 on 2016/12/07 by Nick.Shin

	fix CIS warning

	#jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size

Change 3226506 on 2016/12/08 by Dmitry.Rekman

	Fix one more case-sensitive misspelling (UE-39030).

	- Submitted as part of PR #2976.

Change 3226542 on 2016/12/08 by Dmitry.Rekman

	Linux: fix weirdness with tesselation in GL4 (UE-32865).

	- Workaround by CengizT. Proper fix tracked as UE-39489.

Change 3226570 on 2016/12/08 by Dmitry.Rekman

	Fix for ar failing due to too long command line (UE-39009).

	- Based on PR #2973.

Change 3226575 on 2016/12/08 by Dmitry.Rekman

	Add build-essential to dependencies (UE-39053).

	- PR #2981 contributed by cpyarger.

Change 3227129 on 2016/12/08 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	Fixed up a deferred GL error as well
	Fixed some copyrights of files not in main

Change 3227260 on 2016/12/08 by Omar.Rodriguez

	UE-39140 Projects with iCloud are failing provisioning check when code signing.

	* Set default value of bEnableCloudKitSupport to False
	* Set value of get-task-allow to true only on non-distribution builds
	* Only write out the entitlements file if changes have been made

	#jira UE-39140

Change 3229312 on 2016/12/09 by Dmitry.Rekman

	Fix missing responses (UE-39572).

	- Proper implementation of UE-39009.

Change 3230849 on 2016/12/12 by Dmitry.Rekman

	Linux: fixed Android packaging (UE-39635).

	- Misspelled case; fixed by JohnHenry Carawon.

	#jira UE-39635

Change 3231591 on 2016/12/12 by Peter.Sauerbrei

	fix for splash screen not being turned off by default
	#jira UE-39591

Change 3231880 on 2016/12/12 by Josh.Adams

	- Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues
	#jira UE-39680

Change 3232816 on 2016/12/13 by Dmitry.Rekman

	Linux: fix for CEF (UE-39682)

	- Fix by Cengiz.Terzibas.

Change 3232873 on 2016/12/13 by Josh.Adams

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

Change 3232933 on 2016/12/13 by Josh.Adams

	- Missed the files that were needed to fix up after merge from main, but didn';t come from main

Change 3233066 on 2016/12/13 by Ben.Marsh

	UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE.

Change 3233512 on 2016/12/13 by Ben.Marsh

	Fix static analysis warnings.

[CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
Dan Oconnor
267de41daa Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3231914)
#lockdown Nick.Penwarden

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

Change 3060975 on 2016/07/21 by Ryan.Vance

	Integrating 3058175 from Oculus

Change 3149273 on 2016/10/03 by Keli.Hlodversson

	#jira UE-36736: Fix rendering of Canvas Tiles when in stereo mode.
	FCanvas::DrawTile batched the triangles directly instead of passing a FCanvasTileItem to FCanvas::DrawItem

Change 3150583 on 2016/10/04 by Keli.Hlodversson

	#jira UEVR-288 Minor optimization of UCameraComponent transform update when bLockToHmd is set.

	As suggested by Michael  Atkins https://udn.unrealengine.com/questions/314290/issue-with-ucameracomponent-transform-update.html

Change 3150635 on 2016/10/04 by Keli.Hlodversson

	Minor change: no need to spell out rotation, position and scale, as FTransform's default constructor initializes an identity transform

Change 3150776 on 2016/10/04 by Chad.Taylor

	Oculus layers fix where the "changed" flags were getting prematuraly cleared for quad layers before they were being processed.

Change 3152251 on 2016/10/05 by Chad.Taylor

	Oculus layers code cleanup

Change 3152834 on 2016/10/05 by Chad.Taylor

	VR splash screen update: Hooked up UVs for OculusRift and disable alpha for parity

Change 3158823 on 2016/10/11 by Chad.Taylor

	VR Loading screen placement for SteamVR and Oculus

Change 3164516 on 2016/10/17 by Ben.Marsh

	Add a build node to compile UE4Game for Windows XP, and run it in Dev-VR.

	#jira UEB-713

Change 3169683 on 2016/10/20 by Nick.Whiting

	Updating to Oculus SDK 1.9

Change 3191389 on 2016/11/09 by Ben.Marsh

	Build: Remove Windows XP build step for //UE4/Dev-VR.

	#jira UEB-716

Change 3196810 on 2016/11/14 by Jeff.Fisher

	UEVR-286 PSVR reprojection prediction time too big?
	-Fixed reprojection desync when the frame time is too short.
	-Eliminated the MorpheusReprojector class, and its thread.  ReprojectionStart calls are now made from GnmManager::EndFrame.
	-GnmManager::EndFrame is now always locked to vSync.
	-GameThreadFrame is no longer filled with the previous RenderThreadFrame, instead a separate poll of tracker data is made with a larger prediction time to fill it.
	-Prediction time was increased from RenderFrameTime * 2 to RenderFrameTime * 2.5 after examination of Sony VR Trace tool output.  In 60/120 mode this is 45ms.
	-Double buffering reprojection data to avoid race conditions between updating the reprojection data and submitting the frame.
	-Tracker compute and update are now called from a single thread and synced to the beginning of the game frame.  The timing is similar to what it was previously, but can probably be improved.
	-Added a bunch of error warnings from sony system calls.
	-Added events to visualize the vr frame sequence in RazorCPU these events will only show up when Morpheus is enabled.
	-Added commented out reprojection flags that are useful for debugging (like the one that turns reprojection off)
	-Added commented out function to call and print results from a sceHmdReprojectionDebugGetLastInfo

	#review-3193674 @nick.whiting @ryan.vance
	#jira UEVR-286

Change 3198965 on 2016/11/15 by Jeff.Fisher

	UE-38630 IsHeadMountedDisplayConnected blueprint function
	-Exposed IsHMDConnected to blueprint.
	-Made PSVR IsHMDConnected behavior match other platforms, it just means the hmd hardware is ready to use - not that we are using it.
	#review-3198949
	-With this change I was able to setup a psvr game in blueprint to start not in vr, detect that the hmd was availalbe, switch to stereo rendering, prompt the user to reconnect the hmd if they disconnected it, but switch back to 2d mode if they cancelled the reconnect dialog.
	#jira UE-38630

Change 3201341 on 2016/11/16 by patrickr.donovan

	Test content update. Replaced level script logic that attempted to move player start (which has native defined static capsule component) with level script logic that simply targets a second player start that's already in the previously-moved-to location.

Change 3202637 on 2016/11/17 by Jeff.Fisher

	Redundant GetViewFrustumBounds call.
	-Removed redundant call to GetViewFrustumBounds in MorpheusHMD.cpp.  It is called inside View.UpdateViewMatrix() just above with the same results.  And it actually does a fair bit of work.
	-This problem and fix was actually found by Ryan.Vance, but it was convenient for me to test and submit it.

Change 3205949 on 2016/11/21 by Jeff.Fisher

	UE-VR UEVR-329 Morpheus: need to handle camera disconnection.
	UEVR-338 PSVR upside down camera handling
	-PS4Tracker now detects camera disconnection and pops up the appropriate system dialog.
	-Minor fixes for sony library load/initialization warnings.
	-Added a timeout to PS4Tracker::Synchronize, so we at least don't hang if the camera is upside down.
	-hmdSetupDialog and camera disconnect dialogs will now not pop up until no other sceCommonDialogs are up.
	#review-3203097
	#jira UEVR-329

Change 3213849 on 2016/11/29 by Nick.Whiting

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

Change 3214103 on 2016/11/29 by Nick.Whiting

	Fixes for IWYU update for OnlineSubsystemOculus

Change 3222029 on 2016/12/05 by Ryan.Vance

	We need to do a full frame clear when using a hmd mask and a post processing material.
	This is re-implementing the 3212242 from 4.14.1

Change 3223780 on 2016/12/06 by Cody.Albert

	Removing MinimalAPI specifier from SteamVRChaperoneComponent

Change 3228296 on 2016/12/08 by Nick.Whiting

	Updating Oculus SDKs:  Oculus PC SDK 1.10.0, Mobile SDK 1.0.3, Audio SDK 1.0.2, and Platform SDK 1.10.0

Change 3228298 on 2016/12/08 by Nick.Whiting

	Fix for late-latching oculus touch update.  was not returning that it had data

Change 3228319 on 2016/12/08 by Jeff.Fisher

	UEVR-402 Implement the PSVR Aim (Weird Gun Controller)
	-Created AimController plugin to support the psvr aim controller space gun thingy.
	-The sony api for this controller is the same as the api for the DS4, but our DS4 implementation has a pretty deep assumption that there will only be one gamepad per player.
	-This is basically a copy of the MoveController plugin, with some of the code from PS4Controllers.h to make the buttons and force feedback work.
	-Currently the gun buttons are just mapped as gamepad buttons.  Not entirely sure that is best, but it would be straightforward (if a bit tedious) for a licencee to give them unique mappings.  Having two players play with the gamepad and gun associated with a single PS4 user is, I beleive, a trc problem, so it may actually be ok to make this a bit hard to do.
	#jira UEVR-402
	#review-3227685 @nick.whiting @keli.hlodversson

Change 3228321 on 2016/12/08 by Jeff.Fisher

	UEVR-402 Implement the PSVR Aim (Weird Gun Controller)
	-qagame vr-motioncontrollers changes to test the gun controller
	-in DS4 mode you now also have a gun controller, and can test all the buttons on the two controllers and test forcefeedback/haptics (enable with E, face buttons make things vibrate)
	#jira UEVR-402

Change 3229148 on 2016/12/09 by Jeff.Fisher

	Fixed build breaks related to OCULUS macros.

Change 3229867 on 2016/12/09 by Jeff.Fisher

	UEVR-402 Implement the PSVR Aim (Weird Gun Controller)
	-Fixed assert if you don't have the aim controller connected.  The IsControllerReady function was not implemented correctly.

Change 3230089 on 2016/12/09 by Ryan.Vance

	Implementing monoscopic far field rendering for mobile VR.

Change 3230352 on 2016/12/11 by Keli.Hlodversson

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

Change 3230357 on 2016/12/11 by Keli.Hlodversson

	Fix after merge from Main

Change 3230365 on 2016/12/11 by Keli.Hlodversson

	Workaround an assert after merge. DoEnableStereo now requires a valid Frame when run. Keep around the previous frame in OnBeginFrame to avoid the crash.
	Not sure if this is the correct solution, but it does makes OculusRift run again after the merge from main.

Change 3231165 on 2016/12/12 by Keli.Hlodversson

	Back out changelist 3230365

Change 3231191 on 2016/12/12 by Keli.Hlodversson

	Revert to previous version of oculus' IsStereoEnabled
	We must return false when there is no current frame as otherwise calling DoEnableStereo will cause an check assert in FOculusRiftHMD::SetupView
	#jira UE-39631

Change 3231342 on 2016/12/12 by Ryan.Vance

	Cleaning up init order and static analysis warnings.
	#jira UE-39644, UE-39642, UE-39645

Change 3231811 on 2016/12/12 by Ryan.Vance

	#jira UE-39645
	Static analysis appeasement

#rb None

[CL 3231940 by Dan Oconnor in Main branch]
2016-12-12 20:46:42 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Justin Sargent
ed5e7c2b7e Copying //UE4/Portal-Staging to //UE4/Dev-Main (Source: //Portal/Main @ 3216504)
#lockdown Nick.Penwarden
#rb no one

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

Change 3216141 on 2016/11/30 by Justin.Sargent

	Completed first ready to use pass of the new AutomationDriver module and new Spec test type.

Change 3213288 on 2016/11/29 by Leigh.Swift

	#jira OPP-6353: CEF FName Javascript PROBLEM
	Removing deprecation of IWebBrowserSingleton::SetJSBindingToLoweringEnabled for now.

Change 3212796 on 2016/11/29 by Leigh.Swift

	#jira OPP-6353: CEF FName Javascript PROBLEM
	Added SetJSBindingToLoweringEnabled to IWebBrowserSingleton so that the to-lowering of binding names can be disabled.
	Deprecated SetJSBindingToLoweringEnabled since 4.15. In future the to-lowering will always occurr.
	Adding GetBindingName helper to FWebJSScripting, which returns a to-lowered name for a UField, unless disabled.
	Updated all current binding code to use GetBindingName when building from UObjects/UStructs. This affects Windows, Mac, Linux, and Android.
	Portal currently disables to-lowering unless a commandline -LowercaseJS is provided.

Change 3200370 on 2016/11/16 by Richard.Fawcett

	Ensure we always get the latest version of the user content catalog when promoting marketplace items.

Change 3192974 on 2016/11/10 by Leigh.Swift

	#jira OPP-6365: Crash during shutdown if a manifest is still being downloaded
	This is because of the OnPreExit core delegate being used to null out the Data uobject member on a manifest, also being the only sensible way to ensure threads complete in a safe and clean manner.
	Refactoring BuildPatchServices manifest class to not permanently hold any UObject and simply just use one while serialising.
	This removes the reliance on the OnPreExit delegate from manifest class, making it generally safer behaviour for shutdown.

Change 3187028 on 2016/11/04 by Leigh.Swift

	PortalPublishingTool: Adding UE_Main app to UnrealEngine project

Change 3186788 on 2016/11/04 by Richard.Fawcett

	Change C# wrapper for BuildPatchTool patch generation to prevent clobbering manifest files by default, unless we specifically pass in an optional flag to allow this.
	#jira OPP-6355

Change 3186779 on 2016/11/04 by Richard.Fawcett

	Add support to automation tool testing framework for the following assertions:
	    Assert.AreNotEqual(a, b, optionalFailureMessage)
	    Assert.ThrowsError(actionToCarryOut, expectedExceptionType, optionalExceptionMessageContainsString)

	Moved attribute-based expected exception declarations to their own attribute, TestThrowsExceptionAttribute, which can now accept an optional parameter for a string which should be contained within the exception message.

	Fixed a bug where a test method with an attribute-based expected exception would not count towards the success total if the exception was encountered as expected.

	Fixed a bug where NOT throwing an exception when we were expecting one would count as a success.

	Added an internal property bDoNotLogTestFailsAsError which we can set to true to suppress logging of UAT errors when a test fails (but still count them in our failure results), to allow us to deliberately cause test failures to test the test framework!

	Added a suite of unit tests for the test framework itself, in TestRunner.Automation.Tests.cs.

Change 3185411 on 2016/11/03 by Richard.Fawcett

	Allow Rocket_PromoteBuild changelist to be overridden by a changelist read from a file.

Change 3184843 on 2016/11/03 by Richard.Fawcett

	Ensure catalog file synced during user content generation is always the latest one.

Change 3184752 on 2016/11/03 by Richard.Fawcett

	Ensure we log reading changelist from specified file.

Change 3184744 on 2016/11/03 by Richard.Fawcett

	Ensure directory is created for Changelist file if it doesn't already exist.

Change 3184738 on 2016/11/03 by Richard.Fawcett

	Ensure we use latest CL from all of Perforce when generating build versions for user content

	Because of the nature of the build farm, where separate parts of the job are executed on different build agents at different times, this changelist is serialized to the filesystem during execution of a node dedicated to this task, and then made available to all future nodes, so that they're working with a consistent build version.  In the case of an execution where we're updating Perforce with new content, this calculation of the changelist occurs AFTER we've updated Perforce with the new content.

	Have also optimized the build graph scripts to enable Mac and Windows user generated content to execute simultaneously.

	#jira OPP-6274

Change 3181456 on 2016/11/01 by Andrew.Brown

	SExpandable area has been modified as the Portal settings mocks weren't able to be achieved with default functionality.
	Added BodyBorderImage arguement and BodyBorderBackgroundColor attribute so we can specify a different brush/color to use for the expanded area compared with the title area. Additional care was made to ensure that rounded corners still appear correctly if the developer doesn't want to specify a different look to the body.
	Added AreaTitlePadding attribute, to be able to specify padding between the expand/collapse icon and the header content.
	Added MinWidth arguement, to ensure that the areas meet a minimum width requirement.

Change 3181285 on 2016/11/01 by Richard.Fawcett

	Ensure user content generated using latest changelist submitted to Perforce, rather than using portal's latest changelist

	#jira OPP-6274

Change 3177758 on 2016/10/28 by Leigh.Swift

	#jira OPP-6247: Portal needs Social Plugin integration v1.2
	Copying //Portal/Dev-Social to Dev-Main (//Portal/Dev-Main)

Change 3175889 on 2016/10/26 by Wes.Fudala

	Web browser tooltips will no longer continue to appear when the mouse leaves the browser window.
	#jira: OPP-5895 The Mouseover info in Recent Additions (Marketplace) anchors itself to the mouse pointer over other Browser windows
	rb: Justin.Sargent

Change 3171388 on 2016/10/22 by Leigh.Swift

	#jira OPP-6343: Launcher crashes patching from 2.12.13 Main to 2.12.13 Release-Live
	BPS: FBuildPatchAppManifest needs to listen for FCoreDelegates::OnPreExit in order to clean up references to it's UObject which is about to be destroyed.

Change 3170373 on 2016/10/21 by Leigh.Swift

	#jira: OPP-6340: Portal builds fail on audit nodes.
	Reducing platform regex to only match pre-defined possibilities.

[CL 3219291 by Justin Sargent in Main branch]
2016-12-02 13:27:02 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marc Audy
c9cd5d81b9 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3090553)
#lockdown Nick.Penwarden
#rb none

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

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 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 3060205 on 2016/07/21 by Zak.Middleton

	#ue4 - Don't strip map/package name from shipping on dedicated server in UGameInstance::StartGameInstance(), to allow specifying map name on servers via commandline. Don't ever parse "-replay" on dedicated servers.

	#jira UE-29424
	github #2273

Change 3061365 on 2016/07/22 by Jon.Nabozny

	Fix single frame character flip on death in ShooterGame.

	#jira UE-28053

Change 3061370 on 2016/07/22 by Jon.Nabozny

	Fix PhysX error where CCD is enabled on a Kinematic body.

	#jira UE-33463

Change 3061406 on 2016/07/22 by Lukasz.Furman

	deprecated blueprint interface for avoidance groups, added new set of functions working with FNavAvoidanceMask struct instead of packed flags
	#jira UE-32625

Change 3061847 on 2016/07/22 by Bob.Tellez

	Duplicating CL#3058203 from //Fortnite/Main

	#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.

Change 3063080 on 2016/07/25 by Benn.Gallagher

	Fixes to APEX rendering artefacts, by discarding all incoming render data from the APEX asset and skinning our render data to the simulation mesh.
	#jira UEFW-182

Change 3063119 on 2016/07/25 by Ori.Cohen

	Fix constraint index not being assigned correctly. Also expose FindConstraintBoneName to blueprints

	#JIRA UE-33716

Change 3063956 on 2016/07/25 by Ori.Cohen

	Fix SetRootBodyIndex so that it uses world space transform instead of ref skeleton. Fixes a few issues when using ragdolls on skeletal mesh assets that were imported with offset/rotation.
	Also fix crash when opening up old physics asset and changing its mesh.

	#JIRA UE-33753
	#JIRA UE-33754

Change 3064846 on 2016/07/26 by Benn.Gallagher

	Fixed crash when loading skeletal meshes with clothing in -game
	#jira UE-33771

Change 3065237 on 2016/07/26 by Ori.Cohen

	Fix physics handle component not accounting for bone rotation/offset

Change 3065241 on 2016/07/26 by Ori.Cohen

	Fix constraint component not using root body when no bone name is provided.

Change 3069508 on 2016/07/28 by Aaron.McLeran

	Adding debug exec commands to help with debugging audio

	Solos sounds when using the following exec commands:

	- AudioSoloSoundWave
	  Solos sounds with the given wave name

	- AudioSoloSoundClass
	Solos sounds with the given sound class

	- AudioSoloSoundCue
	Solos sounds with the given sound cue name

	-All solo commands can be active at the same time and will solo sounds that match all their substring name searches.
	- Only active in non-shipping builds

Change 3070857 on 2016/07/29 by Ori.Cohen

	Expose Grab Rotation for physics handle component. Also brought over changes from Jeff.F where we can now specify hard vs soft physics handle

Change 3072817 on 2016/08/01 by Wes.Hunt

	turn off optimizations to speed up build times. ~45s->~5sec apiece.

Change 3073855 on 2016/08/02 by Zak.Middleton

	#ue4 - Fix tooltip text for p.NetEnableListenServerSmoothing command.

Change 3074325 on 2016/08/02 by Aaron.McLeran

	UE-34081 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback

	- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
	- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.

	- Implementing 3003851 from UT into Dev-Framework.

Change 3075259 on 2016/08/03 by James.Golding

	Fix up my ProcMeshComp test BPs

Change 3076637 on 2016/08/03 by Aaron.McLeran

	UE-34081 Adjustments to procedural sound wave implementation

	- Cleaned up base class implementation of GeneratePCMData
	   - Calls bound callback function first if there aren't enough samples available, then pumps the enqueued audio buffers
	   - Wrote a prototype gameplay C++ class that implements this to test procedural sound wave generation with a sine tone and to test not immediately returning audio when called back (to test the empty buffer copy code).

Change 3077340 on 2016/08/04 by Marc.Audy

	Minor header cleanups and readability changes

Change 3079669 on 2016/08/05 by Aaron.McLeran

	OR-26580 Implementing 3071258 to Dev-Framework

Change 3080958 on 2016/08/08 by Aaron.McLeran

	UE-34325 In process audio resource is corrupted during level change.

	- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
	- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.

	#tests ran repro case described in bug several times without crashing (was previous 100% repro)

Change 3081314 on 2016/08/08 by Marc.Audy

	Trim DSO components that no longer have an archetype in the class hierarchy
	#jira UE-28374

Change 3082356 on 2016/08/09 by Marc.Audy

	Always clear lifespan timers on EndPlay

Change 3082680 on 2016/08/09 by Lukasz.Furman

	fixed gameplay debugger extensions activating during simulate in editor
	#jira UE-33343

Change 3082731 on 2016/08/09 by Aaron.McLeran

	UE-30629 "FXAudio2SoundSource contains NaN in channel" occur in test ShooterGame build

	- Issue was inverse transform was uninitialized in first update tick of the audio device. If a sound is trying to play in the first update tick, it'd generate NaNs as it tries to transform sound positions relative to an unitialized inverse listener transform
	- Fix is to update listener transform BEFORE updating sounds.
	- Also added an initialization to the inverse listener transform for good measure

Change 3082732 on 2016/08/09 by Aaron.McLeran

	Removing log spam on local player node

Change 3083051 on 2016/08/09 by Marc.Audy

	FLocalPlayerContext functions no longer check by default
	#jira UE-33370

Change 3083271 on 2016/08/09 by Dan.Reynolds

	Checking in QA test map for procedural sound waves

	-Added code for a UQAProceudralSoundWave that generates a sine tone that can be set by hz or midi note
	- Added BP code which uses the procedural sound wave and does some melody generation.

Change 3083947 on 2016/08/10 by Lukasz.Furman

	fixed navigation modifier export for capsule components
	#ue4

Change 3084594 on 2016/08/10 by Marc.Audy

	Enable threaded audio again

Change 3086237 on 2016/08/11 by Marc.Audy

	PR #2579: New feature: client-side level streaming (Contributed by slonopotamus)
	#jira UE-32896

Change 3086544 on 2016/08/11 by Michael.Noland

	Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
	#jira UE-34223
	#tests Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...

Change 3087280 on 2016/08/12 by Marc.Audy

	Fatal error including the path if a physics module fails to load

Change 3088105 on 2016/08/12 by Marc.Audy

	Strip native components that no longer exist from BP CDOs as well.
	#jira UE-28374

[CL 3090563 by Marc Audy in Main branch]
2016-08-16 12:05:05 -04:00
Nick Whiting
ac27794af7 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3056808)
#lockdown Nick.Penwarden
#rb The Forces of Good and Evil, twixt the realms from which bugs doth come

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

Change 3026722 on 2016/06/24 by Chad.Taylor

	IStereoLayers SteamVR initial implementation

Change 3027397 on 2016/06/24 by Chad.Taylor

	SteamVR stereo layer texture updating rework. It now upadtes textures from the render thread and supports "continous update"

Change 3033004 on 2016/06/29 by Nick.Whiting

	Integrating GoogleVR plugin from Google branch

Change 3033248 on 2016/06/29 by Sam.Zamani

	Copying //Tasks/UE4/Dev-VR-Online to Dev-VR (//UE4/Dev-VR)

	Merged up to cl #3029677 from //depot/Partners/Oculus/UE4-Research/4.12-dev/Engine/Source/Runtime/Online/...
	Added PacketHandler module dependency to new OnlineSubsystemOculus module
	Replaced std::move usage with UE equivalent MoveTemp
	Trigger OnLoginStatusChanged delegate during login/logout processing of FOnlineIdentityOculus
	Implemented Oculus unique net id creation from string and byte*
	Added OnlineSubsystemOculus module as a dependency for QAGame testing
	Make sure to always call completion delegates in FOnlineFriendsOculus
	Trigger success OnMatchmakingComplete delegate in FOnlineSessionOculus::StartMatchmaking
	Fixed shadowed variable PlayerId in FOnlineSessionOculus::OnRoomInviteAccepted
	Split out 32/64bit dll dependencies of LibOVRPlatform
	Replaced "unsigned long long" with UE equivalent "uint64"
	Replaced "unsigned int" with UE equivalent "uint32"

Change 3033490 on 2016/06/29 by Jeff.Fisher

	UE-32601
	Changed from Flush to FlushImmediate when switching from rendering one eye buffer to the other on GoogleVR because we are trying to clear the immediate RHI command list.

Change 3034920 on 2016/06/30 by Chad.Taylor

	PSVR ApplyMorpheusReprojection support for separate texture per stereo eye.

Change 3038640 on 2016/07/05 by Chad.Taylor

	Fixing Morpheus "HasValidTrackingPosition" to actually return true when tracking is valid.

Change 3038940 on 2016/07/06 by Nick.Whiting

	Haptics Refactor:  Adding support for multiple types of haptics effect, defined by their data format (curves, buffer, sound waves)

Change 3040512 on 2016/07/06 by Chad.Taylor

	Fix for CopyOverOtherViewportsIfNeeded that was selecting an incorrect FSceneView. This was picking the wrong hmd mesh for render and causing strange flickering.

Change 3041314 on 2016/07/07 by Nick.Whiting

	Extending core hand types for motion tracking controllers to have external camera tracking available, as well as Special_1 - 9 for systems like STEM that have multiple special packs.

Change 3041353 on 2016/07/07 by Nick.Whiting

	Modifying SteamVR HMD detection check to use a lighter weight function that doesn't launch the compositor

Change 3043516 on 2016/07/08 by Chad.Taylor

	PSVR A3D Sound fix

Change 3043808 on 2016/07/08 by Nick.Whiting

	Fixing issue with SteamVR plugin starting while trying to detect connected HMDs, fix for editor quitting when VR Compositor quits

Change 3043840 on 2016/07/09 by Nick.Whiting

	OSVR Updated plugin, from Sensics

Change 3043958 on 2016/07/09 by Nick.Whiting

	Oculus 1.5 Support Integration

Change 3045493 on 2016/07/11 by Ryan.Vance

	Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
	PS4 multi-view copy up

Change 3046896 on 2016/07/12 by Ryan.Vance

	#jira UE-30842

	We need to also late update ShadowViewMatrices, otherwise we compute an incorrect volume for translucent lighting which manifests as flickering.
	Note: I'm not bothering to check the r.Shadow.FreezeCamera cvar here, as debugging shadowing *in vr* is probably not a case we need to support.

Change 3047272 on 2016/07/12 by Ryan.Vance

	#jira UE-30278

	We need to forward the eye index interpolator along.
	Also removed a superfluous call to resolve view.

Change 3048060 on 2016/07/13 by Nick.Whiting

	Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
	Upgrade Android and iOS GVR SDK to the latest.
	Fix the flipped vignette issue when using Unreal's post processing distortion.
	Change the Daydream & Cardboard mode to use scanline racing.
	Deprecate the ability to turn off individual UI elements.

Change 3048151 on 2016/07/13 by Nick.Whiting

	Integrating small controller initialization fix from AndroidVR-DevVR branch

Change 3048363 on 2016/07/13 by Ryan.Vance

	Fix for crash with HMDs when the adapter description isn't found. Crashing case was having monitors plugged into one adapter, and an HMD plugged into another, which caused a gap in AdapterDescription array, which later crashed in FindAdapter.

Change 3048783 on 2016/07/13 by Chad.Taylor

	Fixing up SteamVR's -vr to mimic the same behavior as Oculus and use the appropriate resolution

	#jira UE-30173

Change 3049101 on 2016/07/13 by Chad.Taylor

	Part 2 of: Fixing up SteamVR's -vr to mimic the same behavior as Oculus and use the appropriate resolution.

	Had to defer setting of the viewport size to occur after we have a valid Window.

	#jira UE-30173

Change 3050707 on 2016/07/14 by Nick.Whiting

	Fix for motion controllers on remote clients responding to local motion controllers

Change 3051043 on 2016/07/14 by Nick.Whiting

	Stub funcitonality to allow for rebasing based on other external trackers

Change 3051882 on 2016/07/15 by Nick.Whiting

	Moving OnlineSubsystemOculus to a plugin, instead of a module

Change 3053772 on 2016/07/18 by Chad.Taylor

	Code cleanup: Removing defunct IStereoRendering methods

Change 3054515 on 2016/07/18 by Chad.Taylor

	Changing HMD resolution resizing to no longer occur in "Windowed" mode because its causing an issue in VR Preview

	#jira UE-33341

Change 3056435 on 2016/07/19 by Jeff.Fisher

	UES-2981
	UEVR-13
	Implemented VRHeadsetLost and VRHeadsetReconnected Delegates for Morpheus (Playstation VR).
	https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
	#review-3056100 @nick.whiting

Change 3056491 on 2016/07/19 by Chad.Taylor

	Audio thread assertion from HandlePause being called on the game thread. Submitting on behalf of Aaron McLeran

	#jira UE-33360

[CL 3057155 by Nick Whiting in Main branch]
2016-07-20 01:48:44 -04:00
Dan Oconnor
575f683dc0 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 2984628)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2972003 on 2016/05/10 by Maciej.Mroz

	Fixed build process for nativized Orion. When UBT commandline includes "-2015" switch, the Orion will be compiled with VS2015.

Change 2972004 on 2016/05/10 by Maciej.Mroz

	Removed unnecessary comment

Change 2972177 on 2016/05/10 by Maciej.Mroz

	Changed check() in UEdGraphSchema_K2::CreateSubstituteNode into ensure(). It fails for BP_GMM_Trainer asser (from Orion).

Change 2972313 on 2016/05/10 by Ben.Cosh

	Adding support for the blueprint profiler execution path wire heat display which includes SlateCore support for color gradient splines.
	#UEBP-103 - Execution path wire heat display
	#Proj BlueprintProfiler, GraphEditor, Kismet, UnrealEd, SlateCore

	#CodeReview Phillip.Kavan

Change 2974089 on 2016/05/11 by Maciej.Mroz

	#jira UE-30557
	NaN value is replaced by 0.0f while nativization.

Change 2974447 on 2016/05/11 by Maciej.Mroz

	Fixed (in nativized code) strange C4883 error in VS2015 update 2.

Change 2974601 on 2016/05/11 by Mike.Beach

	Fixing FText formatting warning, coming from the GameMode menu.

	#jira UE-29901

Change 2974882 on 2016/05/11 by Dan.Oconnor

	Fix for changes that only affected case being dropped by the blueprint editor (only effectied pins in graph view)
	#jira UE-29750

Change 2977298 on 2016/05/13 by Ryan.Rauschkolb

	Fixed Spelling error in Tooltip for "Save On Compile" in BP Editor
	#jira UE-20392

Change 2977299 on 2016/05/13 by Ryan.Rauschkolb

	Fixed Wrong Tooltip for "Keywords" and "Compact Node" in Macro Library Derived from an Actor
	#jira UE-29894

Change 2977486 on 2016/05/13 by Ryan.Rauschkolb

	Fixed "Asterisk" is misspelled as "Asterix" in a Blueprint Node
	#jira UE-21579

Change 2977497 on 2016/05/13 by Mike.Beach

	Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).

	#jira UE-26392

Change 2977898 on 2016/05/14 by Maciej.Mroz

	BP Nativization:
	Name of native enum (converted from UDE) is mangled.

Change 2977915 on 2016/05/14 by Maciej.Mroz

	Fixed UKismetNodeHelperLibrary::GetValidValue

Change 2978934 on 2016/05/16 by Maciej.Mroz

	Blueprint nativiation fix:
	Original owner od delegate is no longer added as "header dependency". THe delegates signatures are recreated in local scope anyway.
	This change solves some circularly dependent headers errors (UHT error)

Change 2978985 on 2016/05/16 by Bob.Tellez

	Duplicating CL#2969542 from //Fortnite/Main

	#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.

	#JIRA FORT-23754

Change 2979069 on 2016/05/16 by Maciej.Mroz

	#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
	A too strict check (in UEdGraphSchema_K2::ArePinTypesCompatible) is replaced by an error log.

Change 2980131 on 2016/05/17 by Ben.Cosh

	This changes the macro displays in the execution graph to improve the logical layout of stats.
	#Jira UEBP-192 - Update the macro appearance in the execution graph
	#Proj Kismet, BlueprintProfiler

Change 2980483 on 2016/05/17 by Ryan.Rauschkolb

	Fixed Copy/paste of Make Array loses type and values
	#jira UE-16240

Change 2980764 on 2016/05/17 by Ryan.Rauschkolb

	Added "Get All Actors With Tag" node
	#jira UE-28769

Change 2982120 on 2016/05/18 by Mike.Beach

	Preventing a crash that can happen when a UWorld TObjectIterator hits worlds that aren't in the engine's WorldList.

Change 2983265 on 2016/05/19 by Ben.Cosh

	Fix for Blueprint profiler Min/Max stats considering both exclusive and inclusive timings
	#Jira UE-31004 - The blueprint profiler displays different values for min and max stats when only a single sample is present.
	#Proj Kismet

#lockdown nick.penwarden

[CL 2985633 by Dan Oconnor in Main branch]
2016-05-20 16:22:44 -04:00
Matthew Griffin
bdd611cee2 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2875445 on 2016/02/22 by Matthew.Griffin

	Added UE4.natvis to Visual Studio Projects

	#jira UE-27153

Change 2875456 on 2016/02/22 by Keith.Judge

	Fix custom stencil shaders on Xbox One

	#jira UES-1387

Change 2875524 on 2016/02/22 by Robert.Manuszewski

	More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.

	#jira UE-20945

Change 2875698 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Add new bool for RHIs (unused currently)
	#jira UE-24967

Change 2875897 on 2016/02/22 by Taizyd.Korambayil

	#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights

Change 2875922 on 2016/02/22 by Mieszko.Zielinski

	Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4

	#jira UE-25034
	#rb Lukasz.Furman

Change 2875960 on 2016/02/22 by Michael.Trepka

	Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking

	#jira UE-21895

Change 2875984 on 2016/02/22 by Michael.Schoell

	Split output struct pins will no longer give a warning about override pins being removed.

	#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.

Change 2876169 on 2016/02/22 by Ben.Marsh

	Changes to support building UHT plugins with the binary release.

	* Add source code and target files for UHT to binary distribution
	* Fix UBT deleting build products if we're only compiling a single module.
	* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
	* Include DLL import libraries for UHT in the build
	* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.

Change 2876219 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2874609
	#jira UE-24967
	PC: Update D3D12 RHI
	- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
	- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
	- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
	- Disable API shader blobs
	- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
	- Pool Fences to prevent creation and destruction every frame when using Async Compute
	- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView

Change 2876232 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2876173
	#jira UE-24967
	PC: Update D3D12 RHI

	- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.

	- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.

	- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()

Change 2876366 on 2016/02/22 by Douglas.Copeland

	Adding Skeletal Meshes for Import Test Case
	#jira UE-24473

Change 2876401 on 2016/02/22 by Peter.Sauerbrei

	fix for WindowsClient build from UFE and Project Launcher
	#jira UE-23897

Change 2876456 on 2016/02/22 by Ben.Marsh

	Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.

Change 2876507 on 2016/02/22 by Nick.Shin

	use HOME (osx) and USERPROFILE (windows) on appropriate target platform

	#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5

Change 2876537 on 2016/02/22 by Dan.Oconnor

	Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
	#jira UE-24891

Change 2876545 on 2016/02/22 by Chad.Taylor

	SteamVR camera late-update fix

	#jira UE-27254

Change 2876825 on 2016/02/22 by Dan.Oconnor

	Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
	#jira UE-25956

Change 2876878 on 2016/02/22 by Nick.Whiting

	PSVR HMD Server support

	#jira UE-27262

[CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
Ben Marsh
f402006cb7 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2867947)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2858603 on 2016/02/08 by Tim.Hobson

	#jira UE-26550 - checked in new art assets for buttons and symbols

Change 2858665 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2.

Change 2858668 on 2016/02/08 by Matthew.Griffin

	Added InfiltratorDemo back into Rocket samples

	#jira UEB-591

Change 2858743 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25996 Fixed Import Error in TopDOwn Code

Change 2858776 on 2016/02/08 by Matthew.Griffin

	Added UnrealMatch3 to packaged projects

	#jira UEB-589

Change 2858900 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression

Change 2858947 on 2016/02/08 by Mike.Beach

	Controlling more when VerifyImport() is ran - trying to  prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications).

	#jira UE-21098

Change 2858954 on 2016/02/08 by Taizyd.Korambayil

	#jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings

Change 2859126 on 2016/02/08 by Max.Chen

	Sequencer: Release track editors when destroying sequencer

	#jira UE-26423

Change 2859147 on 2016/02/08 by Martin.Wilson

	Fix uninitialized variable bug

	#jira UE-26606

Change 2859237 on 2016/02/08 by Lauren.Ridge

	Bumping Match 3 Version Number for iTunes Connect

	#jira UE-26648

Change 2859434 on 2016/02/08 by Chad.Taylor

	Handle the quit and focus message pipe from the SteamVR SDK

	#jira UEBP-142

Change 2859562 on 2016/02/08 by Chad.Taylor

	Mac/Android compile fix

	#jira UEBP-142

Change 2859633 on 2016/02/08 by Dan.Oconnor

	Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef.

	DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required)

	Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects.

	This is also part of the fix needed for UE-23335, completely fixes UE-26045

	This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC.

	Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case)

	#jira UE-26045

Change 2859640 on 2016/02/08 by Dan.Oconnor

	Removed debugging code..

	#jira UE-26045

Change 2859668 on 2016/02/08 by Aaron.McLeran

	#jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node

	- issue was the looping nodes weren't properly reseting all the child wave instances
	- also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node

Change 2859688 on 2016/02/08 by Chris.Babcock

	Allow external access to runtime modifications to OpenGL shaders
	#jira UE-26679
	#ue4

Change 2859739 on 2016/02/08 by Chad.Taylor

	UE4_Win64_Mono compile fix

	#jira UEBP-142

Change 2859962 on 2016/02/09 by Chris.Wood

	Passing command line to Crash Report Client without stripping the project name.
	[UE-24959] - "Send and Restart" brings up the Project Browser
	#jira UE-24959

	Reimplement changes from Orion in UE 4.11
	Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion)
	Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion)

Change 2859966 on 2016/02/09 by Matthew.Griffin

	Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac

[CL 2873884 by Ben Marsh in Main branch]
2016-02-19 13:49:13 -05:00
Andrew Grant
13a9fa2498 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681)
#lockdown Nick.Penwarden

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

Change 2845644 on 2016/01/27 by Martin.Wilson

	Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again

	#Jira OR-13469
	#rb Thomas.Sarkanen
	#tests in editor tests, bot match.

Change 2845613 on 2016/01/27 by John.Pollard

	Latest network profiler binaries

	#rb none
	#tests run profiler

Change 2845595 on 2016/01/27 by Mieszko.Zielinski

	Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2845593 on 2016/01/27 by Jeff.Farris

	Added support for setting and choosing filmbacks and lenses for cinematic cameras.
	- New CineCameraComponent and CineCameraActor classes
	- can define filmback and lens presets via ini file
	- details customizations for filmback and lens selection
	- added prototype set of filmbacks and lenses (primes and zooms)
	- Camera details customization now gracefully handles when CameraSettings category is hidden
	- example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap

	#rb none
	#tests editor

Change 2845585 on 2016/01/27 by Marcus.Wassmer

	Don't fool with connected state if we're early outing from the OS intercepting controller events.  This fixes some missing delegates.
	Fixes cert bug about controller disconnect screen staying up permanently
	#rb Cody.Haskell
	#test Turning off controller, turning on again.
	#lockdown Andrew.Grant

Change 2845528 on 2016/01/27 by Max.Chen

	Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys.

	#jira UE-26084
	#tests Add spawnable, +Track->Animation exists
	#rb none

Change 2845483 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly
	#jria UE-26016
	#rb Max.Chen
	#tests Tested the viewports

Change 2845421 on 2016/01/27 by Max.Preussner

	Sequencer: Implemented go-to feature

	#RB max.chen
	#TESTS Editor

Change 2845407 on 2016/01/27 by Max.Preussner

	Sequencer: Moved SetViewRange() into ISequencer and made it public

	#RB max.chen
	#TESTS none

Change 2845404 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed cinematic viewport not updating when dragging transport range
	#jira UE-26003
	#rb Max.Chen
	#tests Scrubbed the timeline

Change 2845396 on 2016/01/27 by David.Nikdel

	#OSS #Purchase #Store #PS4
	- Minor log cleanup
	#RB: none
	#TESTS: compiles

Change 2845375 on 2016/01/27 by Max.Chen

	Sequencer: Implement cinematic shot track thumbnails.

	#jira UE-25125
	#tests Rebuild the trailer with the cinematic shot track
	#rb none

Change 2845359 on 2016/01/27 by Marcus.Wassmer

	Downgrade some checks to ensures.
	#rb none
	#test ps4

Change 2845347 on 2016/01/27 by Nicholas.Davies

	Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team.
	#RB Antony.Carter
	#TESTS n/a
	#codereview Robert.Manuszewski

Change 2845227 on 2016/01/27 by Robert.Manuszewski

	Adding flags to create callstack map files when building Arxan protection

	#rb none
	#tests Built arxan exe

Change 2844871 on 2016/01/26 by Andrew.Grant

	Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated)
	#rb none
	#tests ran editor

[CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Mike Beach
ac76fbc5e3 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2781504 on 2015/11/25 by Mike.Beach

	Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers.

	#jira UE-23371
	#codereview Dan.OConnor

Change 2781513 on 2015/11/25 by Michael.Schoell

	Find-in-Blueprints optimized gathering.

	Size of data has shrunk in the Asset Registry by up to one fifth the old size!

	Performance moderately improved.

	Load and save times of Blueprints increased, less redundant gathering of searchable data.

	#jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data

Change 2781517 on 2015/11/25 by Michael.Schoell

	Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure.

	#jira UE-23136 - Remove Item Node Removes All Objects in an Array

Change 2781804 on 2015/11/26 by Maciej.Mroz

	Changed ConformImplementedEvents.

	#jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking

	#codereview Phillip.Kavan, Mike.Beach

Change 2781821 on 2015/11/26 by Ben.Cosh

	This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls.
	#UEBP-66 - Blueprint debug keymappings
	#UE-16817 - Add step-in, step-over, and run until here functions for breakpoints
	#UE-12481 - The F10 key doesn't work for stepping blueprint debugging
	#Branch UE4
	#Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate

	reviewedby chris.wood

Change 2781861 on 2015/11/26 by Maciej.Mroz

	UE-23626 Converted tower defense game - you cannot click to place towers

	CodeGenerator generates overriden exported names for events and functions.

	#codereview Dan.Oconnor, Steve.Robb

Change 2782798 on 2015/11/30 by Maciej.Mroz

	BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter).

	#jira UE-23862 Pawns in TowerDefenseGame don't move in converted build

	#codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor

Change 2782881 on 2015/11/30 by Michael.Schoell

	Fixed ensure when promoting function graphs from interfaces during interface removal.

	#jira UE-23717 - Ensure removing an implemented interface when transfering functions

Change 2783041 on 2015/11/30 by Maciej.Mroz

	BP C++ conversion: All variables from Event Graph are listed as class properties.

	#jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window

	#codereview Mike.Beach, Dan.Oconnor

Change 2783080 on 2015/11/30 by Michael.Schoell

	Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error.

	Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected.

	All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed.

	Duplicating graphs will correct names of objects in child Blueprints.

	Function overrides of interfaces expected as an event can be deleted.

	Duplicating graphs while in PIE is no longer possible.

	When removing an interface, the operation can now be canceled.

	#jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp

Change 2783338 on 2015/11/30 by Michael.Schoell

	New output pins on function result nodes will properly fill out with valid default values.

	All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint.

	#jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function

Change 2783742 on 2015/11/30 by Phillip.Kavan

	[UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load.

	change summary:
	- modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects

Change 2784652 on 2015/12/01 by Ben.Cosh

	Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor.
	#UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip.
	#Branch UE4
	#Proj Kismet

	#CodeReview Chris.Wood

Change 2784834 on 2015/12/01 by Michael.Schoell

	Added functions to convert from string to: Vector, Vector2D, Rotator, Color.

	#jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama
	PR #1795
2015-12-16 17:17:43 -05:00
Nick Whiting
31e4175868 Copying Dev-VR to Dev-Main
#lockdown nick.penwarden

[CL 2791734 by Nick Whiting in Main branch]
2015-12-05 02:42:09 -05:00
Chad Taylor
58b93e2a21 #ue4 Minor tweaks and fixes to Move Controller code before 4.10 integrate.
-Crash fix when using Move controllers with Oculus HMD
-Changing "Move" button to trigger Grip1 instead of shoulder, this is more consistant with Touch controller usage.

#platformnotify Josh.Adams

[CL 2709769 by Chad Taylor in Main branch]
2015-09-29 14:02:11 -04:00
Mike Fricker
65e7557229 [INTEGRATE] Compile times: Working on eliminating <Module>Classes.h header files
- This checkin eliminates use of all <Module>Classes.h files in Engine, with the exception of UnrealEdClasses.h
- Compilation speed-ups for all of the modules affected, now that they are including what they use
- No effective changes other than C++ includes

[CL 2686054 by Mike Fricker in Main branch]
2015-09-10 08:48:03 -04:00
Marc Audy
bced4f76dc Allow binding of the Section (§) key
#jira UE-20549
#platformnotify Josh.Adams

[CL 2675504 by Marc Audy in Main branch]
2015-09-01 11:26:14 -04:00
Maciej Mroz
08af6cf6b5 UEBP-40 C++ code generation (WIP):
- Native Access Specifiers
- FEmitDefaultValueHelper fix/improvements

#codereview Robert.Manuszewski, Nick.Whiting

[CL 2640098 by Maciej Mroz in Main branch]
2015-07-31 06:27:05 -04:00
Maciej Mroz
753ab509a0 UEBP-40 C++ code generation (WIP):
- CppBackend: A prototype of the navite code generating - to create default values in a struct.
- Added PPF_ExportCpp flag. Work In Progress.

#codereview Nick.Whiting

[CL 2638411 by Maciej Mroz in Main branch]
2015-07-30 05:56:25 -04:00
Steve Robb
b9df8a459b Fixes to key menu categories.
#codereview robert.manuszewski

[CL 2635250 by Steve Robb in Main branch]
2015-07-28 07:30:16 -04:00
Dmitry Rekman
f455b7c9ec Linux: several keyboard input improvements.
- No longer assumes a US-QWERTY layout (uses SDL equivalent of Windows VK_ values, not raw keyboard scancodes)
- Fixes various keys not working for odd reasons (we lost bits downcasting from uint32 to uint16, causing key values to change or overlap other keys).

(Fixes UE-11582 and UE-14143 and probably others.)

Misc:
- Reverted to using WarpMouseInWindow due to reports that Global is not always reliable.
- Added a workaround for relative mouse movement being wrong in some cases.

#platformnotify Josh.Adams
#codereview Ryan.Gordon, Josh.Adams, Marc.Audy

[CL 2625112 by Dmitry Rekman in Main branch]
2015-07-17 18:52:48 -04:00
Marc Audy
8f37568344 You can now bind the Any key
Input Action and Key events now return the key generating the event

[CL 2622350 by Marc Audy in Main branch]
2015-07-15 16:30:39 -04:00