Commit Graph

52 Commits

Author SHA1 Message Date
Chris Bunner
ab9d8e35b1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#lockdown Nick.Penwarden
#rb None

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

Change 3358140 on 2017/03/22 by Rolando.Caloca

	DR - Fix copy to cube face
	- Compile fix when using dump layer
	- Add new error enum

Change 3358301 on 2017/03/22 by Mitchell.Wilson

	Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.

Change 3358477 on 2017/03/22 by Mitchell.Wilson

	Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.

Change 3358529 on 2017/03/22 by Mark.Satterthwaite

	Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.

Change 3358745 on 2017/03/22 by Mark.Satterthwaite

	Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.

Change 3358837 on 2017/03/22 by Joe.Graf

	Merge of pull request #3214 for the RenderDocPlugin

	#CodeReview: matt.kuhlenschmidt, marcus.wassmer
	#rb: marcus.wassmer

Change 3359112 on 2017/03/22 by Ben.Salem

	Update perf monitor to include frame time by default. Also, use only  game/PIE world timers when in editor, instead of all worlds combined.

	#tests Ran several Showdown test runs with plugin!

Change 3359363 on 2017/03/22 by Joe.Graf

	First pass at non-unity & no pch compilation

Change 3359449 on 2017/03/22 by Joe.Graf

	Added missing null check when exporting a EXR on Linux (UE-40268)

	#CodeReview: dmitry.rekman
	#rb: n/a

Change 3360349 on 2017/03/23 by Guillaume.Abadie

	Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.

	#jira UE-42920

Change 3360405 on 2017/03/23 by Marcus.Wassmer

	Better method for detecting Kepler

Change 3360718 on 2017/03/23 by Daniel.Wright

	Planar reflections handle views smaller than the render target in a general way
	* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
	* Planar reflections are now supported in splitscreen

Change 3360758 on 2017/03/23 by Daniel.Wright

	[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead

Change 3360762 on 2017/03/23 by Daniel.Wright

	[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool

Change 3360768 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram

Change 3360770 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox

Change 3360771 on 2017/03/23 by Daniel.Wright

	[Copy] Particle lights no longer force tiled deferred lighting.  Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen.  Saves 1.5ms Xbox with one particle light.

Change 3360774 on 2017/03/23 by Daniel.Wright

	[Copy] Distance field cvar comments

Change 3360782 on 2017/03/23 by Daniel.Wright

	[Copy] Disabled selection color on Volume materials

Change 3360795 on 2017/03/23 by Daniel.Wright

	[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption.  Albedo is [0-1] reflectance, while Extinction is a world space density.

Change 3360799 on 2017/03/23 by Daniel.Wright

	[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y

Change 3360806 on 2017/03/23 by Daniel.Wright

	[Copy] Fixed volumetric fog being offset when viewport min is not 0

Change 3360809 on 2017/03/23 by Daniel.Wright

	[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot.  Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.

Change 3361651 on 2017/03/23 by Brian.Karis

	Higher quality sharp SSR at quality 4

Change 3361678 on 2017/03/23 by Brian.Karis

	Fresnel darkens diffuse for clearcoat.

Change 3361683 on 2017/03/23 by Brian.Karis

	Fixed SSR artifact

Change 3361691 on 2017/03/23 by Brian.Karis

	Chagned min roughness limit

Change 3361707 on 2017/03/23 by Brian.Karis

	Added inverse film tone map

Change 3361726 on 2017/03/23 by Brian.Karis

	Better precision inverse

Change 3361758 on 2017/03/23 by Brian.Karis

	Material flag normal curvature to roughness is no longer forward only.

Change 3361765 on 2017/03/23 by Brian.Karis

	Update ACES

Change 3361774 on 2017/03/23 by Brian.Karis

	Cleaned up alpha support and disabled screen edge clipping.

Change 3362478 on 2017/03/24 by Guillaume.Abadie

	Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.

	#author Brian.Karis

	#jira UE-42920

Change 3362738 on 2017/03/24 by Rolando.Caloca

	DR - Hide scene capture on IF

Change 3362890 on 2017/03/24 by Guillaume.Abadie

	Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha

Change 3363665 on 2017/03/24 by Mark.Satterthwaite

	PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)

Change 3363866 on 2017/03/24 by Arne.Schober

	DR - Updated NVAPI
	#RB Marcus.Wassmer

Change 3364300 on 2017/03/24 by Brian.Karis

	SSR use dynamic velocity

Change 3364372 on 2017/03/24 by Brian.Karis

	Fix changing off axis projection velocities.

Change 3364373 on 2017/03/24 by Brian.Karis

	Enabled velocity drawing in scene captures

Change 3365531 on 2017/03/27 by Guillaume.Abadie

	Computes the material's screen position material expression directly from the pixel shader SvPosition

Change 3365764 on 2017/03/27 by Chris.Bunner

	Lowering severity of crash for missing values in scalability.ini.

	#jira UE-41331

Change 3365916 on 2017/03/27 by Guillaume.Abadie

	Exposes the viewport offset within the view property material expression

Change 3365979 on 2017/03/27 by Brian.Karis

	Fixed skylight intensity from double applying

Change 3365987 on 2017/03/27 by Brian.Karis

	Stopped post process indirect lighting intensity from scaling skylight reflections

Change 3365991 on 2017/03/27 by Brian.Karis

	Fix for static analysis

Change 3366028 on 2017/03/27 by Daniel.Wright

	Volumetric fog supports static shadowing from Stationary lights
	* Using bilinear on static shadowmap depths + 1 PCF to smooth out results

Change 3366029 on 2017/03/27 by Daniel.Wright

	Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog

Change 3366055 on 2017/03/27 by Guillaume.Abadie

	Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.

Change 3366447 on 2017/03/27 by Simon.Tourangeau

	Fix IES light profile importer.
	- Bug in the LM-63-1986 format importer.

Change 3366836 on 2017/03/27 by Brian.Karis

	ClearUAV now supports int types

Change 3367435 on 2017/03/28 by Benjamin.Hyder

	Submitting Decal Automation map for initial approval

Change 3367572 on 2017/03/28 by Chris.Bunner

	Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.

	#jira UE-42989

Change 3367756 on 2017/03/28 by Olaf.Piesche

	Niagara material usage flags

Change 3367835 on 2017/03/28 by Marcus.Wassmer

	Fix crash when TileRenderer runs before anything else.  Make explicit behavior when rendering at a time when there is no valid scene.

Change 3367837 on 2017/03/28 by Marcus.Wassmer

	Missed a file.

Change 3367838 on 2017/03/28 by Richard.Wallis

	Updated items from original shelved version by Mark Satt:

	- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's

	**Description below taken from Mark Satt's original verison of this in CL3343280**

	Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.

	Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.

	- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently  supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
	- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
	- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
	- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
	- This bumps the object version and will cause all content to recook.
	- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).

Change 3367854 on 2017/03/28 by Mark.Satterthwaite

	Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.

Change 3367877 on 2017/03/28 by Brian.Karis

	Fixed linux build hopefully

Change 3368001 on 2017/03/28 by Mark.Satterthwaite

	Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.

Change 3368019 on 2017/03/28 by Mark.Satterthwaite

	And another fix for Windows compilation of MetalShaderFormat.

Change 3368042 on 2017/03/28 by Mark.Satterthwaite

	And a couple of simpler MSVC errors.

Change 3368271 on 2017/03/28 by Mark.Satterthwaite

	Make SceneRenderTargets compile again.

Change 3368691 on 2017/03/28 by Daniel.Wright

	[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis

Change 3369689 on 2017/03/29 by Marcus.Wassmer

	Fix non editor compile for now

Change 3369862 on 2017/03/29 by Marcus.Wassmer

	Get the rest of the things compiling again.

Change 3369896 on 2017/03/29 by Chris.Bunner

	Enabling AMD HDR support by default.

	#jira UE-42113

Change 3370535 on 2017/03/29 by Marcus.Wassmer

	DR - Fix template explicit instantiation for ClearUAV permutations
	#RB Brian.Karis, Arne.Schober

Change 3370704 on 2017/03/29 by Rolando.Caloca

	DR - Rewrote GPU Skin Cache
	- Per section buffers
	- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
	Copied from 3370529

Change 3371389 on 2017/03/30 by Richard.Wallis

	Remove temp working directories after archive packages built.

Change 3371641 on 2017/03/30 by Rolando.Caloca

	DR - Copy 3371640 (fix mem leak)

Change 3372436 on 2017/03/30 by Uriel.Doyon

	Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
	This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.

	Removed the limitation of only processing UMeshComponent when handling spawed primitive.
	This releases the level manager from having to manage dynamic primitives.
	This improves performance by not having to manage dynamic references in the level manager.

	Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
	many cases automatically where previously a manual callback to notify would have been required.

	Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
	because of lack of references in the streamer.

Change 3372740 on 2017/03/30 by Chris.Bunner

	[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
	StencilSceneTexture added to deferred list.
	A few known issues to be fixed in a follow-up CL.

Change 3372765 on 2017/03/30 by Uriel.Doyon

	Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update

Change 3372979 on 2017/03/30 by Richard.Hinckley

	#jira UE-43501
	The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.

Change 3373053 on 2017/03/30 by Simon.Tourangeau

	LPV Fade support
	- mostly integrated from CL 2959511

Change 3373272 on 2017/03/30 by Uriel.Doyon

	Added support for the concurrent update of dynamic primitives by the streaming manager.

Change 3373450 on 2017/03/30 by Rolando.Caloca

	DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
	Copy 3373364

	#jira UE-43492

Change 3373470 on 2017/03/30 by Marcus.Wassmer

	Nvidia Aftermath support

Change 3374187 on 2017/03/31 by Chris.Bunner

	Volume texture support for CombineLUTs/Tonemap compute pass.
	Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
	Skip compute post process out-of-bounds writes.
	Unsigned type conversion fixes.
	Trimmed compute post process shader inputs.

Change 3374233 on 2017/03/31 by Chris.Bunner

	Removed several redundant post process compute fences and resource transitions.
	Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).

Change 3374412 on 2017/03/31 by Rolando.Caloca

	DR - Fix static analysis

Change 3374544 on 2017/03/31 by Richard.Wallis

	FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.

	Future Work
	- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
	- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
	- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock

Change 3374588 on 2017/03/31 by Richard.Wallis

	Windows Compile Fixes

Change 3374810 on 2017/03/31 by Benjamin.Hyder

	updating recommended GPU drivers

Change 3375207 on 2017/03/31 by Rolando.Caloca

	DR - vk - Fixed swapchain format selection for some Linux platforms

Change 3375248 on 2017/03/31 by Rolando.Caloca

	DR - vk - Prefer D32S8

Change 3375495 on 2017/03/31 by Rolando.Caloca

	DR - vk - Update to sdk 1.0.42.2

Change 3375496 on 2017/03/31 by Rolando.Caloca

	DR - Force compiling with updated Vulkan SDK

Change 3375636 on 2017/03/31 by Mark.Satterthwaite

	Copying Metal improvements from task stream, with some modifications:
	- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
	- Support for Apple's Instruments "Points of Interest" tool.
	- Consolidation of some Mac & iOS compiler, memory and thread handling code.
	- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
	- Improvements to the internal FMetalDebug layer, still off by default.
	- Limited support for Xcode automatic code-signing for iOS/tvOS.
	- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
	- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
	- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
	- Smattering of lesser fixes.

Change 3375654 on 2017/03/31 by Mark.Satterthwaite

	Incremental Windows build fix.

Change 3375656 on 2017/04/01 by Mark.Satterthwaite

	Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).

Change 3375797 on 2017/04/01 by Mark.Satterthwaite

	Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...

Change 3375798 on 2017/04/01 by Mark.Satterthwaite

	Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.

Change 3375835 on 2017/04/01 by Mark.Satterthwaite

	Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.

Change 3376143 on 2017/04/02 by Mark.Satterthwaite

	Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.

Change 3376324 on 2017/04/03 by Chris.Bunner

	Fixed cvar re-registration log spam and flagged a testing-only cvar as such.

Change 3376726 on 2017/04/03 by Benjamin.Hyder

	Submitting initial HDR test map (WIP)

Change 3376756 on 2017/04/03 by Guillaume.Abadie

	Fixes scene captures ordering's backward compatibility.

	Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.

Change 3377378 on 2017/04/03 by Arne.Schober

	DR - Fix ShaderRecompiling over and over again
	#RB Chris.Bunner

Change 3377512 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events

Change 3377518 on 2017/04/03 by Daniel.Wright

	[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12

Change 3377526 on 2017/04/03 by Daniel.Wright

	[Copy] "Ran out of GPU queries!" log only happens once

Change 3377535 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed unreferenced local variable

Change 3377539 on 2017/04/03 by Daniel.Wright

	[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages

Change 3377546 on 2017/04/03 by Daniel.Wright

	[Copy] Added r.LightMaxDrawDistanceScale for local light scalability

Change 3377553 on 2017/04/03 by Daniel.Wright

	[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path

Change 3377560 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes

Change 3377565 on 2017/04/03 by Daniel.Wright

	[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)

Change 3377572 on 2017/04/03 by Daniel.Wright

	[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC

Change 3377586 on 2017/04/03 by Daniel.Wright

	Fixed compile error

Change 3377699 on 2017/04/03 by David.Hill

	FFT Code.  Moved over from raven and refactored

	#review-3374589 @guillaume.abadie

Change 3377910 on 2017/04/03 by David.Hill

	GPU FFT: Fix Linux Build
	adding a missing template<> to an IMPLEMENT_SHADER_TYPE

Change 3378751 on 2017/04/04 by Marcus.Wassmer

	HQ particle lights now spawn attached to the same socket as their parent module.

Change 3378819 on 2017/04/04 by Richard.Wallis

	Should be no need to protect shader cache against RHI thread now.

Change 3378823 on 2017/04/04 by Richard.Wallis

	FRHIShaderLibrary Opaque Type

	- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
	- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
	- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.

Change 3378883 on 2017/04/04 by Arne.Schober

	DR - Fix DCC build

Change 3378885 on 2017/04/04 by Richard.Wallis

	Metal resource cast compile fix post merge.

Change 3378946 on 2017/04/04 by Chris.Bunner

	SM4 assert fix.

Change 3378953 on 2017/04/04 by Chris.Bunner

	Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
	Allowed material nodes to opt out of mask-based pin coloration.
	#tests Compiled most Paragon materials + QAGame test maps.

	#jira UE-39885

Change 3379189 on 2017/04/04 by Arne.Schober

	DR - Fix aftermath staging

Change 3379229 on 2017/04/04 by Arne.Schober

	DR - Fix missing include

Change 3379374 on 2017/04/04 by Mark.Satterthwaite

	Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.

Change 3379505 on 2017/04/04 by Rolando.Caloca

	DR - Fix mismatched interpolators

Change 3379539 on 2017/04/04 by Mark.Satterthwaite

	No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...

	#jira UE-43626

Change 3379561 on 2017/04/04 by Rolando.Caloca

	DR - Fix root signature issues on D3D12 PC

Change 3379590 on 2017/04/04 by Mark.Satterthwaite

	Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.

	#jira UE-43626

Change 3379917 on 2017/04/04 by Uriel.Doyon

	Fix to input mismatch

Change 3380578 on 2017/04/05 by Chris.Bunner

	Shader type fixes.

	#jira UE-43652

Change 3380639 on 2017/04/05 by Rolando.Caloca

	DR - Expose GetOrCreate PSO and document

Change 3380821 on 2017/04/05 by Guillaume.Abadie

	Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()

	#jira UE-43642

Change 3381092 on 2017/04/05 by Guillaume.Abadie

	Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.

	This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.

Change 3381300 on 2017/04/05 by Mark.Satterthwaite

	Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.

	#jira UE-43597

Change 3381359 on 2017/04/05 by Guillaume.Abadie

	Back out changelist 3381092

Change 3381421 on 2017/04/05 by Mark.Satterthwaite

	Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.

	#jira UE-43689

Change 3381422 on 2017/04/05 by Mark.Satterthwaite

	Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.

	#jira UE-43691

Change 3381503 on 2017/04/05 by Daniel.Wright

	More intuitive controls for Volumetric Fog
	* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
	* InscatteringColorCubemap is now supported by Volumetric Fog
	* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
	* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
	* Volume Materials have twice the interpolators available

Change 3381527 on 2017/04/05 by Mark.Satterthwaite

	Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.

Change 3381671 on 2017/04/05 by Mark.Satterthwaite

	Better error message for failure to compile shaders remotely from PC for Metal.

Change 3381769 on 2017/04/05 by Rolando.Caloca

	DR - Added lock texture array 2d on Vulkan

Change 3382003 on 2017/04/05 by Mark.Satterthwaite

	Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.

Change 3382030 on 2017/04/05 by Zachary.Wilson

	Fix compiling Metal text shaders from PC broken in merge from task stream.
	#submitter mark.satterthwaite

	#jira UE-43652

Change 3382880 on 2017/04/06 by Mark.Satterthwaite

	Michael Trepka's CL #3379927:
	VolumetricFogVoxelization implementation for Mac

Change 3383315 on 2017/04/06 by Mark.Satterthwaite

	Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.

	#jira UE-43739

Change 3384639 on 2017/04/07 by Marcus.Wassmer

	Move ShaderResource version bump to RenderingObjectVersion

Change 3384704 on 2017/04/07 by Mark.Satterthwaite

	Compile fix for merge.

Change 3384933 on 2017/04/07 by Rolando.Caloca

	DR - Fix skin cache crash with BP (copy 3384714)

Change 3385104 on 2017/04/07 by Mark.Satterthwaite

	Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.

	#jira UE-43783

Change 3385105 on 2017/04/07 by Mark.Satterthwaite

	Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783

	#jira UE-43783

Change 3385118 on 2017/04/07 by Arne.Schober

	DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
	#RB none

Change 3385149 on 2017/04/07 by Marcus.Wassmer

	Fix skincache motion blur

Change 3385189 on 2017/04/07 by Rolando.Caloca

	DR - Fix swapchain format for editor on Vulkan

Change 3385287 on 2017/04/07 by Mark.Satterthwaite

	Enable SM5 on Intel as of 10.12.4 and later.

Change 3385347 on 2017/04/07 by Rolando.Caloca

	DR - Temp fix for GL4 corruption on editor
	#jira UE-43785

Change 3385363 on 2017/04/07 by Rolando.Caloca

	DR - Actually fix all win platforms for GL bug
	#jira UE-43785

Change 3385557 on 2017/04/07 by Arne.Schober

	DR - [UE-43205] - Fix mesh paint
	#RB none

Change 3385608 on 2017/04/07 by Daniel.Wright

	Fixed SampleCmp being used on a non-depth texture, causing a d3d error

Change 3385980 on 2017/04/10 by Rolando.Caloca

	DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture

Change 3386042 on 2017/04/10 by Rolando.Caloca

	DR - Fix metal merge issue

Change 3386157 on 2017/04/10 by Rolando.Caloca

	DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)

Change 3386356 on 2017/04/10 by Chris.Bunner

	Resolving merge errors.

Change 3386414 on 2017/04/10 by Chris.Bunner

	Resolved merge issue in RendererScene.cpp.

Change 3386700 on 2017/04/10 by Mark.Satterthwaite

	Silence documentation warnings.

Change 3387178 on 2017/04/10 by Chris.Bunner

	Removed invalid mask correction on MakeMA material nodes.

Change 3388177 on 2017/04/11 by Marcus.Wassmer

	Disable ensure that is no longer relevant now that we bind clear colors on texture creation

Change 3388261 on 2017/04/11 by Chris.Bunner

	Static analysis fix.

[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00
Jack Porter
ae727f8dab Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden

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

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

	HTML5 emscripten: wasm and webgl2 support

	- Linux toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

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

	HTML5 emscripten: wasm and webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm support

	#jira UEPLAT-1437  Switch [to] web assembly

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

	HTML5 emscripten: wasm and wbegl2 support

	- emscripten toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

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

	HTML5 emscripten: wasm support

	- ENGINE changes (c# & cpp files)

	#jira UEPLAT-1437  Switch [to] web assembly

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

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

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

	HTML5 emscripten: webgl support

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

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

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

	HTML5 emscripten: wasm and webgl2 support

	- Windows toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

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

	HTML5 emscripten: wasm and webgl2 support

	- OSX toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

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

	HTML5 "black box issues" revisited

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

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

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

	Fix landscape spline segment splitting placing when using streaming levels

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

	Additional fix for landscape spline segment splitting when using streaming levels

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

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

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

	HTML5 emscripten: webgl support

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

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

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

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

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

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

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

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

	#jira UE-36651

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

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

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

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

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

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

	HTML5 GitHub PR

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

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

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

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

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

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

	Include static subject meshes when masking out modulated shadow casters.

	#jira UE-41581

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	HTML5 emscripten: wasm & webgl2 support - RC1

	- Linux toolchain

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

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

	HTML5 emscripten: wasm & webgl2 support - RC1

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

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

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

	HTML5 emscripten: wasm & webgl2 support - RC1

	- emscripten toolchain

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

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

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

	HTML5 emscripten: wasm & webgl2 support - RC1

	- windows toolchain

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

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

	HTML5 emscripten: wasm & webgl2 support - RC1

	- OSX toolchain

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

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

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

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

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

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

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

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

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

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

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

	#code_review: rolando.caloca

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

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

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

	UEMOB-199 - WEX: Improved virtual keyboard for Android

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

	#jira UEMOB-199

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

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

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

	CIS fix

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

	Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
	#jira UE-42131

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

	Fixed: Canvas elements appear darker on iOS Metal

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

	Fixed "Minimum iOS Version" setting display name

	#jira UE-42270

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

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

	#3063

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

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

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

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

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

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

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

	#jira UE-41442

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

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

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

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

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

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

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

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

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

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

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

	Fixed: Device output log partial lines

	integrated from WEX (3250488)

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

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

	integrated from WEX (3256584)

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

	Fixed redundant blend state changes in opengl

	integrated from WEX (3256586)

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

	Slate pixel shaders will use half precision where possible on mobile

	integrated from WEX (3256656)

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

	Better MobileContentScaleFactor defaults for iOS devices
	#jira UEMOB-330

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

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

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

	Allow r.MobileContentScaleFactor to be changed at runtime on Android

	#jira UEMOB-173

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

	HTML5 project settings

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

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

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

	HTML5 project settings

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

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

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

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

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

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

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

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

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

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

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

	Expose Custom Depth to Foliage
	#jira UE-6061

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

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

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

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

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

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

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

	build fix
	#rb: chris.babcock

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

	build fix
	#rb: chris.babcock

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

	iOS multiplayer fix part 1. Correct byte ordering.

	#jira UE-34875

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

	Update carefullyredist script version
	#jira UE-42832

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

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

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

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

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

	Added ifdef wrapper to check clang version for presentDrawable.

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

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

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

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

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

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

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

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

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

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

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

	HTML5 - upload to S3

	updated to AWS "signature version 4" authentication

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

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

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

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

	HTML5 - upload to S3

	better error message feedback on upload failures

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

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

	Disable mouseover events in Mobile Previewer

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

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

	HTML5 - upload to S3

	folder in bucket is optional

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

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

	HTML5 - upload to S3

	updated S3 public link generator

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

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

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

	Currently we cannot build arm64 for iOS with this change.

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

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

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

	Always allow large *.js files in Github.

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

	HTML5 - upload to S3

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

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

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

	HTML5 Save Game System

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

	#jira UE-42081 Remove heinous HTML5 code from engine

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

	remove temp debugging code

	#jira UE-42081 Remove heinous HTML5 code from engine

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

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

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

	HTML5 performance speed ups

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

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

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

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

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

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

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

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

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

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

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

	Fixed: Canvas texture element gamma issues on iOS Metal

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

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

	#3173

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

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

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

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

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

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

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

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

	#jira UE-41639

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

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

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

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

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

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

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

	remove dead links

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

	#UDN-354501
	#jira none

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

	HTML5 - disable multi-threading for wasm

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

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

	HTML5 packaging Shipping builds

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	fix CIS build

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

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

	#jira UEMOB-168

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

	HTML5 - AWS S3 shareable link for shipping builds corrected

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

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

	HTML5 python build scripts

	PR:
	1cb836d43c

	#jira none

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

	HTML5 - default bUseFixedTimeStep to false...

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

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

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

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

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

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

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

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

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- windows toolchain

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

	#rn

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

	fix for Xcode 8.3 build with 32-bit

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

	fix for crash when online subsystem is disabled on IOS

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

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- emscripten toolchain

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

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

	#rn

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

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- OSX toolchain

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

	#rn

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

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	license file updated

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

	#rnx

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

	HTML5 - 1.36.11 emscripten - remove old SDK

	#jira none

	#rnx

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

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- Linux toolchain

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

	#rn

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

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

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

	Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
	#ue4
	#android

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

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

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

	Fix overflow issues with mobile DoF.

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

	Adding Testbed content for PlatformShowcase.

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

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

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

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

	fix for memory leak in MallocBinned
	#jira UE-43008

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

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

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

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

	#rn

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

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty build scripts

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

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

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

	PR
	dc2b26f452 (commitcomment-21454978)

	#jira none

	#rn

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

	HTML5 harfbuzz - double checking recompiled with NO multithreading

	wasm currently does not support pthreads

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

	#jira UE-28588 - Build HarfBuzz for HTML5

	#rnx

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

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

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

	CIS HTML5 build warning fix

	#jria none

	#rnx

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

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

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

	Fix merge issue

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

	Fixed again

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

	Fix for GearVR non-unity build
	#ue4
	#android

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

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

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

	Updates to Android AARs needed for Facebook plugin

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

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

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

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

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

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

	#jira UE-41313

[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
Marcus Wassmer
2826204161 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411)
#lockdown Nick.Penwarden
#rb none

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

Change 3244756 on 2017/01/03 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3248667 on 2017/01/05 by Olaf.Piesche

	Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure

	#jira UE-40160

Change 3249324 on 2017/01/06 by Marcus.Wassmer

	Resave with an actual version to stop cook warning

Change 3249611 on 2017/01/06 by Marcus.Wassmer

	Just remove warning-causing niagara data for now.

Change 3308052 on 2017/02/16 by Rolando.Caloca

	DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute

Change 3308109 on 2017/02/16 by Rolando.Caloca

	DR - Upgrade glslang to 1.0.39.1

Change 3308111 on 2017/02/16 by Rolando.Caloca

	DR - Update Vulkan distribution to 1.0.39.1

Change 3308153 on 2017/02/16 by Rolando.Caloca

	DR - Updated glslang libs

Change 3308842 on 2017/02/17 by Rolando.Caloca

	DR - Fixed copy/paste

Change 3310007 on 2017/02/17 by Chris.Bunner

	Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.

	#jira UE-37792

Change 3310154 on 2017/02/17 by Chris.Bunner

	Assert when attempting to add a custom material attribute already in the base attributes list.

Change 3310155 on 2017/02/17 by Chris.Bunner

	PR #3231: Validate material index before accessing (Contributed by projectgheist)

	#jira UE-41774, UE-41788

Change 3310162 on 2017/02/17 by Chris.Bunner

	PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)

	#jira UE-41823, UE-41950

Change 3310176 on 2017/02/17 by Chris.Bunner

	Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
	Update to AGS 5.0.5.
	Partial code tidy up.

Change 3310187 on 2017/02/17 by Chris.Bunner

	Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.

	#jira UE-41594

Change 3310215 on 2017/02/17 by Chris.Bunner

	Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
	More descriptive error for missing Cubemap UV input on TextureSample material node .

	#jira UE-33098

Change 3310838 on 2017/02/18 by Joe.Graf

	Moved some private functions to public for a licensee

	#CodeReview: matt.kuhlenschmidt
	#rb: n/a

Change 3311876 on 2017/02/20 by Rolando.Caloca

	DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB

	#jira UE-42014

Change 3314139 on 2017/02/21 by Rolando.Caloca

	DR - Minor cleanup pass
	- Remove FVulkanPendingState
	- Renamed some classes for clarity
	- Hoist pending UAVs for flush out to pending compute state

Change 3314642 on 2017/02/21 by Rolando.Caloca

	DR - Some more renaming

Change 3315431 on 2017/02/21 by Ben.Salem

	Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.

	#tests Ran showdown demo several times

Change 3316710 on 2017/02/22 by Rolando.Caloca

	DR - hlslcc - Fix refract intrinsic

Change 3316718 on 2017/02/22 by Rolando.Caloca

	DR - hlslcc - Built libs to pick up change from 3316710 - refract fix

Change 3316820 on 2017/02/22 by Benjamin.Hyder

	updating Tm-TrigNodes map

Change 3317192 on 2017/02/22 by Benjamin.Hyder

	Updating QA-Decals map

Change 3317528 on 2017/02/22 by Benjamin.Hyder

	Updating QA-Decals map

Change 3317639 on 2017/02/22 by Benjamin.Hyder

	Updating Decal on Complex Mesh example in QA-Decals

Change 3317764 on 2017/02/22 by Benjamin.Hyder

	Final updates to QA-Decals

Change 3318319 on 2017/02/22 by Rolando.Caloca

	DR - minor reorg/rename

Change 3318379 on 2017/02/22 by Rolando.Caloca

	DR - more cleanup

Change 3321181 on 2017/02/24 by Rolando.Caloca

	DR - Fix GL bug

Change 3321247 on 2017/02/24 by Rolando.Caloca

	DR - Fix misc bugs

Change 3321898 on 2017/02/24 by Chris.Bunner

	Only issue clear TLV dispatch if required.

	#jira UERNDR-193

Change 3321904 on 2017/02/24 by Chris.Bunner

	Added comment for potential future optimization.

Change 3322013 on 2017/02/24 by Uriel.Doyon

	Fixed separate translucency being affected by Gaussian DOF
	#jira UE-40489

Change 3322517 on 2017/02/24 by Uriel.Doyon

	Fixed issue with InvestigateTexture command removing budget limit.
	Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
	#jira UE-40485

Change 3323470 on 2017/02/27 by Chad.Garyet

	Removing DDC job from dev-rendering

Change 3323479 on 2017/02/27 by Chad.Garyet

	Removing RDU agent type

Change 3323519 on 2017/02/27 by Chad.Garyet

	removing NCL/LHR/SEA agent types to clean up space

Change 3323639 on 2017/02/27 by Benjamin.Hyder

	More updates to QA-Decals

Change 3324207 on 2017/02/27 by Uriel.Doyon

	Fixed typo ScaleTexturesByGlobalMyBias ->  ScaleTexturesByGlobalMipBias
	Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef

Change 3324396 on 2017/02/27 by Uriel.Doyon

	Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
	#jira UE-40485

Change 3325227 on 2017/02/28 by Chris.Bunner

	Fix-up AMD AGS libs.

Change 3325566 on 2017/02/28 by Uriel.Doyon

	Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num

Change 3326009 on 2017/02/28 by Uriel.Doyon

	Better fix for 3325566, as the previous fix would ignore the material instance overrides.

Change 3327058 on 2017/03/01 by Benjamin.Hyder

	Preparing TM_Shadermodels map for automation

Change 3328222 on 2017/03/01 by Chris.Bunner

	Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.

	#jira UE-42449, UE-42446

Change 3329848 on 2017/03/02 by Uriel.Doyon

	Added some extra logs to help track UE-42168

Change 3329977 on 2017/03/02 by Rolando.Caloca

	DR - Fix bad clear value

Change 3330008 on 2017/03/02 by Benjamin.Hyder

	More preparations for QA-Decals automation

Change 3330754 on 2017/03/02 by Daniel.Wright

	Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything

Change 3331451 on 2017/03/03 by Marc.Olano

	Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal

Change 3331839 on 2017/03/03 by Rolando.Caloca

	DR - hlslcc - add missing file to project

Change 3332247 on 2017/03/03 by Rolando.Caloca

	DR - Fix for integrated intel
	PR #3305
	#jira UE-42393

Change 3332259 on 2017/03/03 by Rolando.Caloca

	DR - Fix bad index into pixel formats
	PR #3237
	#jira UE-41855

Change 3332305 on 2017/03/03 by Rolando.Caloca

	DR - OpenGL SRV for index buffers
	PR #3271
	#jira UE-32618

Change 3332313 on 2017/03/03 by Rolando.Caloca

	DR - Fix for integrated intel (properly)
	PR #3305
	#jira UE-42393

Change 3332317 on 2017/03/03 by Rolando.Caloca

	DR - OpenGL SRV for index buffers (properly)
	PR #3271
	#jira UE-32618

Change 3332368 on 2017/03/03 by Rolando.Caloca

	DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan

Change 3333690 on 2017/03/06 by Daniel.Wright

	[Copy] Changing movable skylight properties no longer affects static draw lists

Change 3333693 on 2017/03/06 by Daniel.Wright

	[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations

Change 3333705 on 2017/03/06 by Daniel.Wright

	[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
	* 8 bit uses half memory but introduces error for thin surfaces or large meshes.

Change 3333721 on 2017/03/06 by David.Hill

	DecalProxy:
	Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread.  This avoids  pointer chasing to the UDecalComponent (game thread component).

Change 3333772 on 2017/03/06 by Daniel.Wright

	[Copy] Scene motion blur data is only updated for the main renderer frames.  Fixes scene captures and planar reflections breaking object motion blur.

Change 3333790 on 2017/03/06 by Daniel.Wright

	[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
	* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging

Change 3333822 on 2017/03/06 by Daniel.Wright

	[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
	* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up

Change 3333827 on 2017/03/06 by Daniel.Wright

	[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average

Change 3333828 on 2017/03/06 by Daniel.Wright

	[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low

Change 3333831 on 2017/03/06 by Daniel.Wright

	Non-editor compile fix

Change 3333836 on 2017/03/06 by Daniel.Wright

	[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes.  They now use a 2d tiling mode which avoids the bloat, saving 96Mb.

Change 3333843 on 2017/03/06 by Daniel.Wright

	[Copy] Added OcclusionExponent to skylight component
	* Useful for brightening up indoors without losing contact shadows as MinOcclusion does

Change 3333845 on 2017/03/06 by Daniel.Wright

	[Copy] Capsule shadow BP functions

Change 3333850 on 2017/03/06 by Daniel.Wright

	[Copy] Added OcclusionCombineMode to skylight component

Change 3333854 on 2017/03/06 by Daniel.Wright

	[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu

Change 3333857 on 2017/03/06 by Daniel.Wright

	[Copy] Clear light attenuation for local lights with a quad covering their screen extents
	* Clearing the entire light attenuation buffer costs .1ms on PS4.  This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
	* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4

Change 3333860 on 2017/03/06 by Daniel.Wright

	[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory

Change 3333861 on 2017/03/06 by Daniel.Wright

	[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas

Change 3333869 on 2017/03/06 by Daniel.Wright

	[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
	* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
	* Lights have a VolumetricScatteringIntensity
	* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
	* Lighting features supported:
	   * Directional light with CSM and a light function
	   * Point / spot lights without shadows / light functions / IES profiles
	   * Skylight with occlusion from distance fields
	* Analytical height fog covers the view range past where the volumetric fog ends
	* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
	* Translucency integrates properly into volumetric fog
	* Height fog StartDistance is not supported by volumetric fog and should be set to 0.

Change 3333894 on 2017/03/06 by Daniel.Wright

	[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering

Change 3333902 on 2017/03/06 by Daniel.Wright

	[Copy] Better handling of volumetric fog enabled with distance of 0

Change 3333903 on 2017/03/06 by Daniel.Wright

	[Copy] Fixed volumetric fog trying to render light functions for a point light

Change 3333908 on 2017/03/06 by Daniel.Wright

	[Copy] Volumetric materials
	* Added new material domain Volume, which can output Scattering, Absorption and Emissive.  All properties are in world space densities.
	* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
	* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
	* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely

Change 3334134 on 2017/03/06 by Daniel.Wright

	[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.

Change 3334420 on 2017/03/06 by Daniel.Wright

	Fixed RTDF shadows

Change 3335467 on 2017/03/07 by Benjamin.Hyder

	Initial submission of QA-Decals map to EngineTest

Change 3335556 on 2017/03/07 by Daniel.Wright

	Changed mesh distance field default format back to R16f

Change 3338020 on 2017/03/08 by Daniel.Wright

	Disable volumetric fog in vertex shaders for feature levels which don't support it

Change 3339394 on 2017/03/09 by Chris.Bunner

	Correctly handle material texture translation error edge case.

	#jira UE-42579, UE-42670

Change 3339992 on 2017/03/09 by Daniel.Wright

	Only compile volumetric fog shaders on supporting platforms

Change 3341858 on 2017/03/10 by Arne.Schober

	Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)

	#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite

Change 3342004 on 2017/03/10 by Arne.Schober

	Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
	Fix unity build

	#RB Marcus.Wassmer

Change 3343307 on 2017/03/13 by Marcus.Wassmer

	Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)

Change 3343732 on 2017/03/13 by Rolando.Caloca

	DR - Vulkan compute pipeline & refactor

Change 3344846 on 2017/03/14 by Rolando.Caloca

	DR - Android compile fixes

Change 3344883 on 2017/03/14 by Rolando.Caloca

	DR - Add missing stencil load/store to PSO initializer

Change 3344985 on 2017/03/14 by Rolando.Caloca

	DR - Made load/store actions uint8

Change 3345141 on 2017/03/14 by Rolando.Caloca

	DR - vk - Rework render pass hash

Change 3345304 on 2017/03/14 by Benjamin.Hyder

	Updating TM-Distancefields map to include TemplateFloor mesh

Change 3345387 on 2017/03/14 by Rolando.Caloca

	DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating

Change 3345388 on 2017/03/14 by Rolando.Caloca

	DR - Do not stall when creating shaders on Vulkan

Change 3345722 on 2017/03/14 by Chris.Bunner

	PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)

	#jira UE-42752

Change 3345723 on 2017/03/14 by Chris.Bunner

	Reduce log verbosity causing spamming during  landscape editing.

	#jira UE-42714

Change 3345725 on 2017/03/14 by Chris.Bunner

	[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.

Change 3345726 on 2017/03/14 by Chris.Bunner

	Typo fixes.

Change 3345732 on 2017/03/14 by Rolando.Caloca

	DR - Decouple vertex declaration off BSS

Change 3345746 on 2017/03/14 by Chris.Bunner

	Added sign() intrinsic material graph node and delisted material function workaround.

Change 3346042 on 2017/03/14 by Chris.Bunner

	Implement missing size query interface for FRenderTargetResources.

	#jira UE-41672

Change 3346387 on 2017/03/14 by Daniel.Wright

	[Copy] Added VolumetricScatteringIntensity to particle lights

Change 3346389 on 2017/03/14 by Daniel.Wright

	[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
	Disable volumetric fog when the fog show flag is disabled

Change 3346392 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed skylight being much too bright on volumetric fog

Change 3346406 on 2017/03/14 by Daniel.Wright

	[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
	* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite

Change 3346412 on 2017/03/14 by Daniel.Wright

	[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb

Change 3346414 on 2017/03/14 by Daniel.Wright

	[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb

Change 3346415 on 2017/03/14 by Daniel.Wright

	[Copy] Missing file from cl 3338451

Change 3346421 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
	* Volumetric fog converts NaNs to black now so they don't spread

Change 3346422 on 2017/03/14 by Daniel.Wright

	[Copy] Fixed NaN in volumetric fog with low density values

Change 3346423 on 2017/03/14 by Daniel.Wright

	[Copy] Changed default VolumetricFogScatteringDistribution to .2

Change 3346430 on 2017/03/14 by Daniel.Wright

	[Copy] New translucent material option to compute fog per pixel instead of the default per vertex

Change 3346432 on 2017/03/14 by Daniel.Wright

	[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
	Fixed lifetimes of temporary Volumetric Fog render targets

Change 3346526 on 2017/03/14 by Daniel.Wright

	[Copy] Volumetric Fog supports point and spot light shadows
	* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
	* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
	* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing

Change 3347053 on 2017/03/15 by Rolando.Caloca

	DR - android compile fix

Change 3347384 on 2017/03/15 by Rolando.Caloca

	DR - Fix merge issue

Change 3347643 on 2017/03/15 by Marcus.Wassmer

	Fix some bugs with the 'disable stationary skylight ffor the project' feature.
	Fixes lighting in Persona on Paragon.

Change 3347979 on 2017/03/15 by Rolando.Caloca

	DR - Allow to automatically apply cached rendertargets to PSO initializer

Change 3348024 on 2017/03/15 by Rolando.Caloca

	DR - Remove NullPS on Vulkan to avoid deadlock

Change 3348303 on 2017/03/15 by Rolando.Caloca

	DR - Fix for debugging SCW with material SRT

Change 3348357 on 2017/03/15 by Marcus.Wassmer

	Fix stencildither and a stencilref bug that was probably breaking decals sometimes.

Change 3348549 on 2017/03/15 by Marcus.Wassmer

	Hopefully fix static analysis for potential nullptr access.

Change 3348614 on 2017/03/15 by Marcus.Wassmer

	Duplicate some switch changes to fix crash on launch.

Change 3349369 on 2017/03/16 by Gil.Gribb

	Fixed botched merge

Change 3349947 on 2017/03/16 by Rolando.Caloca

	DR - Fix for mismatched primitive type

Change 3349956 on 2017/03/16 by Benjamin.Hyder

	initial updates to TM-DistanceFields map

Change 3350151 on 2017/03/16 by Rolando.Caloca

	DR - Fix UT compile issue

Change 3350155 on 2017/03/16 by Rolando.Caloca

	DR - Catch mismatched primitive type on PSOs on D3D11

Change 3350192 on 2017/03/16 by Daniel.Wright

	Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor

Change 3350736 on 2017/03/16 by Daniel.Wright

	Fixed formatting from merge

Change 3350881 on 2017/03/16 by Rolando.Caloca

	DR - Fix texture arrays as UAVs on Metal

Change 3350927 on 2017/03/16 by Rolando.Caloca

	DR - Fix warning

Change 3350935 on 2017/03/16 by Daniel.Wright

	Fix for materials with non-Surface domains being skipped in mesh passes

Change 3351583 on 2017/03/17 by Marcus.Wassmer

	Fix clang platforms

Change 3351917 on 2017/03/17 by Marcus.Wassmer

	Fix linux compile

Change 3351973 on 2017/03/17 by Marcus.Wassmer

	Fix mismatched rendertargetformat

Change 3352038 on 2017/03/17 by Daniel.Wright

	Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing

Change 3352110 on 2017/03/17 by Marcus.Wassmer

	Fix missing RT PSO apply

Change 3352695 on 2017/03/17 by Arne.Schober

	DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
	#RB Rolando.Caloca

Change 3352960 on 2017/03/17 by Arne.Schober

	DR - Fix some things that slipped trough the PSO merge
	#RB none

Change 3353150 on 2017/03/18 by Rolando.Caloca

	DR - compile fix

Change 3353205 on 2017/03/18 by Arne.Schober

	DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode

	#RB none

Change 3353207 on 2017/03/18 by Arne.Schober

	DR - Fix Confusion

	#RB none

Change 3355183 on 2017/03/20 by Nick.Bullard

	Fixed up Content orginzation for Decals automation tests in EngineTest

Change 3355627 on 2017/03/20 by Arne.Schober

	DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.

Change 3356342 on 2017/03/21 by Marcus.Wassmer

	Fix clang errors

Change 3356591 on 2017/03/21 by Arne.Schober

	DR - Fix ensure message
	#RB none

Change 3356873 on 2017/03/21 by Arne.Schober

	DR - Fix comparission of undefined values in RendertargetApply Check

Change 3357261 on 2017/03/21 by Marcus.Wassmer

	Fix LinuxEditor compile

Change 3357294 on 2017/03/21 by Marcus.Wassmer

	Add missing SSE functions

Change 3357351 on 2017/03/21 by Frank.Fella

	Fix win32 and linux compiler errors

Change 3357370 on 2017/03/21 by Arne.Schober

	DR - disable ensure in test builds

	#RB Marcus.Wassmer

[CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
Marcus Wassmer
05c8e44220 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3284600)
#lockdown Nick.Penwarden
#rb none

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

Change 3276199 on 2017/01/27 by Rolando.Caloca

	DR - Typo fixes

Change 3277152 on 2017/01/30 by Chris.Bunner

	Fixed typos in various engine material functions (contributed by Luos and KVogler).

Change 3277700 on 2017/01/30 by Olaf.Piesche

	#jira UE-38060 - inconsistent ribbon trails
	When advancing source particle index, make sure it's not already in use by another trail

Change 3278069 on 2017/01/30 by Daniel.Wright

	[Copy] Added LODDistanceFactor to SceneCaptureComponent
	* Can be used to make scene captures and planar reflections much cheaper to render if the scene has good LODs setup

Change 3278094 on 2017/01/30 by Daniel.Wright

	[Copy] Scene color resolves are restricted to the views.  Fixes inefficiency with adaptive pixel density where the views don't match the view family size.

Change 3278140 on 2017/01/30 by Daniel.Wright

	[Copy] When using a full prepass, the base pass no longer writes depth.
	* Saves .3ms of SceneDepthResolve on 970 GTX with MSAA.  Also allows masked materials to get EarlyZ in the base pass.
	* Fixed primitives with bUseAsOccluder=false being excluded from a full depth pass in static draw lists
	* Added 'r.BasePassWriteDepthEvenWithFullPrepass' for verifying that the base pass depths match the prepass depths

Change 3278166 on 2017/01/30 by Daniel.Wright

	[Copy] Quad overdraw viewmode works in the forward renderer

Change 3279100 on 2017/01/31 by Chris.Bunner

	CVar null checks.
	#jira UE-41096

Change 3279409 on 2017/01/31 by Rolando.Caloca

	DR - vk - Fix for validation

Change 3279624 on 2017/01/31 by Rolando.Caloca

	DR - Move defines out of cs into h
	#fyi Arne.Schober,Ben.Woodhouse

Change 3279895 on 2017/01/31 by Ben.Salem

	Modified PerformanceMonitor to take all of its config from defaultgame.ini
	#tests Ran several tests successfully.

Change 3279906 on 2017/01/31 by Ben.Salem

	Had a weird spurious declare in the config parsing function. Fixed it.
	#tests compiled.

Change 3280451 on 2017/01/31 by Arne.Schober

	Fix Dx12 in content examples where M_Light_Bulb_Glass taking a lot of resources (9 CBVs)

Change 3281592 on 2017/02/01 by Mark.Satterthwaite

	Update Metal SRV support to include structured-buffers which are now used by DistanceField rendering systems.

Change 3281850 on 2017/02/01 by Gil.Gribb

	Merging //UE4/Dev-Main to Dev-Rendering@3281582 (//UE4/Dev-Rendering)

Change 3282353 on 2017/02/01 by Benjamin.Hyder

	built lighting for QA-LightsStatic

Change 3282549 on 2017/02/01 by Arne.Schober

	Fix DX12 crash on SkinMaterial

Change 3282637 on 2017/02/02 by Marcus.Wassmer

	Probably fix non-unity build

Change 3283125 on 2017/02/02 by Marcus.Wassmer

	Fix linux case sensitivity.

[CL 3284689 by Marcus Wassmer in Main branch]
2017-02-02 21:54:05 -05:00
Marcus Wassmer
5bb93c997e Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742)
#lockdown Nick.Penwarden
#rb none

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

Change 3232283 on 2016/12/13 by Ben.Woodhouse

	D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
	#jira UE-36999

Change 3232641 on 2016/12/13 by Mark.Satterthwaite

	- Eliminate redundant state changes in MetalRHI in the state cache.
	- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
	- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
	- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.

Change 3232661 on 2016/12/13 by Mark.Satterthwaite

	Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later.

Change 3232759 on 2016/12/13 by Ben.Woodhouse

	Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN
	https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html

Change 3232803 on 2016/12/13 by Ben.Marsh

	Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well.

Change 3232836 on 2016/12/13 by Ben.Marsh

	Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs.

Change 3232974 on 2016/12/13 by Rolando.Caloca

	DR - Refactor common code to UWorld::RecreateScene
	#jira UE-36719
	PR #2824

Change 3232976 on 2016/12/13 by Ben.Marsh

	Add missing dependency on tools node for Mac cooks. Need to compile SCW first.

Change 3233289 on 2016/12/13 by Olaf.Piesche

	Fixing potentially broken spot/point light fade with old content; initialize new properties properly

Change 3233811 on 2016/12/13 by Mark.Satterthwaite

	Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.

Change 3233854 on 2016/12/13 by Mark.Satterthwaite

	More information about texture type validation errors in Metal.

Change 3234650 on 2016/12/14 by Rolando.Caloca

	DR - vk - Fix bad aspect on depth cubemaps

Change 3234651 on 2016/12/14 by Rolando.Caloca

	DR - vk - Fix for 32 bit crash on dump layer

Change 3234813 on 2016/12/14 by Guillaume.Abadie

	Fixes texture mask static lighting when using GBuffer selective outputs.

	#jira UE-39527

Change 3235047 on 2016/12/14 by Uriel.Doyon

	Refactored HLOD texture streaming strategy to separate forced load from visibility.
	Added an incremental update in the last stage of the texture streaming update load to clear any pending work.
	Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything.

Change 3235317 on 2016/12/14 by Uriel.Doyon

	Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo.

Change 3235431 on 2016/12/14 by Rolando.Caloca

	DR - Fix for Vulkan drawing black

Change 3236788 on 2016/12/15 by Mark.Satterthwaite

	Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.

Change 3236850 on 2016/12/15 by Mark.Satterthwaite

	Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
	#jira UE-39801

Change 3237002 on 2016/12/15 by Benjamin.Hyder

	submitting updated TM-Shadermodels map

Change 3237312 on 2016/12/15 by Rolando.Caloca

	DR - Change more macros to lambdas

Change 3237394 on 2016/12/15 by Mark.Satterthwaite

	Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
	#jira UE-39799

Change 3237490 on 2016/12/15 by Daniel.Wright

	Fixed ULandscapeComponent::GetUsedMaterials

Change 3237597 on 2016/12/15 by Ben.Woodhouse

	Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.

	It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.

Change 3237654 on 2016/12/15 by Daniel.Wright

	Non-editor compile fix

Change 3238229 on 2016/12/16 by Rolando.Caloca

	DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it

Change 3238236 on 2016/12/16 by Rolando.Caloca

	DR - Compile fixes

Change 3238280 on 2016/12/16 by Marc.Olano

	Small optimization to Lanczos-3 upsample shader code.

Change 3238321 on 2016/12/16 by Rolando.Caloca

	DR - Compile fix

Change 3238331 on 2016/12/16 by Rolando.Caloca

	DR - compile fix

Change 3238495 on 2016/12/16 by Marc.Olano

	Replace TEA random number generator with PCG.

	Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled.

Change 3238496 on 2016/12/16 by Marc.Olano

	Tone mapping fix for OR-31752, cherry picked from Orion 3208273

	Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance.

Change 3238520 on 2016/12/16 by Rolando.Caloca

	DR - CIS Fix

Change 3238571 on 2016/12/16 by Rolando.Caloca

	DR - CIS fix

Change 3238605 on 2016/12/16 by Daniel.Wright

	Sharing IndirectLightingCacheTextureSampler samplers

Change 3238626 on 2016/12/16 by Daniel.Wright

	Ray Traced Distance Field Shadow optimizations
	* Tighter light space tile culling
	* Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance
	* Depth bounds test on upsample
	* Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality
	* RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes

Change 3238652 on 2016/12/16 by Rolando.Caloca

	DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead

Change 3238855 on 2016/12/16 by Rolando.Caloca

	DR - Added FRHITexture2D GetSizeXY

Change 3238881 on 2016/12/16 by Rolando.Caloca

	DR - CIS fix

Change 3239008 on 2016/12/16 by Arne.Schober

	DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands

Change 3239012 on 2016/12/16 by Arne.Schober

	DR - missing file

Change 3239255 on 2016/12/17 by Rolando.Caloca

	DR - Remove shader clears from D3D11

Change 3239690 on 2016/12/19 by Rolando.Caloca

	DR - vk - Misc fixes from 1.0.37.00 SDK warnings

Change 3239964 on 2016/12/19 by Rolando.Caloca

	DR - Fix click on editor not showing selected

Change 3239995 on 2016/12/19 by Rolando.Caloca

	DR - Enable dist field on GL4 & Vulkan SM5

Change 3240162 on 2016/12/19 by Daniel.Wright

	Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code

Change 3240163 on 2016/12/19 by Daniel.Wright

	Distance field self shadowing controls for hiding world position offset self-shadow artifacts
	* Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows
	* Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground

Change 3240271 on 2016/12/19 by Daniel.Wright

	Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough.  Saves 10mb of tile culling buffers.

Change 3240282 on 2016/12/19 by Rolando.Caloca

	DR - Proper fix for hit proxies clear
	- Added missing stencil ref to DrawClearQuad

Change 3240316 on 2016/12/19 by Rolando.Caloca

	DR - vk - Fixed some new 1.0.37.0 warnings

Change 3240354 on 2016/12/19 by Rolando.Caloca

	DR - Dev shaders on sm4/5

Change 3240759 on 2016/12/20 by Rolando.Caloca

	DR - Fix bad crc on GL element declarations

Change 3240895 on 2016/12/20 by Rolando.Caloca

	DR - vk - Swapchain fixes

Change 3241057 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix resize on desktop

Change 3241112 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix 1.0.37.0 warnings
	- Ignore some warnings we know we can't fix

Change 3241310 on 2016/12/20 by Rolando.Caloca

	DR - vk - Fix crash

Change 3241417 on 2016/12/20 by Daniel.Wright

	[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios

Change 3241990 on 2016/12/21 by Daniel.Wright

	Converted DistanceFieldVolume data to BulkData
	* FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s

Change 3242005 on 2016/12/21 by Daniel.Wright

	Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity

Change 3242295 on 2016/12/21 by Bob.Tellez

	Duplicating CL#3242294 from //Fortnite/Main

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

Change 3242487 on 2016/12/21 by Marcus.Wassmer

	Fix typo

Change 3243091 on 2016/12/22 by Daniel.Wright

	Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS

Change 3243161 on 2016/12/22 by Uriel.Doyon

	New async tasks for the streaming update. Optimizing the biggest frame cost.

Change 3243179 on 2016/12/22 by Uriel.Doyon

	Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask

Change 3243236 on 2016/12/22 by Daniel.Wright

	Fixed DFAO bilateral upsample
	* Depth buffer was being unbound due to lack of DepthRead_StencilNop

Change 3243452 on 2016/12/23 by Ben.Woodhouse

	Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners
	#jira UE-35247

Change 3243512 on 2016/12/23 by Uriel.Doyon

	Improved task system for texture streaming.

Change 3243742 on 2016/12/26 by Rolando.Caloca

	DR - vk - Fix UAV clears
	- Removed old validation layer
	- Print found device layers

Change 3243745 on 2016/12/27 by Rolando.Caloca

	DR - vk - Fix for texture cube arrays
	- Warning for ClearUAVs

Change 3243762 on 2016/12/27 by Rolando.Caloca

	DR - vk - Always use pipeline cache

Change 3244450 on 2016/12/31 by Rolando.Caloca

	DR - vk - Pre reqs for separate transfer queue

Change 3244453 on 2016/12/31 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3244756 on 2017/01/03 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3244757 on 2017/01/03 by Marcus.Wassmer

	Niagara is still experimental in non-task branches.

Change 3245059 on 2017/01/03 by Benjamin.Hyder

	Submitting TM-TrigNodes map

Change 3245500 on 2017/01/03 by Olaf.Piesche

	Compile fix #1 for post-merge problems

Change 3245572 on 2017/01/03 by Olaf.Piesche

	(Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool.

Change 3245683 on 2017/01/03 by Marcus.Wassmer

	Fix some niagara warnings

Change 3245732 on 2017/01/03 by Marcus.Wassmer

	Fix Niagara compile on clang platforms.
	Fix a few warnings / static analysis things as well.

Change 3246403 on 2017/01/04 by Rolando.Caloca

	DR - vk - Fix bogus warning

Change 3246432 on 2017/01/04 by Marcus.Wassmer

	Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3246538 on 2017/01/04 by Rolando.Caloca

	DR - vk - Show hitch time for compute psos

Change 3246580 on 2017/01/04 by Rolando.Caloca

	DR - vk - compile fix

Change 3246610 on 2017/01/04 by Rolando.Caloca

	DR - Compute PSO pre reqs

Change 3246707 on 2017/01/04 by Marcus.Wassmer

	Add missing integer operations to UnrealMathDirectX.h

Change 3246786 on 2017/01/04 by Marcus.Wassmer

	Avoid public dependency build errors.  Should probably just remove the DDCUtils module instead

Change 3246828 on 2017/01/04 by Olaf.Piesche

	UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view.

Change 3247026 on 2017/01/04 by Rolando.Caloca

	DR - Remove CrossCompilerTool as it's not required anymore

Change 3247086 on 2017/01/04 by Marcus.Wassmer

	Remove includes for Core.h monolithic header

Change 3247227 on 2017/01/04 by Marcus.Wassmer

	Fix typo and compile errors.

Change 3247228 on 2017/01/04 by Marcus.Wassmer

	Use crossplatform intrinsics

Change 3247229 on 2017/01/04 by Marcus.Wassmer

	Implement missing integer NEON operations.
	Change NEON vectorint to match name and sign from other platforms

Change 3247245 on 2017/01/04 by Marcus.Wassmer

	Fixing various warnings/errors from clang platforms (Mac/Linux)

Change 3247331 on 2017/01/04 by Marcus.Wassmer

	More Mac/clang fixes

Change 3247958 on 2017/01/05 by Marcus.Wassmer

	VectorInt < - > Float ops should be conversions not reinterpret cast

Change 3247959 on 2017/01/05 by Marcus.Wassmer

	Add missing ops to non-vector header

Change 3247964 on 2017/01/05 by Rolando.Caloca

	DR - Temp fix for crash
	#jira UE-40211

Change 3248067 on 2017/01/05 by Rolando.Caloca

	DR - Static analysis fixes
	#jira UE-40167

Change 3248284 on 2017/01/05 by Rolando.Caloca

	DR - Linuix Compile fix
	#jira UE-40260

Change 3248288 on 2017/01/05 by Rolando.Caloca

	DR - Linux compile fix
	#jira UE-40264

Change 3248399 on 2017/01/05 by Brian.Karis

	Filtered importance sampling for envmap prefiltering.

	Fixed SSR on clearcoat with skylight only.

Change 3248503 on 2017/01/05 by Rolando.Caloca

	DR - Linux fixes
	#jira UE-40264

Change 3248666 on 2017/01/05 by Brian.Karis

	Fix GL compile error

Change 3248740 on 2017/01/05 by Marcus.Wassmer

	Fix linux and clang errors/warnings

Change 3248851 on 2017/01/05 by Marcus.Wassmer

	Simplest fix for ES2 compile errors

Change 3249217 on 2017/01/06 by Simon.Tovey

	Speculative fix for static analysis warning

Change 3249296 on 2017/01/06 by Ben.Woodhouse

	XB1/Fast semantics:
	Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
	This fixes bloom and diffuse irradiance issues
	The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
	#jira UE-39727
	#jira UE-40238

Change 3249300 on 2017/01/06 by Ben.Woodhouse

	Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296

Change 3249387 on 2017/01/06 by Rolando.Caloca

	DR - Fix GL clear issues
	#jira UE-40254

Change 3249435 on 2017/01/06 by Ben.Woodhouse

	Duplicated from UT CL 3238664
	Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
	Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
	#jira UT-6891
	#jira UE-39842

Change 3249721 on 2017/01/06 by Marcus.Wassmer

	Remove final references to non-existent Niagara data

Change 3249742 on 2017/01/06 by Marcus.Wassmer

	Fix missing GPU particles on Mac.
	Pointers getting reused is causing the blendstate equality operator to fail.
	Simple workaround until we have time for a proper fix.

[CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
Jack Porter
1fdfd523ae Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013)
#lockdown Nick.Penwarden
#rb None

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

Change 3156770 on 2016/10/10 by Allan.Bentham

	Fix VULKAN_ENABLE_API_DUMP build on android.

Change 3157838 on 2016/10/11 by Allan.Bentham

	Fix Vulkan API tracing on android.

Change 3170713 on 2016/10/21 by Steve.Cano

	Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in

	#jira UE-30896
	#android
	#ios
	#ue4

Change 3171064 on 2016/10/21 by Steve.Cano

	Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints

	#ue4
	#android
	#jira UE-35917

Change 3171065 on 2016/10/21 by Steve.Cano

	IOS implementation of LocationServices plugin to provide access to location data in Blueprints

	#ue4
	#ios
	#jira UE-35917

Change 3181802 on 2016/11/01 by Steve.Cano

	Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully.

	#jira UE-30896
	#ios

Change 3181807 on 2016/11/01 by Steve.Cano

	Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface.

	#jira UE-35004
	#android
	#ue4

Change 3184827 on 2016/11/03 by Allan.Bentham

	Do not HDR32 encode for views without view family.
	TranslucentAlphaOnly blend mode now works with encoding.
	#jira UE-37951

Change 3186684 on 2016/11/04 by Jack.Porter

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

Change 3188693 on 2016/11/07 by Chris.Babcock

	Corrections to memory stats for Android
	#jira WEX-3760
	#ue4
	#android

Change 3191538 on 2016/11/09 by Allan.Bentham

	Mobile tonemapper can use CVarTonemapperOverride

Change 3192575 on 2016/11/09 by Chris.Babcock

	Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages
	#jira UEPLAT-1422
	#ue4
	#android

Change 3196231 on 2016/11/13 by Jack.Porter

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

Change 3196538 on 2016/11/14 by Jack.Porter

	Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars
	#jira UE-38507

Change 3198068 on 2016/11/15 by Dmitriy.Dyomin

	Fixed android console command sender to work with ADB version 1.0.36
	#jira UE-35171

Change 3200230 on 2016/11/16 by Jack.Porter

	Remove mosaic resolution limitation on ES3 devices
	#jira WEX-3119

Change 3201251 on 2016/11/16 by Chris.Babcock

	Fix Android compile error

Change 3203542 on 2016/11/18 by Jack.Porter

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

Change 3205598 on 2016/11/21 by Dmitriy.Dyomin

	Fixed: Missing selection outline in editor ES2 preview
	#jira UE-6458

Change 3205622 on 2016/11/21 by Dmitriy.Dyomin

	Fix ES2 build error from CL# 3205598

Change 3207232 on 2016/11/22 by Dmitriy.Dyomin

	ES2 GLSL generated shader simplifications

Change 3208608 on 2016/11/23 by Dmitriy.Dyomin

	Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out
	#jira UE-38694

Change 3209135 on 2016/11/23 by Alicia.Cano

	Packaging for iOS fails due to several invalid object type errors
	#jira UE-38431
	#ios

Change 3209822 on 2016/11/24 by Jack.Porter

	IWYU changes for LocationServicesBPLibrary

Change 3209824 on 2016/11/24 by Jack.Porter

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

Change 3210264 on 2016/11/25 by Jack.Porter

	Fix unicode compile issue on Korean windows

Change 3210268 on 2016/11/25 by Jack.Porter

	IWYU and unicode fixes to Dev-Mobile

Change 3211800 on 2016/11/28 by Allan.Bentham

	Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.

Change 3212621 on 2016/11/28 by Jack.Porter

	More IWYU fixes.

Change 3213080 on 2016/11/29 by Allan.Bentham

	enable UseSingleSampleShadowFromStationaryLights on mobile.

	PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen)

Change 3213164 on 2016/11/29 by Jack.Porter

	Win32 IWYU fix

Change 3213932 on 2016/11/29 by Chris.Babcock

	Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest)
	#jira UE-39120
	#ue4
	#android

Change 3214563 on 2016/11/29 by Dmitriy.Dyomin

	Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)

Change 3214571 on 2016/11/29 by Dmitriy.Dyomin

	Custom stencil on Mobile
	#jira UEMOB-183

Change 3214641 on 2016/11/30 by Dmitriy.Dyomin

	Disable distance culling when rendering image for world composition
	#jira UE-37754

Change 3214656 on 2016/11/30 by Jack.Porter

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

Change 3218479 on 2016/12/01 by Jack.Porter

	Fix for Vulkan build error when using AutoSDK

Change 3218596 on 2016/12/02 by Dmitriy.Dyomin

	Fixed: Android split screen multiplayer does not function or render correctly
	#jira UE-35204

Change 3218874 on 2016/12/02 by Allan.Bentham

	Fix CSM shadow bug when ES3.1 + mobileHDR == false.
	Fix inverted culling when rendering shadow depths with mobilehdr == false
	#jira UE-39111

Change 3220911 on 2016/12/04 by Jack.Porter

	Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level

Change 3220935 on 2016/12/04 by Jack.Porter

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

Change 3222831 on 2016/12/05 by Dmitriy.Dyomin

	Added support for MGD and Andreno profilers
	#jira UEMOB-184

Change 3222843 on 2016/12/05 by Jack.Porter

	Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings
	#jira UE-38507

Change 3222934 on 2016/12/06 by Jack.Porter

	Android graphics debugger text changes

Change 3223042 on 2016/12/06 by Dmitriy.Dyomin

	Fixed: missing GPU particles in LDR mode on device
	#jira UE-39363

Change 3223043 on 2016/12/06 by Jack.Porter

	Fixed logspam warnings from TcpMessaging launching on Android
	#jira UE-37895

Change 3223046 on 2016/12/06 by Allan.Bentham

	Move ES3.1 preview mode out of experimental.
	Add per device quality level preview to ES3.1 preview sub menu when project settings allow.

	#jira UEMOB-178

Change 3223113 on 2016/12/06 by Allan.Bentham

	changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview.
	added -featureleveles2/31 commandline support to metalrhi.

Change 3223117 on 2016/12/06 by Allan.Bentham

	Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies

Change 3223131 on 2016/12/06 by Allan.Bentham

	Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.)
	#jira UE-38343

Change 3223162 on 2016/12/06 by Jack.Porter

	Disallow Absolute World Position with "excluding shader offset" on ES2
	#jra UE-25555

Change 3223204 on 2016/12/06 by Jack.Porter

	Fix for unable to save levels when landscape components with tessellation moved to another level
	#jira UE-39372

Change 3223677 on 2016/12/06 by Chris.Babcock

	Fix tabs

Change 3224139 on 2016/12/06 by Chris.Babcock

	Support modification of build.xml and add post import additions to GameActivity
	#jira UE-31372
	#PR #2440
	#ue4
	#android

Change 3224152 on 2016/12/06 by Chris.Babcock

	Add support for MadCatz C.T.R.L.R Android controller models
	#ue4
	#android

Change 3224162 on 2016/12/06 by Chris.Babcock

	Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris)
	#jira UE-35825
	#PR #2787
	#ue4
	#android

Change 3224581 on 2016/12/07 by Dmitriy.Dyomin

	Fixed black screen regression on iOS OpenGL
	Also now reporting shader compiler errors in iOS

Change 3224589 on 2016/12/07 by Allan.Bentham

	Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour.
	#jira UEMOB-187

Change 3224774 on 2016/12/07 by Jack.Porter

	Added flags for mobile shader permutation reduction
	Renamed mobile lighting policies to better describe them
	Set flags to remove policies not used by SunTemple - saves 22MB package size on Android

	#jira: UEMOB-179

Change 3224782 on 2016/12/07 by Allan.Bentham

	Add project option to set maximum supported CSM cascades to mobile renderer.
	#jira UEMOB-187

Change 3224943 on 2016/12/07 by Dmitriy.Dyomin

	Metal iOS will use sRGB textures
	#jira UEMOB-189

Change 3225098 on 2016/12/07 by Dmitriy.Dyomin

	fix for compile error from 3224943

Change 3225188 on 2016/12/07 by Chris.Babcock

	Fix #includes in deferred Android OpenGL
	#jira UE-39440
	#ue4
	#android

Change 3226402 on 2016/12/07 by Dmitriy.Dyomin

	Fixed: wrong condition for r8 srgb on mac
	#jira UE-39471

Change 3226485 on 2016/12/08 by Dmitriy.Dyomin

	Fixed: Rendering Artifacts and invisible objects in Fortnite
	regression from nobile custom stencil changes
	#jira UE-39452, UE-39455

Change 3226637 on 2016/12/08 by Dmitriy.Dyomin

	Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget
	#jira UE-39482

Change 3226922 on 2016/12/08 by Jack.Porter

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

Change 3227353 on 2016/12/08 by Chris.Babcock

	Remove CopyVisualizers batch call again

Change 3228013 on 2016/12/08 By Chris.Babcock

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

[CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -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
Marcus Wassmer
1eabdaf700 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450)
#lockdown Nick.Penwarden
#rb none

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

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3162206 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
	Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
	Added CustomEyeTangent to material attributes.
	Resolved some hard-coded attribute typing and other minor fixes.

Change 3186067 on 2016/11/03 by Daniel.Wright

	Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved

Change 3186069 on 2016/11/03 by Daniel.Wright

	Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high

Change 3186084 on 2016/11/03 by Mark.Satterthwaite

	Duplicate 3172511:
	Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
	#jira UE-37481

Change 3186089 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3169764:
	Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
	#jira FORT-27627

Change 3186113 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3183807:
	Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
	- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
	- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
	#jira FORT-31649

Change 3186116 on 2016/11/03 by Mark.Satterthwaite

	Duplicate CL #3183823:
	Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.

	Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
	#jira FORT-31649

Change 3186818 on 2016/11/04 by Chris.Bunner

	PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii).

Change 3186979 on 2016/11/04 by Rolando.Caloca

	DR - Misc minor cleanup

Change 3187169 on 2016/11/04 by Uriel.Doyon

	Incremental insertion of level data between PostLoad and AddToWorld

Change 3187205 on 2016/11/04 by Mark.Satterthwaite

	Compile fixes for iOS.

Change 3187389 on 2016/11/04 by Uriel.Doyon

	Fix for possible stall when loading hidden level

Change 3187598 on 2016/11/04 by Michael.Trepka

	MetalViewport compile fix

Change 3187678 on 2016/11/04 by Uriel.Doyon

	Fix for landscape grass textures not being streamed in correctly.

Change 3187731 on 2016/11/04 by Rolando.Caloca

	DR - Start making type safe some cross compiler enums

Change 3187824 on 2016/11/04 by Rolando.Caloca

	DR - clang compile fix

Change 3187953 on 2016/11/04 by Rolando.Caloca

	DR - vk - Mac compile fix

Change 3188696 on 2016/11/07 by Mark.Satterthwaite

	Another iOS compile fix for new MetalViewport validation code.

Change 3188906 on 2016/11/07 by Rolando.Caloca

	DR - Show permutation of LUTBlender

Change 3189094 on 2016/11/07 by Chris.Bunner

	Fix RemoveAAJitter from projection matrix.
	#jira UE-37701, UE-38003

Change 3189134 on 2016/11/07 by Daniel.Wright

	Fix for CreateRenderTarget2D called in construction script during cooking

Change 3189145 on 2016/11/07 by Chris.Bunner

	Follow-up to CL 3186818, export UMaterialExpressionVectorNoise.

Change 3189239 on 2016/11/07 by Daniel.Wright

	Added show flag for Contact Shadows, disabled in planar reflections

Change 3189252 on 2016/11/07 by Daniel.Wright

	Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading

Change 3189406 on 2016/11/07 by Mark.Satterthwaite

	Really fix the last of the iOS compile errors from changes to the MetalViewport code.

Change 3190854 on 2016/11/08 by Ben.Woodhouse

	XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash)
	#jira UE-34264
	#fyi james.golding
	#fyi keith.judge

Change 3190962 on 2016/11/08 by Olaf.Piesche

	Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues

Change 3191959 on 2016/11/09 by Uriel.Doyon

	Removed some static primitives from the dynamic primitive handler for texture streaming.

Change 3193122 on 2016/11/10 by Chris.Bunner

	Always update non-preview material resources for use in code preview.
	#jira UE-38223

Change 3193190 on 2016/11/10 by Gil.Gribb

	UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame.
	#jira UE-36379

Change 3193523 on 2016/11/10 by Uriel.Doyon

	Fixed incorrect section bounds used for texture streaming.

Change 3193962 on 2016/11/10 by Uriel.Doyon

	Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time.

Change 3193974 on 2016/11/10 by Uriel.Doyon

	New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU.

Change 3194109 on 2016/11/10 by Uriel.Doyon

	Another patch on material bounds used for texture streaming.

Change 3194665 on 2016/11/11 by Chris.Bunner

	Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.

Change 3194734 on 2016/11/11 by Rolando.Caloca

	DR - vk - Simplified some texture casting

Change 3194867 on 2016/11/11 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3195176 on 2016/11/11 by Chris.Bunner

	Fixed incorrectly updated NVAPI error.

Change 3195425 on 2016/11/11 by Uriel.Doyon

	Fixed possible invalid level reference in the texture streamer

Change 3196512 on 2016/11/14 by Gil.Gribb

	Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3196750 on 2016/11/14 by Marcus.Wassmer

	Fix ordering problem with GPU cache transitions

Change 3196815 on 2016/11/14 by Daniel.Wright

	Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS

Change 3196818 on 2016/11/14 by Daniel.Wright

	Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory

Change 3196819 on 2016/11/14 by Daniel.Wright

	Volume lighting samples are allowed outside of the importance volume if their influence affects the volume.  Fixes black indirect lighting on movable components in maps with small importance volumes.
	Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers

Change 3197243 on 2016/11/14 by Uriel.Doyon

	Async Task For Updating static component LastRender time
	#jira UE-24268

Change 3197359 on 2016/11/14 by Daniel.Wright

	Added Inscattering Texture controls to ExponentialHeightFog
	* When InscatteringColorCubemap is specified, directional light inscattering is disabled
	* Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance
	* Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match)
	* Fog shader permutations based on what feature is enabled

Change 3198419 on 2016/11/15 by Chris.Bunner

	PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls.
	HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition,  refactoring common functions.
	Exposed RHICreateTargetableShaderResource3D.
	Moved some (translucent) volume rendering helpers to allow access in Slate.

Change 3198822 on 2016/11/15 by Daniel.Wright

	Mac compile fix

Change 3199509 on 2016/11/15 by Uriel.Doyon

	Added support for viewmode param asset name (and note just param value).
	Used to investigate texture streamer behavior.

Change 3199578 on 2016/11/15 by Rolando.Caloca

	DR - Add some shader resource tables to SCW when running with -directcompile

Change 3199698 on 2016/11/15 by Rolando.Caloca

	DR - vk - Refactor shader & descriptor bindings

Change 3199712 on 2016/11/15 by Rolando.Caloca

	DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader

Change 3199717 on 2016/11/15 by Rolando.Caloca

	DR - vk - Show hitching PSO info again

Change 3199750 on 2016/11/15 by Rolando.Caloca

	DR - SCW clang compile fixes

Change 3200353 on 2016/11/16 by Rolando.Caloca

	DR - vk - Mac fix

Change 3200358 on 2016/11/16 by Chris.Bunner

	Only allow UI composition on platforms we currently use it.

Change 3200823 on 2016/11/16 by Chris.Bunner

	Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing.
	#jira UE-38699

Change 3200947 on 2016/11/16 by Mark.Satterthwaite

	Fix UE-38695 by not trying to resize the viewport on the wrong thread.
	#jira UE-38695

Change 3201069 on 2016/11/16 by Daniel.Wright

	Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors

Change 3201346 on 2016/11/16 by Brian.Karis

	Temporal AA fix for correct edge gradients.

	Filtering now combined with importance sampling.
	Enabled Catmull-Rom resolve filter. Results are now slightly sharper.
	Fixed antighosting. Will yet require a dilation to be perfect.
	Optimized bicubic filtering to 5 taps instead of 9.
	Cleaned out unused code.

Change 3201369 on 2016/11/16 by Brian.Karis

	Bicubic texture sample

Change 3201522 on 2016/11/16 by Rolando.Caloca

	DR - vk - Fix static analysis issues

Change 3201878 on 2016/11/17 by Chris.Bunner

	Temporarily disable Nvapi HDR error logging.
	#jira UE-38529

Change 3202108 on 2016/11/17 by Simon.Tovey

	Assets with easy repro for flickering particles bug

Change 3202181 on 2016/11/17 by Rolando.Caloca

	DR - vk - CIS android fix

Change 3202325 on 2016/11/17 by Ben.Woodhouse

	Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850)
	 Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash)
	 #jira UE-34264

Change 3204394 on 2016/11/18 by Guillaume.Abadie

	PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke)

	#br Ben.Woodhouse

Change 3204428 on 2016/11/18 by Guillaume.Abadie

	Fixes a couple of issues in decals:

	* Crash in FDecalDrawingPolicyFactory::DrawMesh()
	* ActorPostion material expression
	* PixelNormalWS material expression
	* Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE

	#jira UE-38327, UE-38158, UE-37818, UE-37350

Change 3204429 on 2016/11/18 by Uriel.Doyon

	Darker default undefined accuracy.
	Reenabled the texture streaming build in the build all.

Change 3204458 on 2016/11/18 by Chris.Bunner

	Shader truncation warnings fix.

Change 3204459 on 2016/11/18 by Chris.Bunner

	Engine 'Passthrough' material fuction fix. V4 is now actually a V4.

Change 3204460 on 2016/11/18 by Chris.Bunner

	Correctly handle some known Nvapi warnings.
	#jira UE-38529

Change 3204653 on 2016/11/18 by Marc.Olano

	Helper functions for tiled textures

	Checking in for Ryan Brucks

Change 3204863 on 2016/11/18 by Arne.Schober

	DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation

Change 3204939 on 2016/11/18 by Arne.Schober

	DR - Make clang happy

Change 3204968 on 2016/11/18 by Arne.Schober

	DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset.

Change 3206293 on 2016/11/21 by Uriel.Doyon

	New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields.
	Set to true when the streamer can possibly load a mip in the near future.
	#jira UE-37787

Change 3206551 on 2016/11/21 by Chris.Bunner

	Added material update context when forcing all shaders to recompile.
	#jira UE-38481

Change 3206644 on 2016/11/21 by Benjamin.Hyder

	Updating Planar Reflection example in TM-Shadermodels.

Change 3206899 on 2016/11/21 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3206900 on 2016/11/21 by Rolando.Caloca

	DR - Added missing strings for shader formats

Change 3206983 on 2016/11/21 by Rolando.Caloca

	DR - vk - Support for SV_Coverage

Change 3207237 on 2016/11/22 by Simon.Tovey

	Exporting particle module base and a couple of child classes as it's commonly requested.

	#test compiles

Change 3207241 on 2016/11/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3207520 on 2016/11/22 by Ben.Woodhouse

	Cherry picked from //Fortnite/Main@3206301
	Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
	#jira FORT-31616
	#code_review keith.judge

Change 3207541 on 2016/11/22 by Ben.Woodhouse

	Cherry picked from //fortnite/Main@3207422
	* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
	* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
	* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
	#jira UE-38609

Change 3207654 on 2016/11/22 by Chris.Bunner

	Don't flag 16-bit PNG/JPG textures as sRGB on import.
	#jira UE-30279

Change 3208434 on 2016/11/22 by Rolando.Caloca

	DR - vk - UAV transitions

Change 3208490 on 2016/11/22 by Chris.Bunner

	Break material code sharing when we detect an unresolvable loop.
	By default change IsResultMA loop detection to stop on functions as we can determine type definitively.
	Unified IsResultMA detection across switch nodes.

Change 3208860 on 2016/11/23 by Rolando.Caloca

	DR - vk - Fix some format issues

Change 3209265 on 2016/11/23 by Arne.Schober

	DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface,
	We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object.
	One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType.
	And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState.
	Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface.
	Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now)

Change 3209305 on 2016/11/23 by Guillaume.Abadie

	Fix contact shadow's assemption on objects thickness

Change 3209334 on 2016/11/23 by Brian.Karis

	Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense.

Change 3209903 on 2016/11/24 by Guillaume.Abadie

	Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL

Change 3209973 on 2016/11/24 by Ben.Woodhouse

	Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/)

Change 3210023 on 2016/11/24 by Uriel.Doyon

	Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate.
	#jira UE-37210

Change 3210026 on 2016/11/24 by Ben.Woodhouse

	Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing

Change 3210049 on 2016/11/24 by Ben.Woodhouse

	Fix mac build

Change 3210071 on 2016/11/24 by Uriel.Doyon

	Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled.
	#jira UE-37542

Change 3210374 on 2016/11/25 by Ben.Woodhouse

	* Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled)

	* Move Decal rendertarget manager function implementations out of the header.
	#jira UE-38879

Change 3210390 on 2016/11/25 by Uriel.Doyon

	Fixed cubemap resourcesize not taking into account mipgen settings
	#jira UE-37045

Change 3210407 on 2016/11/25 by Uriel.Doyon

	"resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data.
	That can be used in combination with -buildlighting.

Change 3210563 on 2016/11/27 by Rolando.Caloca

	DR - vk - Integrate cached memory fixes and PF_D24 format fix
	#jira UE-39025
	PR #2974

Change 3210564 on 2016/11/27 by Rolando.Caloca

	DR - Fix for GL linker
	PR #2975
	#jira UE-39029

Change 3210592 on 2016/11/27 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3210597 on 2016/11/27 by Rolando.Caloca

	DR - vk - Prep for staging UB copies to GPU memory

Change 3210600 on 2016/11/27 by Rolando.Caloca

	DR - vk - Extract generic range code

Change 3210613 on 2016/11/27 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitOnDispatch

Change 3211054 on 2016/11/28 by Rolando.Caloca

	DR - vk - Missing reference

Change 3211330 on 2016/11/28 by Chris.Bunner

	Shader compile error for max texture coordinate count on skinned meshes.

Change 3211384 on 2016/11/28 by Arne.Schober

	DR - Enforce move on EnqueueRenderCommand Lambda

Change 3211431 on 2016/11/28 by Gil.Gribb

	Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3211738 on 2016/11/28 by Gil.Gribb

	IWYU fixes after merge

Change 3212231 on 2016/11/28 by Richard.Wallis

	Fix build errors

Change 3212253 on 2016/11/28 by Richard.Wallis

	Remove MacGraphicsSwitching plugin.

	#jira UE-37640

Change 3212310 on 2016/11/28 by Rolando.Caloca

	DR - vk - Update glslang to 1.0.33.0

Change 3212446 on 2016/11/28 by Guillaume.Abadie

	Implements PreviousFrameSwitch material expression

Change 3212594 on 2016/11/28 by Arne.Schober

	DR - Fix missing include

Change 3212681 on 2016/11/29 by Rolando.Caloca

	DR - vk - Auto flush for compute shader

Change 3213000 on 2016/11/29 by Gil.Gribb

	temp fix for PF_MAX

Change 3213161 on 2016/11/29 by Ben.Woodhouse

	Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714

	Using:
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/...
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/...
	 - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/...

	Changes from UE4-DX12:

	*** CL 3183818 ***
	Update D3D12 RHI to 4.14:
	 - Merged changes from Epic up until 10/20/16
	 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win.

	I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time.

	I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory.

	-Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared.

	-Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones.

	-Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch.

	-Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this.

	-Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call.

	I improved and cleaned up high freqency call stacks like:
	 - RHISetShaderTexture
	 - RHISetShaderResourceViewParameter
	 - RHISetShaderParameter
	 - RHISetUAVParameter

	In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc.

	-Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.

	-Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early.

	This work involved a couple changes:
	1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count
	2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed).

	-Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call.

	-Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12.

	-Delay load D3D12.dll and add root signature 1.1 support.

	-Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members.

	*** CL 3183824 ***
	Fix the D3D12 RHI after integrating UE 4.14 updates:
	- Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list.
	- Fixed a spelling error
	- Removed the need for bForceState, we use dirty bits now

	*** CL 3183830 ***
	- GetDebugFlags RHI extension, needed by XB1 movie player.
	- Only query memory info if stats are enabled
	- Add support for the engine's new RHISubmitCommandsAndFlushGPU function
	- Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter.

	*** CL 3183837 ***
	Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects.

	*** CL 3183931 ***
	Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0)

	*** CL 3183978 ***
	Update UBT Windows build settings:
	- Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events.

	-Delay load D3D12.dll and add root signature 1.1 support.

	*** CL 3184132 ***
	Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837.

	*** Changelist 3211714 ***
	Update D3D12 RHI with fixes:
	 - Check if we can reserve slots in GatherUniqueSamplerTables
	 - DirtyState more often in StateCache
	 - Remove InternalSetSamplerState. The alternate function isn't used.
	 - Allow MRTClear for arrays with holes in them
	 - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range
	 - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily.
	 - Resource transitions: go through Common between queues (3D <--> Compute)
	 - Fix initial state for placed resources.
	 - Merging epic

Change 3213250 on 2016/11/29 by Chris.Bunner

	GBufferHints tooltip fix.
	#jira UE-39103

Change 3213345 on 2016/11/29 by Gil.Gribb

	more IWYU fallout

Change 3213676 on 2016/11/29 by Rolando.Caloca

	DR - Fix incorrect texture getting cleared

Change 3213728 on 2016/11/29 by Rolando.Caloca

	DR - Lambda-ize

Change 3214461 on 2016/11/29 by Ben.Woodhouse

	Rollout August QFE4 XDK (required for latest DX12 changes on XB1)

Change 3215317 on 2016/11/30 by Daniel.Wright

	PS4 compile fix

Change 3216343 on 2016/11/30 by Arne.Schober

	DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals.

Change 3216844 on 2016/12/01 by Ben.Woodhouse

	Fix for static analysis warnings after discussion with Microsoft

Change 3216916 on 2016/12/01 by Gil.Gribb

	Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3217385 on 2016/12/01 by Arne.Schober

	DR - UE-39218, UE-39221, UE-39224  and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass

Change 3217464 on 2016/12/01 by Ben.Woodhouse

	Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor
	#jira UE-39225

Change 3217534 on 2016/12/01 by Arne.Schober

	DR - Fix Merge conflict

Change 3217581 on 2016/12/01 by Rolando.Caloca

	DR - Fix assert on debug

Change 3217741 on 2016/12/01 by Benjamin.Hyder

	Duplicate audio fix.

Change 3217890 on 2016/12/01 by Rolando.Caloca

	DR - Fix widget not rendering properly when hidden
	#jira UE-39221

Change 3218129 on 2016/12/01 by Arne.Schober

	DR - UE-39214 - Lod dither value as accidently cached accross the static draw list.

Change 3218759 on 2016/12/02 by Guillaume.Abadie

	Fixes editor compositing bug caused by alpha through post processing change 3209903

	#jira UE-39221

[CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -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
Marcus Wassmer
f52bdcc738 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985)
#lockdown Nick.Penwarden
#rb none

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

Change 3170391 on 2016/10/21 by Ben.Woodhouse

	Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens.

	#jira UE-37437
	#fyi rolando.caloca, marcus.wassmer

Change 3170659 on 2016/10/21 by Rolando.Caloca

	DR - vk - Prep work for state key changes

Change 3170676 on 2016/10/21 by Rolando.Caloca

	DR - vk - Reworked blend state keys
	- Added depth/stencil to pipeline key

Change 3170848 on 2016/10/21 by Daniel.Wright

	Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden.

Change 3170849 on 2016/10/21 by Daniel.Wright

	Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear

Change 3170995 on 2016/10/21 by Rolando.Caloca

	DR - vk - Show object on vulkan validation msgs

Change 3171085 on 2016/10/21 by Rolando.Caloca

	DR - vk - Fix pipelines being used with incompatible renderpasses

Change 3171159 on 2016/10/21 by Rolando.Caloca

	DR - vk - Fix layout when reading textures on CPU

Change 3171167 on 2016/10/21 by Rolando.Caloca

	DR - vk - compile fix

Change 3172462 on 2016/10/24 by Daniel.Wright

	Added a warning about shader compile times to the material tooltip

Change 3172463 on 2016/10/24 by Daniel.Wright

	Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh

Change 3172716 on 2016/10/24 by Brian.Karis

	Fix for crash UE-37369 when reimporting over a generated LOD.

Change 3172967 on 2016/10/24 by Rolando.Caloca

	DR - vk - Fix writing buffers while GPU was using them

Change 3174187 on 2016/10/25 by Olaf.Piesche

	UE-37020

Change 3174718 on 2016/10/26 by Rolando.Caloca

	DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k

Change 3175960 on 2016/10/26 by Rolando.Caloca

	DR - Added support for hlslcc header to have custom parsing

Change 3176611 on 2016/10/27 by David.Hill

	DrawWireCone  confusion:

	In response to a UDN, I'm updating confusing parameter names and comments for
	DrawWireCone() and DrawWireSphereCappedCone()

Change 3177111 on 2016/10/27 by Rolando.Caloca

	DR - vk - Fix timestamps for frame

Change 3177192 on 2016/10/27 by Arne.Schober

	DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState

Change 3177278 on 2016/10/27 by Olaf.Piesche

	UE-37484

Change 3177297 on 2016/10/27 by Rolando.Caloca

	DR - vk - Enable GRHISupportsBaseVertexIndex

Change 3177607 on 2016/10/27 by Rolando.Caloca

	DR - vk - SM4 UB prep

Change 3178052 on 2016/10/28 by Arne.Schober

	DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition.

Change 3178156 on 2016/10/28 by Rolando.Caloca

	DR - vk - Added query timer
	- Fixed inline issues

Change 3178158 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fixes for out of stencil bits

Change 3178462 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fixes for Elemental

Change 3179131 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fix for r.Vulkan.UseRealUBs

Change 3179139 on 2016/10/28 by Rolando.Caloca

	DR - vk - Move UB ring buffer to context

Change 3179145 on 2016/10/28 by Rolando.Caloca

	DR - vk - Fix buffer barriers

Change 3179888 on 2016/10/31 by Rolando.Caloca

	DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD

Change 3179923 on 2016/10/31 by Rolando.Caloca

	DR - vk - Wait for swapchain counter

Change 3180430 on 2016/10/31 by Rolando.Caloca

	DR - vk - Properly wait for occlusion queries/cmd buffer
	- Actual log error if trying to use occlusion queries out of order

Change 3180746 on 2016/10/31 by Rolando.Caloca

	DR - vk - Undo some waiting as it was on the wrong thread

Change 3182115 on 2016/11/01 by Rolando.Caloca

	DR - hlslcc Linux path fix

Change 3182118 on 2016/11/01 by Daniel.Wright

	Fixed global distance field seam artifacts from landscapes with no subsections

Change 3182368 on 2016/11/01 by Daniel.Wright

	Dynamic Indirect Shadows for static meshes using distance fields
	* These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost
	* Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project
	* New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility
	* New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar
	* The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation
	* DFAO from landscape is now done through the global distance field entirely.  Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues.

Change 3182408 on 2016/11/01 by Rolando.Caloca

	DR - vk - Reworked occlusion queries, fixes flickering on AMD

Change 3182585 on 2016/11/01 by Daniel.Wright

	PS4 compile fix

Change 3183151 on 2016/11/02 by Rolando.Caloca

	DR - vk - Fix issue when processing super quick cmd buffers

Change 3183160 on 2016/11/02 by Rolando.Caloca

	Dr - vk - Call reset queries outside render pass

Change 3183182 on 2016/11/02 by Rolando.Caloca

	DR - Switch clear

Change 3183194 on 2016/11/02 by Rolando.Caloca

	DR - Try to catch crash ahead of time

Change 3183268 on 2016/11/02 by Rolando.Caloca

	DR - vk - Rename RenderPassState to TransitionState

Change 3183440 on 2016/11/02 by Daniel.Wright

	Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow'

Change 3183793 on 2016/11/02 by Daniel.Wright

	Added ShadowResolutionScale to lightcomponent

Change 3183796 on 2016/11/02 by Daniel.Wright

	Improved bSimulatePhysics comment, with info on why it might be greyed out

Change 3183797 on 2016/11/02 by Daniel.Wright

	Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps.  Improves shadowmap utilization.

Change 3183915 on 2016/11/02 by Rolando.Caloca

	DR - vk - Remove redundant renderpasses

Change 3183991 on 2016/11/02 by Daniel.Wright

	Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only

Change 3184001 on 2016/11/02 by Daniel.Wright

	Better draw event for IndirectCapsuleShadows in stereo

Change 3184096 on 2016/11/02 by Chris.Bunner

	HDR for D3D11 - NVAPI toggle and encoding, UI compositing.
	Removed some outdated tonemamping cvars and modes.

Change 3184399 on 2016/11/02 by Daniel.Wright

	Static analysis workaround

Change 3184455 on 2016/11/02 by Mark.Satterthwaite

	Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration.
	#jira UE-38164

Change 3184953 on 2016/11/03 by Chris.Bunner

	Fixing CIS warnings.

[CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
Marcus Wassmer
fb641b18e9 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3169859)
#lockdown Nick.Penwarden
#rb none

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

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3154832 on 2016/10/07 by Rolando.Caloca

	DR - vk - Fix crash on framebuffers with missing textures

Change 3154838 on 2016/10/07 by Rolando.Caloca

	DR - vk - Enable clip distance

Change 3154840 on 2016/10/07 by Rolando.Caloca

	DR - Remove branch per codereview

Change 3155118 on 2016/10/07 by Rolando.Caloca

	DR - vk - Compute pipeline fixes

Change 3155129 on 2016/10/07 by Rolando.Caloca

	DR - Added draw events for reflection captures

Change 3155167 on 2016/10/07 by Rolando.Caloca

	DR - Use shader clear for platforms that can't use viewport or scissor

Change 3155168 on 2016/10/07 by Rolando.Caloca

	DR - vk - Added submit gpu
	- Some fixes for Geometry and Compute

Change 3155595 on 2016/10/07 by Rolando.Caloca

	DR - vk - Use new render pass system

Change 3155720 on 2016/10/07 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3155732 on 2016/10/07 by Rolando.Caloca

	DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear

Change 3156787 on 2016/10/10 by Rolando.Caloca

	DR - Fix mem leaks

Change 3156805 on 2016/10/10 by Rolando.Caloca

	DR - Improve check msg per licensee

Change 3156815 on 2016/10/10 by Rolando.Caloca

	DR - Fix infinite recursion

Change 3157041 on 2016/10/10 by Rolando.Caloca

	DR - vk - Fix key access from multiple threads

Change 3158253 on 2016/10/11 by Rolando.Caloca

	DR - Fix comment
	#jira UE-37128
	PR #2852

Change 3158606 on 2016/10/11 by Rolando.Caloca

	DR - vk - Accessors

Change 3160418 on 2016/10/12 by Daniel.Wright

	Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser

Change 3160644 on 2016/10/12 by Arne.Schober

	DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms.

Change 3161219 on 2016/10/13 by Luke.Thatcher

	[RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL.

Change 3161838 on 2016/10/13 by Daniel.Wright

	Fixed level getting added to the dirty list twice when legacy lightmaps are present

Change 3161884 on 2016/10/13 by Arne.Schober

	DR - Fix Mac and DCC build

Change 3162206 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593:
	Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal.
	Added CustomEyeTangent to material attributes.
	Resolved some hard-coded attribute typing and other minor fixes.

Change 3162491 on 2016/10/13 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397:
	More fixed type-casting on material attributes.
	Swapped compiler::forcecast booleans to flags (and fixed a regression).

Change 3163266 on 2016/10/14 by Daniel.Wright

	Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly

Change 3163524 on 2016/10/14 by Mark.Satterthwaite

	Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful.

Change 3163529 on 2016/10/14 by Mark.Satterthwaite

	Move the Metal shader source code and compilation path into the newly enlarged shader optional data.

Change 3163553 on 2016/10/14 by Mark.Satterthwaite

	Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system.
	#jira FORT-31590

Change 3163562 on 2016/10/14 by Mark.Satterthwaite

	Tidy up and extend the Metal debugging options:
	- Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU.
	- Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory.
	- Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely.
	- Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors.
	- Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API.
	- Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely.
	- Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time.
	- Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case.

Change 3163752 on 2016/10/14 by Mark.Satterthwaite

	Add missing parenthesis to fix compile error on iOS.

Change 3164151 on 2016/10/16 by Benjamin.Hyder

	Submitting TM-AutoLOD level to QAGame

	#jira UE-29618

Change 3164190 on 2016/10/16 by Uriel.Doyon

	Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture.
	This data can be disabled through "r.Streaming.UseMaterialData"
	Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes.
	Simplified component interface for using the texture streaming build framework.
	Removed intermediate texture streaming build data from the static mesh components.
	Fixed shader compilation errors with the decals (from merge with main).

Change 3164636 on 2016/10/17 by Rolando.Caloca

	DR - vk - Fix validation spam

Change 3164679 on 2016/10/17 by Arne.Schober

	DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area.

Change 3164705 on 2016/10/17 by Daniel.Wright

	When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches.  This optimization requires a lighting build to compute PrecomputedLightVolume bounds.

Change 3164834 on 2016/10/17 by Daniel.Wright

	Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)

Change 3164870 on 2016/10/17 by Arne.Schober

	DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer.

Change 3164949 on 2016/10/17 by Rolando.Caloca

	DR - vk - First version of pooled occlusion queries

Change 3165100 on 2016/10/17 by Rolando.Caloca

	DR - vk - Added driver version for Nvidia. AMD doesn't have one yet.

Change 3165160 on 2016/10/17 by Rolando.Caloca

	DR - vk - Fix for queries not ready

Change 3165230 on 2016/10/17 by Rolando.Caloca

	DR - vk - More fixes for occlusion queries

Change 3165839 on 2016/10/18 by Rolando.Caloca

	DR - hlslcc - Fix default parameters getting wrong values

Change 3166029 on 2016/10/18 by Rolando.Caloca

	DR - Switch some clears to DrawClearQuad()

Change 3166066 on 2016/10/18 by Mark.Satterthwaite

	Update ShaderVersion due to CL #3163524

Change 3166067 on 2016/10/18 by Mark.Satterthwaite

	Update Mac hlslcc for RCO's 3165839.

Change 3166370 on 2016/10/18 by Brian.Karis

	Improved hair AA

Change 3166389 on 2016/10/18 by Uriel.Doyon

	Fixed lightmap having bigger resolutions than the engine can handle
	#jira UE-34737
	#review-3166193 @daniel.wright

Change 3166495 on 2016/10/18 by Rolando.Caloca

	DR - vk - Fix occlusion queries

Change 3166516 on 2016/10/18 by Arne.Schober

	DR - Fix shaderbuild issue

Change 3166650 on 2016/10/18 by Rolando.Caloca

	DR - vk - Enable GRHISupportsFirstInstance

Change 3166799 on 2016/10/18 by Arne.Schober

	DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO

Change 3167855 on 2016/10/19 by Rolando.Caloca

	DR - vk - Implemented texture streaming

Change 3168365 on 2016/10/19 by Rolando.Caloca

	DR - Fix static analysis

Change 3168405 on 2016/10/19 by Mark.Satterthwaite

	Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky.
	#jira UE-37489

Change 3169467 on 2016/10/20 by Arne.Schober

	DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling.

Change 3169478 on 2016/10/20 by Arne.Schober

	DR - UE-28039 - missing comment

Change 3169845 on 2016/10/20 by Arne.Schober

	DR - UE-35937 - readd Merged out check

Change 3169859 on 2016/10/20 by Rolando.Caloca

	DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database

[CL 3170066 by Marcus Wassmer in Main branch]
2016-10-20 20:09:22 -04:00
Gil Gribb
ab5d7150f4 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none

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

Change 3122543 on 2016/09/13 by Ben.Woodhouse

	Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.

	#jira UE-35878

Change 3122544 on 2016/09/13 by Ben.Woodhouse

	Shadow stencil optimisation with cvar (enabled by default)

	Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.

	This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)

	Shadow projection GPU time profiling :
	Test map with 35 characters, stationary directional light
	  - 4ms-2ms on XB1
	  - 2.5ms to 0.9ms on PC (r9-390X)
	  - 3ms-2ms on PS4

	Paragon PS4 (roughly 20% reduced - from ~0.39ms)

Change 3122687 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES31 crash

Change 3122691 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fixes for SDK 1.0.26.0

Change 3122778 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3122921 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES3.1

Change 3122925 on 2016/09/13 by Ben.Woodhouse

	Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
	#jira UE-35904

Change 3123016 on 2016/09/13 by Chris.Bunner

	Fixed adaptive tessellation, broken by CL 3089208 refactor.
	#jira UE-35341

Change 3123079 on 2016/09/13 by Rolando.Caloca

	DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)

Change 3123503 on 2016/09/13 by David.Hill

	#jira UE-25623
	converted a check() to checkf() to include better diagnostic information.

Change 3123617 on 2016/09/13 by Guillaume.Abadie

	Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.

	#jira UE-35128

Change 3123743 on 2016/09/13 by Brian.Karis

	Separate mesh reduction interfaces for static and skeletal.

	Zero bad tangents from input mesh.

Change 3125378 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.

Change 3125527 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix UT build and mac

Change 3125741 on 2016/09/14 by Rolando.Caloca

	DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)

Change 3125763 on 2016/09/14 by Rolando.Caloca

	DR - vk - Added new Renderpass cache
	- Fix buffer barrier warning

Change 3125769 on 2016/09/14 by Rolando.Caloca

	DR - Renamed cvar to r.DumpSCWQueuedJobs

Change 3125771 on 2016/09/14 by Rolando.Caloca

	DR - Added support for SV_ClipDistance on GL3 & 4

Change 3125792 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Odin and PS4

Change 3125880 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Fortnite

Change 3125968 on 2016/09/14 by Brian.Karis

	Removed comment

Change 3126315 on 2016/09/15 by Ben.Woodhouse

	GPU profiler robustness
	-  Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
	- Simplify gathering logic
	- Fix race condition where we could read back queries before they're submitted on the RHI thread.
	- Fix for movie player stat gathering - disable gathering outside of the main engine tick
	#jira UE-35975

Change 3126792 on 2016/09/15 by Rolando.Caloca

	DR - vk - Release render pass cache

Change 3126804 on 2016/09/15 by Rolando.Caloca

	DR - vk - Fix UpdateTexture2D()
	#jira UE-34151

Change 3126884 on 2016/09/15 by Rolando.Caloca

	DR - vk - Compile fix

Change 3126953 on 2016/09/15 by Rolando.Caloca

	DR - Enable GPU capture when running OpenGL under RenderDoc
	- Will also set the memory mode to non coherent so not to kill performance on RenderDoc

Change 3126966 on 2016/09/15 by Rolando.Caloca

	DR - Allow cooking for Vulkan SM4 to help with packaging

Change 3127082 on 2016/09/15 by Guillaume.Abadie

	Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.

	#jira UE-35367, UE-33602, UE-33603, UE-33604
	#review-3125887 @brian.karis

Change 3127130 on 2016/09/15 by Mark.Satterthwaite

	Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3127475 on 2016/09/15 by Rolando.Caloca

	DR - vk - Debug dump

Change 3128131 on 2016/09/16 by Ben.Woodhouse

	(Integrated from //UE4/Private-Partner-NREAL/...)

	Alpha output support for postprocess materials (optional via a parameter)

	Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)

Change 3128135 on 2016/09/16 by Ben.Woodhouse

	GPU profiler (PS4) - remove bubbles between commandlist submissions from query times

	Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)

	Also fixes some potential precision issues with unit GPU timing

Change 3128247 on 2016/09/16 by Rolando.Caloca

	DR - vk - Cache framebuffers

Change 3128593 on 2016/09/16 by Rolando.Caloca

	DR - vk - Fix for crash loading map
	#jira UE-36072

Change 3128759 on 2016/09/16 by Mark.Satterthwaite

	Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.

Change 3130236 on 2016/09/19 by Chris.Bunner

	Exposed full SceneCaptureComponent classes instead of select methods.
	#jira UE-35996

Change 3130388 on 2016/09/19 by Rolando.Caloca

	DR - Avoid crash when adding dynamic primitives
	#jira UE-35327

Change 3130393 on 2016/09/19 by Marc.Olano

	Improve vector noise tooltips & documentation

Change 3130547 on 2016/09/19 by Ben.Woodhouse

	Fix for ensure fail when initializing point light shadowmaps.

	This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.

	I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
	#jira UE-35837

Change 3130578 on 2016/09/19 by Daniel.Wright

	Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL

Change 3130682 on 2016/09/19 by Rolando.Caloca

	DR - Better fix for UE-35327
	#jira UE-35327

Change 3130767 on 2016/09/19 by Uriel.Doyon

	Better handling of color array in VisualizeComplexity code to prevent assert.
	#jira UE-29332

Change 3130965 on 2016/09/19 by Arne.Schober

	DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.

Change 3130967 on 2016/09/19 by Chris.Bunner

	Hid redundant texture sampler properties from texture object parameter.
	Hid redundant texture property input on texture parameter nodes.
	Fixed copy-paste error in expression texture parameter docs.
	#jira UE-32724

Change 3131118 on 2016/09/19 by Mark.Satterthwaite

	Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3131153 on 2016/09/19 by Rolando.Caloca

	DR - Fix recompute normals when triangles have a LHS tangent basis

	Integrate from 3028634
	- Also make meshes that don't have morphs be able to run through the recompute normals path
	#jira UE-35472

Change 3131228 on 2016/09/19 by Mark.Satterthwaite

	Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
	#jira UE-35240

Change 3131246 on 2016/09/19 by Rolando.Caloca

	DR - Shrink gpu skinning permutations

Change 3131261 on 2016/09/19 by Mark.Satterthwaite

	Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
	ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.

Change 3131265 on 2016/09/19 by Mark.Satterthwaite

	Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.

Change 3131271 on 2016/09/19 by Mark.Satterthwaite

	Use private memory for the Metal stencil SRV workaround needed on El Capitan.

Change 3131273 on 2016/09/19 by Mark.Satterthwaite

	Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.

Change 3131280 on 2016/09/19 by Mark.Satterthwaite

	For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.

Change 3131283 on 2016/09/19 by Mark.Satterthwaite

	Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.

Change 3131402 on 2016/09/19 by Rolando.Caloca

	DR - Disambiguate callstack
	#jira UE-34415

Change 3131469 on 2016/09/19 by Rolando.Caloca

	DR - vk - Check if we can allocate descriptors off a pool

Change 3131482 on 2016/09/19 by Rolando.Caloca

	DR - vk - Remove unused var

Change 3131506 on 2016/09/19 by Mark.Satterthwaite

	With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.

Change 3131536 on 2016/09/19 by Rolando.Caloca

	DR - vk - Compile fix

Change 3131564 on 2016/09/19 by Rolando.Caloca

	DR - vk - Submit Hint
	- Disable framebuffer recycling as its causing a hang

Change 3131625 on 2016/09/19 by Mark.Satterthwaite

	Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.

Change 3131630 on 2016/09/19 by Mark.Satterthwaite

	More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.

Change 3131955 on 2016/09/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3131978 on 2016/09/20 by Gil.Gribb

	CIS fix

Change 3132584 on 2016/09/20 by Ben.Woodhouse

	Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling

	#jira UE-35937

Change 3132696 on 2016/09/20 by Mark.Satterthwaite

	Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.

Change 3132772 on 2016/09/20 by Mark.Satterthwaite

	Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.

Change 3132870 on 2016/09/20 by Ben.Woodhouse

	Fix mac compile error

Change 3133049 on 2016/09/20 by Brian.Karis

	Changed light source shapes in reflection captures to use alpha

Change 3133057 on 2016/09/20 by Brian.Karis

	Alphaed out on spot light cone as well.

Change 3133263 on 2016/09/20 by Rolando.Caloca

	DR - vk - Debug names for objects

Change 3133292 on 2016/09/20 by Rolando.Caloca

	DR - vk - Fix SRGB upload/formats

Change 3133395 on 2016/09/20 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3134026 on 2016/09/21 by Gil.Gribb

	Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3134730 on 2016/09/21 by Arne.Schober

	DR - [UE-34481] - Fix minor brokenness found by Gil

Change 3134792 on 2016/09/21 by Chris.Bunner

	Fixed compile errors for non-editor builds.

Change 3135214 on 2016/09/21 by Rolando.Caloca

	DR - vk - Fix visualize texture
	- Dump memory when OOM (to track leaks)

Change 3135225 on 2016/09/21 by Rolando.Caloca

	DR - vk - Ensure on exit if mem leak
	- Update fences if running wait for idle

Change 3135672 on 2016/09/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3135793 on 2016/09/22 by Rolando.Caloca

	DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer

Change 3135816 on 2016/09/22 by Rolando.Caloca

	DR - Add names for d3d on renderdoc

Change 3135894 on 2016/09/22 by Chris.Bunner

	Fixed initialization order warning.

Change 3136024 on 2016/09/22 by Rolando.Caloca

	DR - vk - Fix stencil faces

Change 3136042 on 2016/09/22 by Marcus.Wassmer

	Fix compile error

Change 3136046 on 2016/09/22 by Chris.Bunner

	Renamed material for PostTonemapHDRColor visualization to reflect actual usage.

Change 3136308 on 2016/09/22 by Uriel.Doyon

	Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
	#jira UE-36094

Change 3136798 on 2016/09/22 by Chris.Bunner

	Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.

Change 3137092 on 2016/09/22 by Rolando.Caloca

	DR - vk - Rename pipeline to gfx pipeline

Change 3137263 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135157:
	Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
	#jira FORT-30061

Change 3137265 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135169:
	Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).

Change 3137266 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135237:
	Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.

Change 3137268 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3136033:
	To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
	Fix GPU selection code in MetalRHI to confirm everything is working.
	#jira FORT-30385

Change 3137269 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3137164:
	Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
	#jira FORT-30377

Change 3137606 on 2016/09/23 by Gil.Gribb

	Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3137936 on 2016/09/23 by Rolando.Caloca

	DR - Split RHICmdList clear into color & ds in prep for changes

Change 3138346 on 2016/09/23 by Rolando.Caloca

	DR - vk - Some renaming and splitting classes in prep for compute

Change 3138628 on 2016/09/23 by Rolando.Caloca

	DR - vk - Fix mem leak on framebuffers

Change 3138721 on 2016/09/23 by Daniel.Wright

	Better comment for r.DefaultFeature.AntiAliasing

Change 3138722 on 2016/09/23 by Daniel.Wright

	Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface

Change 3138723 on 2016/09/23 by Daniel.Wright

	Corrected GC doc

Change 3138892 on 2016/09/23 by Daniel.Wright

	Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build

Change 3138905 on 2016/09/23 by Daniel.Wright

	"Optimizations" -> "Optimization Viewmodes"

Change 3138939 on 2016/09/23 by Daniel.Wright

	Disabled the stationary light overlap viewmode with forward shading

Change 3139710 on 2016/09/26 by Rolando.Caloca

	DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture

Change 3139820 on 2016/09/26 by Rolando.Caloca

	DR - Remove prefix from shader frequency strings

Change 3139828 on 2016/09/26 by Marcus.Wassmer

	Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.

Change 3139840 on 2016/09/26 by Benjamin.Hyder

	Adding VectorNoise Examples to TM-Noise map

Change 3139862 on 2016/09/26 by Rolando.Caloca

	DR - Better log to track down crash
	#jira UE-36271

Change 3140142 on 2016/09/26 by Rolando.Caloca

	DR - Fix clang warning

Change 3140145 on 2016/09/26 by Rolando.Caloca

	DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters

Change 3140360 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios and lightmaps moved to separate package
	* Levels can be marked as lighting scenarios (eg Day, Night).  Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden.  Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
	* Most outputs of the lighting build now go into a separate _BuiltData package.  This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
	* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package.  This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both).  This also means that lightmaps for a streaming level will not be streamed with it.
	* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
	* Reflection captures and precomputed visibility were not moved to the separate package.  Reflection captures are force updated on load of a lighting scenario level, which can increase load times.

Change 3140361 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios UI

Change 3140582 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140166
	Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
	#jira FORT-30551

Change 3140584 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140131:
	Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
	#jira FORT-30622

Change 3140586 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140450:
	Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
	#jira FORT-30649

Change 3140594 on 2016/09/26 by Zabir.Hoque

	Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.

Change 3140601 on 2016/09/26 by Marcus.Wassmer

	New 'Cinematic' Scalability level.  Remove unused 'new' motionblur CVAR

Change 3140602 on 2016/09/26 by Zabir.Hoque

	CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.

	#Tests: Fix was tested by licensee (GearBox).

Change 3140622 on 2016/09/26 by Rolando.Caloca

	DR - vk - More prep for sm5

Change 3140765 on 2016/09/26 by Rolando.Caloca

	DR - Fix ensure from bad clear depth surface

Change 3141251 on 2016/09/27 by Rolando.Caloca

	DR - vk - Rename & cleanup

Change 3141394 on 2016/09/27 by Rolando.Caloca

	DR - vk - Compute pipeline state

Change 3141463 on 2016/09/27 by Mark.Satterthwaite

	Fix the include order to avoid compile errors on Mac.

Change 3141529 on 2016/09/27 by Gil.Gribb

	Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3141830 on 2016/09/27 by zachary.wilson

	Adding testing content for lighting scenarios to collaborate with Ben

Change 3141941 on 2016/09/27 by Olaf.Piesche

	Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.

Change 3142035 on 2016/09/27 by Olaf.Piesche

	Fix compiler error from silly leftover bit of code.

Change 3142065 on 2016/09/27 by Benjamin.Hyder

	Updating Lighting Scenario map

Change 3142262 on 2016/09/27 by Mark.Satterthwaite

	Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
	On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
	On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
	#jira UE-35749

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3142397 on 2016/09/27 by Mark.Satterthwaite

	Update hlslcc for Mac including RCO's changes in CL #3142292.
	#jira UE-31438

Change 3142438 on 2016/09/27 by Daniel.Wright

	UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking

Change 3142452 on 2016/09/27 by Rolando.Caloca

	DR - Proper support for int defines

Change 3142519 on 2016/09/27 by Arne.Schober

	DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.

Change 3142537 on 2016/09/27 by Daniel.Wright

	Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset

Change 3142691 on 2016/09/27 by Daniel.Wright

	Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content

Change 3142711 on 2016/09/27 by Daniel.Wright

	GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser

Change 3142712 on 2016/09/27 by Daniel.Wright

	Separate category for ParticleCutout properties

Change 3142762 on 2016/09/27 by Uriel.Doyon

	Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
	The density are computed by the engine but can be overridden by the user in the material tabs.

	Texture streaming intermediate component data is now per material instead of per lod-section.

	New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
	This is currently used to show which UV channel and which texture index is being
	shown in the texture streaming accuracy viewmodes.
	This replaces r.Streaming.AnalysisIndex

	Renamed texture streaming viewmodes:
	MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
	MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
	MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales

	Improved UV density computation and viewmode.

	LightmapUVDensity is now computed separately from UVChannel Density.

	Fixed texture streaming for instanced static mesh component and derived types.

Change 3143464 on 2016/09/28 by Daniel.Wright

	Removed 'experimental' from forward shading setting

Change 3143508 on 2016/09/28 by Chris.Bunner

	Added component type handling to FoldedMath and Length material expressions.
	#jira UE-36304

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3143563 on 2016/09/28 by Rolando.Caloca

	DR - vk - Force hlslcc re-link

Change 3143648 on 2016/09/28 by Daniel.Wright

	Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.

Change 3143661 on 2016/09/28 by Chris.Bunner

	Warning fix.

Change 3143723 on 2016/09/28 by Daniel.Wright

	DumpUnbuiltLightIteractions after lighting build for debugging

Change 3143822 on 2016/09/28 by Arne.Schober

	DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.

Change 3143860 on 2016/09/28 by Benjamin.Hyder

	Updating TM-Noise map to include 3d noise examples

Change 3143939 on 2016/09/28 by Rolando.Caloca

	DR - vk - Better debugging of submissions
	- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs

Change 3144006 on 2016/09/28 by Brian.Karis

	Fixed PixelError not being set correctly with LOD groups.

	Removed unneeded Simplygon references.
	Mesh reduction module can now be chosen by name with r.MeshReductionModule

Change 3144026 on 2016/09/28 by Benjamin.Hyder

	Updating QA-Effects map to correct numbering issue

Change 3144098 on 2016/09/28 by Arne.Schober

	DR - ViewMatrices Refactoring - Fix UT

Change 3144158 on 2016/09/28 by Rolando.Caloca

	DR - Undo splitting RHI command context

Change 3144952 on 2016/09/29 by Rolando.Caloca

	DR - vk - Missing swapchain flag

Change 3145064 on 2016/09/29 by Olaf.Piesche

	#jira UE-36091

	Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3145485 on 2016/09/29 by Daniel.Wright

	Made SeamlessTravelLoadCallback handle legacy lightmaps

Change 3145527 on 2016/09/29 by Daniel.Wright

	Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel

Change 3145530 on 2016/09/29 by Simon.Tovey

	UE-36188 - Editor crash when updating hierarchical instance static mesh component

	Dirtied render state rather than unsafe update of bounds.

Change 3145608 on 2016/09/29 by Gil.Gribb

	Attempt to fix a random compiler error under win32

Change 3145749 on 2016/09/29 by Uriel.Doyon

	Fix for static analysis warning

Change 3146091 on 2016/09/29 by Zabir.Hoque

	RHI Interface changes to support PSO based APIs

Change 3146092 on 2016/09/29 by Zabir.Hoque

	D3D12 RHI support for PSO based APIs.

Change 3146590 on 2016/09/30 by Gil.Gribb

	Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3146731 on 2016/09/30 by Rolando.Caloca

	DR - Fix merge conflicts

Change 3146778 on 2016/09/30 by Rolando.Caloca

	DR - More integration compile fixes

Change 3146790 on 2016/09/30 by Rolando.Caloca

	DR - Integration fix

Change 3146849 on 2016/09/30 by Rolando.Caloca

	DR - Final integration fix

Change 3146899 on 2016/09/30 by Daniel.Wright

	Static analysis fix for dereferencing World

Change 3147020 on 2016/09/30 by Rolando.Caloca

	DR - vk - Fix depth issue on AMD cards
	- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
	- Added num color attachments to pipeline key

Change 3147034 on 2016/09/30 by Rolando.Caloca

	DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
	#jira UE-36277
	#jira UE-36500

Change 3147080 on 2016/09/30 by Rolando.Caloca

	DR - vk - Disable debug info by default

Change 3147082 on 2016/09/30 by Chris.Bunner

	Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
	#jira UE-36491

Change 3147388 on 2016/09/30 by Chris.Bunner

	Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
	#jira UE-35288

Change 3147394 on 2016/09/30 by Chris.Bunner

	Additional logging for rare error.
	#jira UE-35812

Change 3147459 on 2016/09/30 by Rolando.Caloca

	DR - vk - Some more srgb formats

Change 3147537 on 2016/09/30 by Rolando.Caloca

	DR - vk - Standarize srgb flag like D3D11
	- Minor FVulkanShader cleanup

Change 3147620 on 2016/09/30 by Olaf.Piesche

	#jira UE=34486
	particle component tick function task can be invalid during pause; add check

Change 3148028 on 2016/10/01 by Daniel.Wright

	Renamed RenderingSettings.cpp to match header

Change 3148059 on 2016/10/01 by Daniel.Wright

	Disabled reparenting in the profiler which is disorienting

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3148069 on 2016/10/01 by Daniel.Wright

	Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars

Change 3148072 on 2016/10/01 by Daniel.Wright

	Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing.  r.ReflectionEnvironmentLightmapMixBasedOnRoughness

Change 3148073 on 2016/10/01 by Daniel.Wright

	r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream

Change 3148074 on 2016/10/01 by Daniel.Wright

	Enabled planar reflection receiving on the material used for the preview of a APlanarReflection

Change 3148084 on 2016/10/01 by Daniel.Wright

	Fixed reflections on Surface TranslucencyVolume in deferred

Change 3148085 on 2016/10/01 by Daniel.Wright

	Fixed planar reflection composite being done too many times in stereo deferred

Change 3148086 on 2016/10/01 by Daniel.Wright

	Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.

Change 3148107 on 2016/10/01 by Daniel.Wright

	CIS fix

Change 3148113 on 2016/10/01 by Daniel.Wright

	Translucency lighting modes for forward shading
	* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway

Change 3148306 on 2016/10/02 by Rolando.Caloca

	DR - vk - Fix for some NV drivers on Win10

Change 3148307 on 2016/10/02 by Rolando.Caloca

	DR - vk - Compute pipeline

Change 3148358 on 2016/10/02 by Rolando.Caloca

	DR - vk - Consolidate and renumber enum for binding types

Change 3148396 on 2016/10/03 by Rolando.Caloca

	DR - vk - Warning fix

Change 3148697 on 2016/10/03 by Benjamin.Hyder

	Submitting M_Chromebal after enabling planar reflectionsl

Change 3148799 on 2016/10/03 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3148934 on 2016/10/03 by Chris.Bunner

	Added pre-skinned local position material graph node, vertex shader only.

Change 3148994 on 2016/10/03 by Chris.Bunner

	Added missing header file.

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3149095 on 2016/10/03 by Rolando.Caloca

	DR - vk - Disable new render passes

Change 3149125 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix for multiple memory types

Change 3149181 on 2016/10/03 by Rolando.Caloca

	DR - Better message when missing pipelines

Change 3149215 on 2016/10/03 by Rolando.Caloca

	DR - RHIClearColor -> RHIClearColorTexture
	#tests Orion Editor run match on Agora_P

Change 3149288 on 2016/10/03 by Chris.Bunner

	Added PreTonemapHDRColor for buffer visualization and target output.
	#jira UE-36333

Change 3149402 on 2016/10/03 by Daniel.Wright

	Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)

Change 3149403 on 2016/10/03 by Daniel.Wright

	Forward lighting supports lighting channels

Change 3149574 on 2016/10/03 by Marcus.Wassmer

	PR #2817: Ansel/Photography system (Contributed by adamnv)
	Modified to become a plugin

Change 3149615 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix PF_G16R16 which fixes reflections

Change 3149639 on 2016/10/03 by Olaf.Piesche

	Adding more ensures to catch NaNs occasionally appearing in particle locations early

Change 3149745 on 2016/10/03 by Uriel.Doyon

	Moved UVDensity computation in the staticmesh DDC.

Change 3149749 on 2016/10/03 by Daniel.Wright

	Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility

Change 3149755 on 2016/10/03 by Benjamin.Hyder

	Checking in built lighting for QA-postprocessing

Change 3149758 on 2016/10/03 by Benjamin.Hyder

	re-submitting built lighting for QA-PostProcessing

Change 3149940 on 2016/10/04 by Gil.Gribb

	Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3150098 on 2016/10/04 by Marcus.Wassmer

	Fix some clang and win32 errors

Change 3150323 on 2016/10/04 by Rolando.Caloca

	DR - vk - Static analysis fix

Change 3150456 on 2016/10/04 by Daniel.Wright

	Revert temp logs

Change 3150731 on 2016/10/04 by Daniel.Wright

	Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid

Change 3150795 on 2016/10/04 by Marcus.Wassmer

	Fix RHIClearUAV and Drawindirect bugs on PS4.
	Also fix PS4 compile error from bad merge.

Change 3151065 on 2016/10/04 by Ben.Marsh

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

Change 3151134 on 2016/10/04 by Brian.Karis

	Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.

Change 3151201 on 2016/10/04 by Marcus.Wassmer

	Nvidia approved icon for ansel plugin.

Change 3151240 on 2016/10/04 by Marcus.Wassmer

	Fix string concat build error.

Change 3151258 on 2016/10/04 by Ben.Marsh

	Fix compile error.

Change 3151290 on 2016/10/04 by Marcus.Wassmer

	Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.

Change 3152104 on 2016/10/05 by Chris.Bunner

	Workaround for legacy BreakMA material node invalid component masks.
	#jira UE-36832

Change 3152130 on 2016/10/05 by Ben.Woodhouse

	Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
	#jira UE-35890

Change 3152240 on 2016/10/05 by Rolando.Caloca

	DR - Fix for missing gizmo colors
	#jira UE-36515

Change 3152338 on 2016/10/05 by Daniel.Wright

	Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker

Change 3152833 on 2016/10/05 by Brian.Karis

	Improved precision of quadrics. Fixes bad triangles on large meshes

Change 3153376 on 2016/10/06 by Rolando.Caloca

	DR - Fix for SM4 missing pipelines fallout

Change 3153650 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3153656 on 2016/10/06 by Uriel.Doyon

	Fixed main integration compilation issues.
	Some of the Mesh UVDensity UI is temporary disabled.

Change 3153725 on 2016/10/06 by Uriel.Doyon

	Fixed crash when source data is missing for lightmaps
	#jira UE-36157

Change 3153998 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)

Change 3154056 on 2016/10/06 by Marcus.Wassmer

	Fix compile errors from merge.  Also restore some light scencario code

Change 3154176 on 2016/10/06 by Marcus.Wassmer

	Fix deprecation warning

Change 3154252 on 2016/10/06 by Marcus.Wassmer

	Fix more deprecation warnings

Change 3154632 on 2016/10/07 by Chris.Bunner

	Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
	#jira UE-37002

[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
Nick Whiting
63c8a665fa Copying //UE4/Odin-Staging to Main (//UE4/Main)
#lockdown nick.penwarden
#rb Merge

[CL 3118827 by Nick Whiting in Main branch]
2016-09-08 20:14:18 -04:00
Ben Marsh
b59ee3ed20 Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355)
#lockdown Nick.Penwarden
#rb none

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

Change 3088355 on 2016/08/13 by Max.Preussner

	Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)

	#jira UE-34643

Change 3088331 on 2016/08/13 by Max.Preussner

	Media: Fixed Failing to load Precached Media Source (UE-34285)

	#jira UE-34285

Change 3088202 on 2016/08/12 by Zabir.Hoque

	Porting DX12 Fix from MS:

	Update D3D12 RHI for 4.13
	 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.

	#jira UE-0

Change 3088149 on 2016/08/12 by Mark.Satterthwaite

	Duplicate CL #3087991:
	Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
	- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
	- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
	- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
	- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
	- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
	- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
	- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
	- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
	- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
	#jira UE-34315

Change 3088131 on 2016/08/12 by Chris.Babcock

	Fix iterative deploy for new ADB
	#jira UE-34638
	#ue4
	#android

Change 3088106 on 2016/08/12 by Dan.Oconnor

	Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
	#jira UE-34564

Change 3088099 on 2016/08/12 by Zabir.Hoque

	Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.

	#Jira UE-27026

Change 3088072 on 2016/08/12 by Max.Chen

	Sequencer: Level editor camera cut flag is now a one way gate

	This resolves issues to do with the flag being erroneously reset by external forces.

	#jira UE-33875

Change 3088031 on 2016/08/12 by Jeff.Campeau

	Fix WinXP build issues in WmfMedia and SteamVR plugins.

	#jira UE-32421

Change 3088025 on 2016/08/12 by Tom.Looman

	Updated VR Template with new VR device ID blueprint node.

	#jira ue-34592

Change 3088023 on 2016/08/12 by Tom.Looman

	Added PS Move input handling support to VR Template.

	#jira UE-34188

Change 3087989 on 2016/08/12 by Michael.Trepka

	Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.

	#jira UE-34581

Change 3087907 on 2016/08/12 by mason.seay

	New test assets for sub instance testing

	#jira UE-29618

Change 3087812 on 2016/08/12 by Maciej.Mroz

	#jira UE-34247 Nativized UMG assets not visible

	Redone cl#3087726 from Dev-Blueprints

Change 3087810 on 2016/08/12 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
	Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
	Allows one to set the minimum output color from reprojection processing.  Can be used to mitigate certain artifacts (dark smearing, reprojection edges).  See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
	#review-3087760 @nick.whiting
	#jira UEVR-13

Change 3087795 on 2016/08/12 by Mitchell.Wilson

	Added project thumbnail to subway sequencer.
	Added thumbnails to subway sequencer levels.
	Re-saved multiple files to resolve empty engine version and nodeguid warnings.
	#jira UE-34521 UE-34519

Change 3087730 on 2016/08/12 by Michael.Trepka

	Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml

	#jira UE-34548

Change 3087699 on 2016/08/12 by Jeff.Campeau

	Make resource generation fault tolerant of unset config values.

	#jira UE-34614

Change 3087690 on 2016/08/12 by Mitchell.Wilson

	Added a thumbnail for the BlueprintRenderToTarget level.
	#jira UE-34544

Change 3087688 on 2016/08/12 by Marc.Audy

	Fix headshot crash when tearing down physics when not registered
	#jira UE-32935

Change 3087615 on 2016/08/12 by Ben.Woodhouse

	Fix for crash in shadowsetup when frustum is invalid
	#jira UE-33014

Change 3087607 on 2016/08/12 by Max.Chen

	Sequencer: Fix Import/Export FBX

	- Import FBX now maps arbitrary float properties as well as the transform
	- Import/Export FBX now consistently operates on selected nodes or all nodes
	- Fixed exported node names so that they're consistent with Sequencer node names

	#jira UETOOL-534

Change 3087586 on 2016/08/12 by Chris.Babcock

	Add HUAWEI_Mali device model recognition for Vulkan
	#jira UE-34610
	#ue4
	#android

Change 3087529 on 2016/08/12 by Jurre.deBaare

	Fix for crash when start index != 0 and sampling at a different rate
	#jira UE-34637

Change 3087519 on 2016/08/12 by Ben.Marsh

	Pass the -ignorejunk flag on to child UBT instance when running a clean.

Change 3087455 on 2016/08/12 by Jurre.deBaare

	Alembic importer plugin needs proper logo
	#fix Replaced icon with inverted official Alembic logo
	#jira UE-34474

Change 3087360 on 2016/08/12 by Ben.Marsh

	Print out the UBT command line before running it, to help diagnose -ignorejunk problem.

Change 3087285 on 2016/08/12 by Lina.Halper

	- Add which animation it fails to compress
	- Make sure it doesn't go in there unless you have skeleton

	#jira: UE-34490

Change 3087237 on 2016/08/12 by Alex.Delesky

	#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.

Change 3087215 on 2016/08/12 by danny.bouimad

	#jira UE-29618 updated QA-AnimProfiles again...

Change 3087212 on 2016/08/12 by Danny.Bouimad

	#jira UE-29618 updated TM-PhysicalAnimProfiles again

Change 3087200 on 2016/08/12 by Robert.Manuszewski

	Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.

	#jira UE-34373

Change 3087188 on 2016/08/12 by Matthew.Griffin

	Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
	Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually

Change 3087160 on 2016/08/12 by Ben.Marsh

	Propagate the -ignorejunk option when we're building UHT as a child process in UBT.

Change 3087148 on 2016/08/12 by Ben.Marsh

	Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.

Change 3087143 on 2016/08/12 by Danny.Bouimad

	#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.

Change 3087140 on 2016/08/12 by Steve.Robb

	GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs

	I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...

	#jira UE-29286

Change 3087139 on 2016/08/12 by Steve.Robb

	Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
	This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.

	#jira UE-31575

Change 3087107 on 2016/08/12 by Jurre.deBaare

	Alembic Import with empty first frame will cause the editor to crash
	#jira UE-34515
	#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
	#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
	#misc check condition fix in Runnable
	#misc log now adds new page named after the imported Alembic file

Change 3087079 on 2016/08/12 by Dmitriy.Dyomin

	Fixed: Corrupted level package on loading cooked content
	#jira UE-34591

Change 3087063 on 2016/08/12 by James.Cobbett

	#jira UE-29618 Submitting test assets for Alembic Importer

Change 3087048 on 2016/08/12 by Matthew.Griffin

	Changed Launcher Samples to create aggregate from property to avoid error in preflights
	Only notify about Launcher Samples trigger in non-preflight builds

Change 3086985 on 2016/08/12 by Maciej.Mroz

	#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]

	Redone cl#3083825 from Dev-Blueprints

Change 3086960 on 2016/08/12 by Matthew.Griffin

	Prevent Build DDC command from making DDC for platforms that aren't supported by project
	#jira UEB-698

Change 3086945 on 2016/08/12 by Dmitriy.Dyomin

	Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
	#jira UE-18291

Change 3086904 on 2016/08/11 by Lina.Halper

	Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f

	#jira: UE-34570

Change 3086891 on 2016/08/11 by Lina.Halper

	DUPEFIX: CL 3086544 from 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 (from Michael N) 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...
	#tests (from Lina H) started the test project from JIRA and PIE, and no crash.

Change 3086837 on 2016/08/11 by Nick.Whiting

	Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread().  This allows skel controls to use orientation and position with parallel animation

	#jira UE-32564

Change 3086797 on 2016/08/11 by Dmitry.Rekman

	Linux: fix crash on editor exit (UE-30795, UE-7519).

	- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.

	#jira UE-30795

Change 3086735 on 2016/08/11 by Richard.TalbotWatkin

	Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
	#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash

Change 3086726 on 2016/08/11 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements : 2DVR
	2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
	-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
	#jira UEVR-13
	#review-3086004 @chad.taylor @nick.whiting

Change 3086652 on 2016/08/11 by Dmitry.Rekman

	Linux: re-enable ICU (UE-34012).

	- Built static libs against libc++; disabled using dynamic ones.
	- Fixes lack of rich text formatting.

	#jira UE-34012

Change 3086648 on 2016/08/11 by Nick.Whiting

	Adding support for getting the HMD Device name from code / blueprints

	#jira UE-31785

Change 3086589 on 2016/08/11 by Chad.Taylor

	Fixing Vive resolution on packaged builds

	#jira UE-34535

Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt

	Fix skeletal mesh LODs not being imported correctly.  All meshes were imported to the base LOD instead.

	#jira UE-34397

Change 3086529 on 2016/08/11 by Marc.Audy

	Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
	#jira UE-34287

Change 3086376 on 2016/08/11 by Peter.Sauerbrei

	remove cached file handle from iOS and Android to save memory during loads
	#jira UE-31720

Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt

	Guard against crash with corrupted editor layouts

	#jira UE-34364

Change 3086345 on 2016/08/11 by Dan.Oconnor

	ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
	#jira UE-34380

Change 3086272 on 2016/08/11 by Cody.Albert

	Updating First Person templates to fix cook errors

	#jira UE-22726

Change 3086259 on 2016/08/11 by Nick.Whiting

	Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used

	#jira UE-31617

Change 3086202 on 2016/08/11 by Marcus.Wassmer

	Duplicate 3086176 to fix broken shaderpipelines on PS4
	#jira UE-34540

Change 3086080 on 2016/08/11 by mason.seay

	Test animbp for sub anim instances

	#jira UE-29618

Change 3086062 on 2016/08/11 by Tom.Looman

	Migrate from //depot/usr/ into Release-4.13 for VR Template.

	#jira ue-34533

Change 3086032 on 2016/08/11 by Mike.Beach

	Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).

	#jira UE-34350

Change 3086025 on 2016/08/11 by Olaf.Piesche

	#jira UE-32058

	Replicating fix from 3050352

Change 3085969 on 2016/08/11 by John.Pollard

	CIS fix

	#jira UE-30516

Change 3085819 on 2016/08/11 by Jurre.deBaare

	bForceOneSmoothingGroup not working for skeletal meshes
	#fix Added check for forced smoothing group and calculate normals accordingly
	#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
	#jira UE-34555

Change 3085799 on 2016/08/11 by Ben.Marsh

	Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.

Change 3085763 on 2016/08/11 by Daniel.Lamb

	Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
	#jira UE-34442

Change 3085717 on 2016/08/11 by Dmitry.Rekman

	Linux: better messaging around Steam initialization (UE-32052).

	- Also added a standalone test.

	#jira UE-32052

Change 3085715 on 2016/08/11 by Chris.Bunner

	Dropped check to an ensure as there's existing handling for invalid assets in that case.
	#jira UE-23902

Change 3085714 on 2016/08/11 by Olaf.Piesche

	#jira UE-30398

	Fix offset added to particle collision locations.

	 Replicated from 3084645 in Dev-Rendering

Change 3085713 on 2016/08/11 by Chris.Babcock

	Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
	#jira UE-33840
	#ue4
	#android
	#ios
	#opengl

Change 3085711 on 2016/08/11 by Olaf.Piesche

	#jira UE-34106
	#jira UE-32784
	#jira UE-31198

	Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)

	Replicated from 3083909 in Dev-Rendering

Change 3085707 on 2016/08/11 by Matthew.Griffin

	Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue

Change 3085656 on 2016/08/11 by Marc.Audy

	PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
	#jira UE-32418
	#jira UE-33617

Change 3085641 on 2016/08/11 by Lina.Halper

	Fixed  invalid compressed track data

	- need a better solution and added ticket for 4.14 - UE-34547

	#jira: UE-34077

Change 3085606 on 2016/08/11 by Max.Preussner

	Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)

	#jira UE-34381

Change 3085568 on 2016/08/11 by Maciej.Mroz

	#jira UE-34436 Ensures when copy/pasting linked anim bp nodes

	FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).

Change 3085532 on 2016/08/11 by Peter.Sauerbrei

	fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
	#jira UE-30335

Change 3085528 on 2016/08/11 by Max.Chen

	Sequence Recorder: Fix crash when actor class to record is null.

	#jira UE-34543

Change 3085418 on 2016/08/11 by Maciej.Mroz

	#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults

	Redone cl#3084313 from Dev-Blueprints

Change 3085395 on 2016/08/11 by John.Pollard

	Don't allow hot-reloading if we're running PIE instances

	#jira UE-30516

Change 3085377 on 2016/08/11 by Tom.Looman

	Added StarterMap (WIP) to resolve JIRA.

	#jira ue-34311

Change 3085364 on 2016/08/11 by Ben.Woodhouse

	Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.

	#jira UE-28561

Change 3085341 on 2016/08/11 by Dmitriy.Dyomin

	Fixed: Creating Launcher Profile does not always shows all project available maps
	#jira UE-33765

Change 3085336 on 2016/08/11 by Andrew.Rodham

	Sequencer: Runtime instances are no longer updated when bluprints are recompiled

	This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register

	#jira UE-34499

Change 3085332 on 2016/08/11 by Dmitriy.Dyomin

	Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
	#jira UE-26868

Change 3085331 on 2016/08/11 by Ben.Woodhouse

	Fix for threading related crash with precomputed lighting volumes
	#jira UE-34531

Change 3085323 on 2016/08/11 by Allan.Bentham

	Remove android specific vulkan hack to recreate depth buffer's imageview.
	#jira UE-33593
	#jira UE-33336

Change 3085313 on 2016/08/11 by Thomas.Sarkanen

	StopRecordingAnimation now uses the same maing logic as RecordAnimation

	This prevents inconsisten behaviour between record and stop record commands

	#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor

Change 3085301 on 2016/08/11 by Allan.Bentham

	Only allow gaussian DoF on mobile. Disable DoF for all other types.
	#jira UE-34217

Change 3085292 on 2016/08/11 by Thomas.Sarkanen

	Revert change to force shipping dlls in shipping builds

	#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration

Change 3085291 on 2016/08/11 by Matthew.Griffin

	Added nodes for Linux Editor, DDC and installed build
	Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products

Change 3084973 on 2016/08/10 by Jeff.Campeau

	Use relative settings for ShooterGame manifest
	Package creation checks Xbox One target settings in Engine instead of Game config

	#jira UE-33808

Change 3084932 on 2016/08/10 by patrickr.donovan

	#jira UE-29618
	SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.

Change 3084886 on 2016/08/10 by Daniel.Wright

	Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
	#jira UE-33238

Change 3084878 on 2016/08/10 by Jeff.Campeau

	UFE launch command is generated with all devices requested instead of just the first.

	#jira UE-34302

Change 3084860 on 2016/08/10 by Dmitry.Rekman

	Fix CrashReportClient crashing on start (UE-32976, UE-34451).

	- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.

	#jira UE-32976

Change 3084756 on 2016/08/10 by Dmitry.Rekman

	Linux: clean-up compiler settings logic (UE-22715).

	- Includes parts of pull request #1704 by zaps166.
	- Disables exceptions in most builds.

	#jira UE-22715

Change 3084679 on 2016/08/10 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3084475

	Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
	#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server

Change 3084614 on 2016/08/10 by Daniel.Wright

	Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
	Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
	Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
	#jira UE-34321

Change 3084607 on 2016/08/10 by Jeremiah.Waldron

	Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
	Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur

	Relates to:
	#jira UE-34283

Change 3084586 on 2016/08/10 by Jeff.Campeau

	Chunks don't assume they're done downloading at 100%.

	#jira UE-34386

Change 3084552 on 2016/08/10 by Lina.Halper

	Fix GetWorldFromContextObject to be used for another thread safer

	: Guard to modify static variabls by another thread

	#jira: UE-34416

Change 3084551 on 2016/08/10 by Mitchell.Wilson

	Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
	Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
	#jira UE-32855

Change 3084535 on 2016/08/10 by Mike.Beach

	Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.

	#jira UE-34378

Change 3084526 on 2016/08/10 by Jeff.Campeau

	Update XDK to August 2016

	#jira UEPLAT-1374

Change 3084471 on 2016/08/10 by John.Pollard

	Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>

	#jira UE-34295

Change 3084363 on 2016/08/10 by Marc.Audy

	Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
	#jira UE-34101

Change 3084231 on 2016/08/10 by Michael.Trepka

	Fixed a problem with the search box in blueprint context menu not getting focus on Mac

	#jira UE-20884

Change 3084229 on 2016/08/10 by Dmitry.Rekman

	Linux: remove hardcoded staged files (UE-24594).

	#jira UE-24594

Change 3084215 on 2016/08/10 by Chris.Bunner

	Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
	#jira UE-31936

Change 3084052 on 2016/08/10 by Jurre.deBaare

	Alembic skeletal mesh importer does not calculate correct smoothing groups
	#fix follow same routine as regular smoothing group/normal calculation
	#jira UE-34493

Change 3084029 on 2016/08/10 by Phillip.Kavan

	[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.

	Mirrored from //UE4/Dev-Blueprints (CL# 3082839).

	#jira UE-34458

Change 3084027 on 2016/08/10 by Ben.Woodhouse

	Fix for crash when applying BSP materials
	This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.

	The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
	#jira UE-31460

Change 3083981 on 2016/08/10 by Matthew.Griffin

	Set Localization branch for Localise command to release version when running in the Release Branch
	#jira UE-34471

Change 3083970 on 2016/08/10 by Max.Preussner

	PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)

	#jira UE-33481

Change 3083918 on 2016/08/10 by Matthew.Griffin

	Exclude UBT generated files from the installed build

Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt

	Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material

	#jira UE-34360

Change 3083890 on 2016/08/10 by Matthew.Griffin

	Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
	Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
	#jira UE-34401

Change 3083873 on 2016/08/10 by Dmitry.Rekman

	CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).

	#jira UE-34478

Change 3083862 on 2016/08/10 by Mitchell.Wilson

	Rebuilt lighting on Advanced_Lighting level in Samples Content
	#jira UE-34383

Change 3083792 on 2016/08/10 by Benn.Gallagher

	PR #2671: Fix sub instance curve values. (Contributed by tmiv)
	PR #2668: Sub inst post anim fix (Contributed by tmiv)
	#jira UE-34162
	#jira UE-34121

Change 3083775 on 2016/08/10 by Kevin.Rushin

	QAGame - Updating VRLatency Testmap, Can freelook
	#jira UE-29618

Change 3083771 on 2016/08/10 by Robert.Manuszewski

	Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.

	#jira UE-34371

Change 3083742 on 2016/08/10 by Lee.Clark

	4.13 - PS4 - Fix memory allocation sizes

	#jira UE-33270

Change 3083732 on 2016/08/10 by Ben.Marsh

	Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.

Change 3083690 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: Foliage instances are not included when exporting a scene to FBX
	#jira UE-34214

Change 3083654 on 2016/08/10 by Keith.Judge

	Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().

	#jira UE-23059

Change 3083646 on 2016/08/10 by Thomas.Sarkanen

	Use shipping PhysX libs for installed builds

	Copy fix from UE4Game.Target.cs to apply to all packaged games

	#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration

Change 3083527 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: Warning upon Undo/redo-ing of sculpting the landscape
	#jira UE-34443

Change 3083502 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
	#jira UE-34417

Change 3083349 on 2016/08/09 by Daniel.Wright

	Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
	#jira UE-31181

Change 3083167 on 2016/08/09 by Chad.Taylor

	Null deref crash fix

	#jira UE-33830

Change 3083144 on 2016/08/09 by Zabir.Hoque

	Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.

	#jira UE-32980

Change 3083136 on 2016/08/09 by Chad.Taylor

	Stripping out egregious log spam

	#jira UE-34181

Change 3083116 on 2016/08/09 by John.Billon

	Defaulting r.D3D.RemoveUnusedInterpolators to on.
	#Jira UE-34461

Change 3083114 on 2016/08/09 by John.Billon

	Fixing static analysis warning in NullRHI.
	#Jira UE-34462

Change 3083070 on 2016/08/09 by Dmitry.Rekman

	PR #2516: CMake improvements and fixes (UE-22233, UE-32136).

	- Contributed by Nihlus.
	- Contains PR #1668 by mgerhardy

	Summary of changes (from PR):

	- Fixed an issue where CMake build files would contain invalid targets
	- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
	- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
	- Improved code readability throughout the generator. Can still use some more polish.
	- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
	- Improved commenting throughout the generator. As with readability, can still use some more polish.
	- Removed unused using statements.
	- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
	- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.

	#jira UE-22233

Change 3082999 on 2016/08/09 by Jeremiah.Waldron

	Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
	#jira UE-34457

Change 3082993 on 2016/08/09 by mason.seay

	Fixed level BP error and updated Reverb asset

	#jira UE-29618

Change 3082981 on 2016/08/09 by Peter.Sauerbrei

	disable roughness calculation for iOS metal
	#jira UE-31815

Change 3082912 on 2016/08/09 by Chris.Babcock

	Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
	#jira UE-34432
	#ue4
	#android

Change 3082875 on 2016/08/09 by Chris.Bunner

	Lowered verbosity of mesh build warning when using MikkTSpace.
	#jira UE-23903

Change 3082867 on 2016/08/09 by Trung.Le

	VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
	#jira UE-34227

Change 3082818 on 2016/08/09 by Mike.Beach

	Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).

	#jira UE-34430

Change 3082794 on 2016/08/09 by Lukasz.Furman

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

Change 3082760 on 2016/08/09 by Jamie.Dale

	Scene viewports are now centered when re-entering windowed mode

	#jira UE-32842

Change 3082744 on 2016/08/09 by Mitchell.Wilson

	Resaving assets to resolve empty engine version warnings.
	#jira UE-29746

Change 3082728 on 2016/08/09 by Ben.Marsh

	BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.

	#jira UE-34329

Change 3082686 on 2016/08/09 by Marc.Audy

	If the GameMode is not carried over as part of a seamless travel create it.
	#jira UE-25569

Change 3082663 on 2016/08/09 by John.Billon

	Fixed SubUVAnimation asset crash when texture source is cleared.
	#Jira UE-34231

Change 3082650 on 2016/08/09 by John.Billon

	Changed an ensure the NullRHI dealing with memory allocation to be a log message.
	#Jira UE-32362

Change 3082644 on 2016/08/09 by Maciej.Mroz

	#jira UE-34240 Match 3 nativization failure

	Redone cl3082121 from Dev-Blueprints

Change 3082633 on 2016/08/09 by Maciej.Mroz

	#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]

	Redone cl3082414 from Dev-Blueprints

Change 3082606 on 2016/08/09 by Michael.Trepka

	Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.

	#jira UE-34276

Change 3082579 on 2016/08/09 by Benn.Gallagher

	CIS fix, missed removing a few #ifs
	#jira UE-29180

Change 3082525 on 2016/08/09 by Tom.Looman

	Removed Android from supported platforms in VR Template.

	#jira UE-34189

Change 3082523 on 2016/08/09 by Tom.Looman

	Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
	Fixed typo in level text.

	#JIRA UE-34422

Change 3082504 on 2016/08/09 by Jurre.deBaare

	Crash importing alembic asset over itself after saving it in Content Browser
	#fix Trivial nullptr + isValid fix
	#jira UE-34418

Change 3082433 on 2016/08/09 by Tom.Looman

	Updated list of supported platforms.

	#jira UE-34189

Change 3082423 on 2016/08/09 by Mitchell.Wilson

	Resaving levels to resolve MikkTSpace warnings
	Updating collision on SM_Floor_Round
	#jira UE-30786

Change 3082361 on 2016/08/09 by Keith.Judge

	Xbox One - Fix a controller disconnection crash.

	- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
	- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
	- Possibly a VS2015 Update 3 bug.

	#jira UE-33955

Change 3082341 on 2016/08/09 by Mitchell.Wilson

	Reimporting SM_GodRay_Plane
	Resaving levels to resolve MikkTSpace warnings
	Resaving multiple materials to resolve warnings
	#jira UE-34212

Change 3082313 on 2016/08/09 by Matthew.Griffin

	Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)

Change 3082294 on 2016/08/09 by Jurre.deBaare

	Crash when importing an Alembic file with Materials as a different asset type than one that already exists
	#fix Ensure that we have a valid material to assign to the assets
	#jira UE-34377

Change 3082291 on 2016/08/09 by Jurre.deBaare

	Unable to save Alembic asset with materials after importing more than once
	#fix Make sure we delete referenced transient materials if they are not used
	#jira UE-34400

Change 3082290 on 2016/08/09 by Jurre.deBaare

	Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
	#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
	#jira UE-34392

Change 3082274 on 2016/08/09 by Benn.Gallagher

	Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
	#jira UE-29780

Change 3082273 on 2016/08/09 by Benn.Gallagher

	Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
	#jira UE-30827

Change 3082270 on 2016/08/09 by Benn.Gallagher

	Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
	#jira UE-29180

Change 3082257 on 2016/08/09 by Jurre.deBaare

	Auto align floor mesh does not work in Persona
	#fix Readded functionality for the auto alignment :)
	#jira UE-34404

Change 3082239 on 2016/08/09 by Peter.Sauerbrei

	make sure IPP and supporting dlls are all 64-bit
	#jira UE-34408

Change 3082225 on 2016/08/09 by Mitchell.Wilson

	Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
	Reimporting SM_GodRay_Plane
	Saving all levels to resolve MikkTSpace warnings.
	#jira UE-30787

Change 3082222 on 2016/08/09 by Rolando.Caloca

	UE4.13 - Fix crash on opengl3
	- Load proper shader map depending on feature level
	- int interpolators require nointerpolation modifier
	#jira UE-33879

Change 3082221 on 2016/08/09 by Benn.Gallagher

	Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
	#jira UE-34384

Change 3082179 on 2016/08/09 by Ben.Woodhouse

	Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
	#jira UE-31461

Change 3082170 on 2016/08/09 by Graeme.Thornton

	Manual copy of CL 3078836 from Dev-Core to Release-4.13

	Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading

	#jira UE-33909

Change 3082169 on 2016/08/09 by Graeme.Thornton

	Make FLauncherTasks have unique names so we don't end up with stat name collisions

	#jira UE-33849

Change 3082163 on 2016/08/09 by Matthew.Griffin

	Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
	Added Checks for files that might not exist when creating Installed Build from Github etc.
	Tag the published installed build zips
	#jira UE-34249

Change 3082139 on 2016/08/09 by Ben.Marsh

	BuildGraph: Allow writing a schema without passing a script in.

Change 3082109 on 2016/08/09 by Thomas.Sarkanen

	Fixed blendspaces producing bad data when degenerate spaces are present

	Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.

	#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph

Change 3082080 on 2016/08/09 by Matthew.Griffin

	Added notifications for available triggers

Change 3082054 on 2016/08/09 by Allan.Bentham

	Quality level override changes to high QL are now correctly picked up.
	#jira UE-22812

Change 3082049 on 2016/08/09 by Allan.Bentham

	Update shaders when mobile preview device is changed.
	#jira UE-22810

Change 3081866 on 2016/08/09 by Max.Chen

	Fbx Export: Fix build.

	#jira UETOOL-750

Change 3081863 on 2016/08/09 by Max.Chen

	Fbx Export: Fix level sequence fbx export.

	- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
	- Fix setting  rich curve tangents and interpolation modes.
	- Fix camera focal length export.

	#jira UETOOL-750

Change 3081823 on 2016/08/08 by Dmitriy.Dyomin

	Fixed: Crash when simulating in editor with a landscape actor selected
	#jira UE-34367
	#coderview Gareth.Martin

Change 3081647 on 2016/08/08 by Chad.Taylor

	OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport

	#jira UE-34352

Change 3081645 on 2016/08/08 by Zak.Middleton

	#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.

	#jira UE-30178

Change 3081639 on 2016/08/08 by Tyler.Cole

	Update build scripts for WEX MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3081616 on 2016/08/08 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements
	-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
	-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
	#jira UEVR-13
	#review-3081284 @chad.taylor @nick.whiting

Change 3081597 on 2016/08/08 by Tyler.Cole

	Update build scripts for Ocean MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3081476 on 2016/08/08 by Tyler.Cole

	Update build script for UE4 Release-4.13 stream Fortnite MCP.

	#jira NONE-0

Change 3081397 on 2016/08/08 by Josh.Adams

	- Fixing more linux case issues in UT
	#jira ue-33478

Change 3081391 on 2016/08/08 by Mitchell.Wilson

	Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
	#jira UE-33843

Change 3081383 on 2016/08/08 by Aaron.McLeran

	#jira UE-34081

	Implementing CL 3076637 into 4.13

	#tests run a procedural sound wave object test

Change 3081337 on 2016/08/08 by Aaron.McLeran

	#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- OR-26580
	- Implementing CL 3071258 to 3.13

	#tests ran paragon with change, no crashes

Change 3081335 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed memory leak in source resolver (UE-34385)

	#jira UE-34385

Change 3081320 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed typo (UE-32421)

	#jira UE-32421

Change 3081276 on 2016/08/08 by Mitchell.Wilson

	Resaving asset to resolve MikkTSpace warning.
	#jira UE-31116

Change 3081269 on 2016/08/08 by Dan.Oconnor

	Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
	#jira UE-34324

Change 3081052 on 2016/08/08 by Dan.Oconnor

	Making a change to test UE-34324
	#jira UE-34324

Change 3081026 on 2016/08/08 by Daniel.Wright

	Added a heightfield painting example to BlueprintRenderToTarget content example
	#jira UE-34323

Change 3081025 on 2016/08/08 by Daniel.Wright

	CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
	#jira UE-34321

Change 3081023 on 2016/08/08 by Aaron.McLeran

	#jira UE-34325 Implementing 3080958 in 4.13

	- 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 100% repro)

Change 3081020 on 2016/08/08 by Dan.Oconnor

	Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
	#jira UE-26310

Change 3081010 on 2016/08/08 by Dan.Oconnor

	Fix for losing root transform when recycling objects
	#jira UE-28398

Change 3080972 on 2016/08/08 by Mark.Satterthwaite

	Duplicate CL #3080684:
	Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
	#jira UE-21857

Change 3080971 on 2016/08/08 by Mark.Satterthwaite

	Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
	#jira UE-34355

Change 3080923 on 2016/08/08 by Michael.Trepka

	When archiving on for Mac delete the dest icon if it exists before trying to call File.Move

	#jira UE-33304

Change 3080919 on 2016/08/08 by samuel.proctor

	Revised assets for Blueprint Debugging tests

	#jira UE-29618

Change 3080878 on 2016/08/08 by Ben.Marsh

	Fix sample build timeouts due to generating DDC using installed engine builds taking too long.

	* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
	* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.

Change 3080849 on 2016/08/08 by Marc.Audy

	Always stop matinee sounds when jumping around, not just if the sound changed.
	#jira UE-31447

Change 3080843 on 2016/08/08 by Ben.Marsh

	BuildGraph: Fix compile error due to duplicated variable name.

Change 3080840 on 2016/08/08 by Max.Chen

	Fbx: Fix rich curve export being exported at the incorrect times when baked.

	#jira UETOOL-750

Change 3080824 on 2016/08/08 by Max.Chen

	Sequencer: Revert fix root component structure for level sequence actor.

	#jira UE-34354

Change 3080819 on 2016/08/08 by Chad.Taylor

	Merging Move and Vive haptic implementation from Dev-VR to Release-4.13

	#jira UE-27886

Change 3080818 on 2016/08/08 by Jurre.deBaare

	Crash when importing the same Alembic file but as a different Asset Type
	#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
	#misc Typo
	#jira UE-34293

Change 3080817 on 2016/08/08 by Jurre.deBaare

	Crash when importing an Alembic file with Materials if it already exists
	#fix Only create materials if they don't already exist
	#jira UE-34300

Change 3080814 on 2016/08/08 by Jurre.deBaare

	Crash when importing Alembic files as Skeletal Mesh
	#fix Set the NumVertices variable that was re-added :)
	#misc removed dead code
	#jira UE-34288

Change 3080813 on 2016/08/08 by Jurre.deBaare

	[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
	#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
	#jira UE-34294

Change 3080797 on 2016/08/08 by Dmitriy.Dyomin

	Fix: Crash opening levels with landscape in them via the command console in standalone game
	#jira UE-34348

Change 3080784 on 2016/08/08 by Jamie.Dale

	We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)

	#jira UE-34298

Change 3080734 on 2016/08/08 by Matthew.Griffin

	Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent

Change 3080685 on 2016/08/08 by Peter.Sauerbrei

	fix for crash on tvOS and iOS when launching a project
	#jira UE-34005

Change 3080683 on 2016/08/08 by Matthew.Griffin

	Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built

Change 3080681 on 2016/08/08 by Matthew.Griffin

	Corrected path separators for Mac DDC location, which was preventing it from being included in installed build

Change 3080675 on 2016/08/08 by Robert.Manuszewski

	Fixing CIS on Clang platforms
	#jira UE-34025

Change 3080674 on 2016/08/08 by Ben.Woodhouse

	Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507

	#jira UE-32651

Change 3080594 on 2016/08/08 by Keith.Judge

	Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.

	#jira UE-31607

Change 3080573 on 2016/08/08 by Martin.Wilson

	Fix Root Motion from Everything blending incorrectly when using layered blend per bone

	#Jira UE-17815

Change 3080517 on 2016/08/08 by James.Golding

	PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
	#jira UE-34299, UE-34279

Change 3080512 on 2016/08/08 by Benn.Gallagher

	Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
	#jira UE-34137

Change 3080510 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)

	#jira UE-32421

Change 3080509 on 2016/08/08 by Robert.Manuszewski

	Added more detailed message when TArray's BulkSerialize fails.

	#jira UE-34025

Change 3080506 on 2016/08/08 by Allan.Bentham

	Do not set render target if there are no modulated shadows.
	#jira UE-33252

Change 3080498 on 2016/08/08 by Keith.Judge

	Fix D3D12.x link error.

	#jira UE-34322

Change 3080493 on 2016/08/08 by Matthew.Griffin

	Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
	#jira UE-34073

Change 3080490 on 2016/08/08 by Maciej.Mroz

	#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match

	Redone cl# 3080484

Change 3080462 on 2016/08/08 by Allan.Bentham

	Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
	Fix initialisation errors introduced in CL 3070035.

	#jira UE-34099

Change 3080242 on 2016/08/07 by Max.Chen

	Sequencer: Fix to allow deleting spawnables from the viewport

	#jira UE-28523

Change 3080241 on 2016/08/07 by Dmitriy.Dyomin

	Fixed: StartCameraFade not fading camera when MobileHDR is off
	#jira UE-34143

Change 3079990 on 2016/08/06 by andrew.porter

	Changing defaults on some settings on M_Details for test case.

	#jira UE-29618

Change 3079989 on 2016/08/06 by andrew.porter

	Setting two sided off on M_Details material

	#jira UE-29618

Change 3079986 on 2016/08/06 by phillip.patterson

	Updated QA-Foliage for test case

	#jira UE-29618

Change 3079984 on 2016/08/06 by andrew.porter

	Adding test content for using sprites in UMG

	#jira UE-29618

Change 3079879 on 2016/08/05 by Dmitry.Rekman

	Remove HITCHHUNTER logspam from release UE (UE-30959).

	#tests Compiled the UE4Editor.
	#jira UE-30959

Change 3079815 on 2016/08/05 by Tyler.Cole

	Set dependencies for Orion MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3079808 on 2016/08/05 by Daniel.Wright

	BlueprintRenderToTarget content example map with interactable fluid surface
	#jira UE-34323

Change 3079746 on 2016/08/05 by Daniel.Wright

	Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
	New blueprint function CreateRenderTarget2D
	#jira UE-34321

Change 3079569 on 2016/08/05 by Mitchell.Wilson

	Updating template tutorials after assets were moved to new folders
	#jira UE-34139

Change 3079546 on 2016/08/05 by Ian.Shadden

	#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6

	#jira UE-34316

Change 3079542 on 2016/08/05 by Mark.Satterthwaite

	Duplicate CL #3079503:
	Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
	#jira UE-33856

Change 3079472 on 2016/08/05 by Peter.Sauerbrei

	fix for remote server name being empty stopping a build for a BP project in binary
	fix for several error messages from platform requirements not stopping a build
	#jira UE-34213

Change 3079453 on 2016/08/05 by Benjamin.Hyder

	Updating QA_Materials to include Material Details example

	#jira UE-29618

Change 3079389 on 2016/08/05 by Gareth.Martin

	Missing file from CL 3079376:
	Tessellate Landscape only in highest landscape LOD
	Fix incorrect UV coordinates when tessellation is enabled
	#jira UE-14253
	#jira UE-20405

Change 3079384 on 2016/08/05 by Michael.Trepka

	PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)

	#jira UE-29358

Change 3079376 on 2016/08/05 by Gareth.Martin

	Tessellate Landscape only in highest landscape LOD
	Fix incorrect UV coordinates when tessellation is enabled
	#jira UE-14253
	#jira UE-20405

Change 3079365 on 2016/08/05 by Peter.Sauerbrei

	fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
	#jira UE-34192

Change 3079361 on 2016/08/05 by Ryan.Vance

	#jira UE-34297
	Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)

Change 3079349 on 2016/08/05 by Mason.Seay

	Deleting unneeded assets

	#jira UE-29618

Change 3079306 on 2016/08/05 by Peter.Sauerbrei

	IPP is now built as a 64-bit executable
	#jira UE-26393

Change 3079303 on 2016/08/05 by Peter.Sauerbrei

	PR2018 - disable user input request from ssh courtesy of Teivaz
	#jira UE-26393

Change 3079276 on 2016/08/05 by mason.seay

	Extended Line Trace For Convenient

	#jira UE-29618

Change 3079274 on 2016/08/05 by Alex.Delesky

	#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.

Change 3079273 on 2016/08/05 by Max.Chen

	Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.

	#jira UE-34301

Change 3079254 on 2016/08/05 by Ori.Cohen

	Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.

	#JIRA UE-34224

Change 3079242 on 2016/08/05 by Nick.Darnell

	Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.

	#jira UE-34304

Change 3079129 on 2016/08/05 by Jurre.deBaare

	#jira UE-34278
	#fix Changed reimport path to be the same as geometry cache / skeletal mesh
	Unable to reimport Alembic static meshes

	#jira UE-34292
	#fix Handle cancelled situation during reimport ui interaction
	Cancelling the reimport of an Alembic file seems to confirm the action

	#jira UE-34288
	#fix Possible fix, flush rendering commands before importing
	Crash when importing Alembic files as Skeletal Mesh

	#jira UE-34282
	#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
	"Failed to Import" message when clicking Cancel on the Alembic Import Message

Change 3079127 on 2016/08/05 by Marc.Audy

	Properly clean up all worlds when ending PIE while a seamless transition is active
	#jira UE-33863

Change 3079107 on 2016/08/05 by Mike.Beach

	Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).

	#jira UE-30548

Change 3079093 on 2016/08/05 by Jurre.deBaare

	Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
	#fix Hide the environment and sky when showing vertex colours
	#jira UE-34251

	Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
	#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
	#jira UE-34206

Change 3079090 on 2016/08/05 by Jurre.deBaare

	Bad performance when changing (slider) values for the advanced preview scene
	#fix Could not repro but added some more check if update needed checks
	#jira UE-33496

	Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
	#fix Add the rotational delta for the sky to the directional light rotation
	#jira UE-34108

Change 3079088 on 2016/08/05 by Jurre.deBaare

	Alembic Cache Importer option for Hard Edge Angle Threshold does not work
	#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
	#jira UE-34127

Change 3079040 on 2016/08/05 by Max.Preussner

	MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)

	Also made class properties blueprint read-writable

	#jira UE-34290

Change 3078958 on 2016/08/05 by Marc.Audy

	Don't ever reregister child actor components
	Don't destroy child actors when hiding a level
	#jira UE-31038

Change 3078954 on 2016/08/05 by ryan.brucks

	#jira ue-00001  Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL

Change 3078952 on 2016/08/05 by Phillip.Kavan

	[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.

	change summary:
	- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.

	#jira UE-34085, UE-34169

Change 3078912 on 2016/08/05 by Andrew.Rodham

	Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified

	#jira UE-33875

Change 3078900 on 2016/08/05 by Lauren.Ridge

	Fix for small Vive HMD movements entering VR mode

	#jira UE-33970

Change 3078880 on 2016/08/05 by Jack.Porter

	Cannot set GenerateOverlapEvents flag on Landscape
	#jira UE-9055

Change 3078879 on 2016/08/05 by Lee.Clark

	PS4 - Fix corrupted debuffer decals
	(CMask wasn't getting decoded correctly)

	#jira UE-34273

Change 3078871 on 2016/08/05 by Steve.Robb

	Fix for changes to UObject*s in property boxes.

	#jira UE-29596

Change 3078857 on 2016/08/05 by Max.Chen

	Sequencer: Set Fixed frame interval playback to false by default.

	#jira UE-34272

Change 3078850 on 2016/08/05 by mason.seay

	Updated map to test physics mesh, added comments to level BP

	#jira UE-29618

Change 3078795 on 2016/08/05 by Andrew.Rodham

	Sequencer: Fixed spawnables not responding to blueprint reinstance events

	This ultimately left spawnable bindings broken, and an unreachable object in the world

	#jira UE-31635

Change 3078786 on 2016/08/05 by Robert.Manuszewski

	Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.

	#jira UE-33872

Change 3078782 on 2016/08/05 by Andrew.Rodham

	Sequencer: Fixes to "Create Camera Here" functionality

	Fixed crash when undoing the "Create Camera Here" operation.
	Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
	Fixed issues when the cursor was outside of the play range

	#jira UE-33127

Change 3078737 on 2016/08/05 by Andrew.Rodham

	Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
	#jira UE-34256

Change 3078722 on 2016/08/05 by Ben.Woodhouse

	Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
	#jira UE-34269

Change 3078620 on 2016/08/05 by Dmitriy.Dyomin

	Fixed: SunTemple geometry has rendering artifacts on low end devices
	[Android_Low] devices will use 'Low' material quality level
	#jira UE-22455

Change 3078584 on 2016/08/05 by James.Golding

	Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
	#jira UE-33675

Change 3078565 on 2016/08/05 by Jack.Porter

	Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.

	#jira UE-33842

Change 3078564 on 2016/08/05 by James.Golding

	Fix display name for bSupportUVFromHitResults to fix missingspace
	#jira UE-34248

Change 3078542 on 2016/08/05 by Yannick.Lange

	VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
	#jira UE-32839

Change 3078541 on 2016/08/05 by Yannick.Lange

	VR Editor :  Fix linux compile error from VREditorAvatarActor
	#jira UE-34215

Change 3078396 on 2016/08/04 by Max.Chen

	Sequencer: Invalidate playback context when map changes.

	#jira UE-34256

Change 3078291 on 2016/08/04 by Jeff.Campeau

	RHI compress/decompress return success/failure
	Failure falls back to software method
	D3D12 for Xbox One still needs implementation

	#jira UE-31363

Change 3078131 on 2016/08/04 by Chris.Babcock

	Deal with missing Android movie framerate by defaulting to 30 if not available
	#jira UE-34208
	#ue4
	#android

Change 3078084 on 2016/08/04 by John.Billon

	Disabled AMD hacks Cvars that aren't needed anymore.
	#Jira UE-30772

Change 3078083 on 2016/08/04 by John.Billon

	Consolidated  ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
	Added a couple of more ensures when allocating render targets.
	Added log message when changing feature levels.
	#Jira UE-32536
	#Jira UE-32204

Change 3078039 on 2016/08/04 by Josh.Adams

	- Fixed a case issue with Linux
	#jira UE-33478

Change 3078029 on 2016/08/04 by Ryan.Vance

	#jira UE-30989
	We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.

Change 3078027 on 2016/08/04 by Lina.Halper

	Fix sequencer morphtarget displaying issue

	#code review:Max.Chen
	#jira: UE-28459

Change 3078012 on 2016/08/04 by mason.seay

	map and asset updates for testing UV hit detection

	#jira UE-29618

Change 3078009 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078006 on 2016/08/04 by Mark.Satterthwaite

	Duplicate CL #3064008 & CL #3077412:
	Fix "iOS Metal-based build crashes at launch with sub-levels":
	- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
	- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
	- Fix validation error of texture reallocation on loading template projects under Metal.
	#jira UE-30847

Change 3078002 on 2016/08/04 by John.Billon

	Fixed LowLightMapQuality warning triggering with wrong conditions.
	#Jira UE-33237

Change 3078001 on 2016/08/04 by John.Billon

	Fixed a crash due to particle threading issues in packaged game.
	#Jira UE-32147

Change 3077989 on 2016/08/04 by Rolando.Caloca

	UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
	#jira UE-34218

Change 3077940 on 2016/08/04 by Jeff.Campeau

	Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
	Include copies of the VS2015 runtime and UCRT
	Change -applocaldir parameter to -applocaldirectory
	Stage to engine and project binaries paths (for crash reporter, etc.)

	#jira UE-33903

Change 3077936 on 2016/08/04 by Daniel.Wright

	DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
	#jira UE-34183

Change 3077927 on 2016/08/04 by Lina.Halper

	Fix issue with morphtarget not working due to invalid guid

	#jira: UE-34077

Change 3077919 on 2016/08/04 by Daniel.Wright

	Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
	#jira UE-34245

Change 3077877 on 2016/08/04 by Ori.Cohen

	Fix physical animation undo/redo not affecting linked bodies and constraints

	#JIRA UE-33987

Change 3077823 on 2016/08/04 by Ori.Cohen

	Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)

	#JIRA UE-33985

Change 3077814 on 2016/08/04 by Uriel.Doyon

	Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
	#jira UE-34120
	#review-3077812

Change 3077781 on 2016/08/04 by Max.Chen

	Sequencer: Fix crash in rotation key struct

	#jira UE-34155

Change 3077771 on 2016/08/04 by Lina.Halper

	Added const and removed auto

	#jira: UE-33023

Change 3077702 on 2016/08/04 by Daniel.Wright

	Copy - Planar reflection show flags can now be edited
	#jira UE-34229

Change 3077585 on 2016/08/04 by Ori.Cohen

	Fix spam when moving simulated skeletal mesh in the editor.

	#JIRA UE-34164

Change 3077532 on 2016/08/04 by Tom.Looman

	Fixed error in description of VR Template.

	#jira ue-33950

Change 3077517 on 2016/08/04 by Tom.Looman

	Fixed parsing error for FP_VirtualRealityBP

	#jira UE-34059

Change 3077493 on 2016/08/04 by Tom.Looman

	Updated Template description to remove GearVR reference and include more clear message on the two available maps.

	#jira UE-33950

Change 3077492 on 2016/08/04 by Tom.Looman

	Improvements to VR Template

	Fixed teleportation issue on both locomotion types (JIRA)
	Rebuilt navmesh for motioncontrollermap
	Added new WIP startermap to clarify the difference between the multiple levels.
	Added more comments and did some cleanup in BPs.

	#jira UE-33962

Change 3077491 on 2016/08/04 by Jurre.deBaare

	Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
	#fix Pass in complete path to save material to instead of just the name
	#jira UE-34211

Change 3077481 on 2016/08/04 by Tom.Looman

	Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)

	#jira ue-34143

Change 3077463 on 2016/08/04 by Ben.Woodhouse

	Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
	#jira UE-32843

Change 3077432 on 2016/08/04 by Steve.Robb

	Removal of Fortnite-specific setting which disables hot reload.

	#jira UE-33261

Change 3077380 on 2016/08/04 by Keith.Judge

	Fix for green reflection environment in some maps.

	- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
	- Fixed a validation error when locking cube map faces which was causing them not to be updated.
	- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
	- Added a GPU/CPU sync at the same point the PS4 code does.

	#jira UE-32086

Change 3077336 on 2016/08/04 by Mitchell.Wilson

	removed r.Streaming.PoolSize from DefaultEngine.ini
	Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
	#jira UE-30941

Change 3077275 on 2016/08/04 by Phillip.Kavan

	[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.

	#jira UE-29903

Change 3077119 on 2016/08/04 by Marc.Audy

	Use TickType All when in PIE
	#jira UE-18982

Change 3077108 on 2016/08/04 by Jon.Nabozny

	Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
	This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.

	#jira UE-34032

Change 3077073 on 2016/08/04 by Jurre.deBaare

	bBlendOverlappingNormals does not seem to have an impact for Alembic importing
	#fix this wasn't being used in the normal calculation anymore so redundant
	#jira UE-34204

Change 3077059 on 2016/08/04 by Robert.Manuszewski

	Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).

	#jira UE-34200

Change 3077024 on 2016/08/04 by Thomas.Sarkanen

	Added GetResourceSize to UDataAsset

	Data assets now correctly report their size.

	#jira UE-28851 - Fix mem reporting of DataTables

Change 3077001 on 2016/08/04 by Andrew.Rodham

	Sequencer: Fixed sequencer adding spawnables into recorded worlds twice

	The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.

	Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.

	#jira UE-31422

Change 3076995 on 2016/08/04 by Matthew.Griffin

	Fixed Shadow Variable warning

Change 3076974 on 2016/08/04 by Matthew.Griffin

	Added Node to build CrashReportClient for Linux that can be used by internal game targets

Change 3076820 on 2016/08/04 by Max.Chen

	Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).

	#jira UE-34199

Change 3076665 on 2016/08/03 by Dan.Oconnor

	Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
	#jira UE-18982

Change 3076569 on 2016/08/03 by Chad.Taylor

	SteamVR GetOrthoProjection implementation to fix broken console rendering in VR

	#jira UE-21424

Change 3076556 on 2016/08/03 by Aaron.McLeran

	#jira UE-34154 PSVR Stereo assets are spatialized as MONO

	- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
	- Fix is to only route audio that is mono and spatialized
	- Fixed some compile errors/shadow variables
	- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library

Change 3076546 on 2016/08/03 by Aaron.McLeran

	#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves

	Implementing 3069092 in Release-4.13

	- Not all active sounds have sound classes, was causing a crash

	#tests Run game with stat soundcues and not crash

Change 3076512 on 2016/08/03 by Ben.Marsh

	Fix warning about UnrealTournament:true argument.

Change 3076492 on 2016/08/03 by Daniel.Wright

	Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game.  Blutilities can be used to do blueprint rendering in the editor.
	#jira UE-34177

Change 3076491 on 2016/08/03 by Daniel.Wright

	Marked the Forward Shading project setting as experimental for 4.13
	#jira UE-34176

Change 3076490 on 2016/08/03 by Daniel.Wright

	Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
	#jira UE-34175

Change 3076489 on 2016/08/03 by Daniel.Wright

	Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
	#jira UE-34174

Change 3076485 on 2016/08/03 by Daniel.Wright

	Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
	#jira UE-34173

Change 3076440 on 2016/08/03 by Ryan.Vance

	#jira UE-34184
	Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
	Adding Oculus 1.6 support.

Change 3076399 on 2016/08/03 by Nick.Darnell

	Slate - The LayoutCache pointer in SWidget is now a WeakPtr.  This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels.  Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.

	#jira UE-34185

Change 3076397 on 2016/08/03 by Rolando.Caloca

	UE4.13 - hlslcc -Fix for hlsl length(float)
	#jira UE-32629

Change 3076337 on 2016/08/03 by mason.seay

	Test assets (and map for ensure bug)

	#jira UE-29618

Change 3076332 on 2016/08/03 by Peter.Sauerbrei

	fix for clang build errors
	#jira UE-34163

Change 3076326 on 2016/08/03 by Ryan.Vance

	#jira UE-32975
	Using the wrong screen position in the base pass pixel shader with ISR.

Change 3076309 on 2016/08/03 by Benjamin.Hyder

	Renaming TEST-LightingFeatures to TM-LightingFeatures

	#jira UE-29618

Change 3076299 on 2016/08/03 by Chad.Taylor

	Fix SteamVR lag in late-update fold child renderables.

	#jira UE-33928

Change 3076214 on 2016/08/03 by Mitchell.Wilson

	Resaving BluperintOffice level to resolve MikkTSpace warnings.
	Reimporting SM_GodRay_Plane to resolve cook warning.
	#jira UE-30064

Change 3076112 on 2016/08/03 by Max.Chen

	Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)

	#jira UE-34167

Change 3076090 on 2016/08/03 by Marc.Audy

	Fix Mac compile error
	#jira UE-34163

Change 3076075 on 2016/08/03 by Jeremiah.Waldron

	Fixing comments documenting attribute in deleteFiles node for UPL
	#jira UE-34161

Change 3076034 on 2016/08/03 by Mitchell.Wilson

	Resaving Strategy Game maps to resolve MikkTSpace warnings.
	Resaving material in strategy game to resolve string asset reference warning.
	#jira UE-29720

Change 3076003 on 2016/08/03 by Mitchell.Wilson

	Resaving Elemental Demo levels to resolve MikkTSpace warnings.
	Resaving multiple materials to resolve String asset reference warnings.
	#jira UE-29679

Change 3075985 on 2016/08/03 by Jeremiah.Waldron

	Fixing UPL comments misnaming the deleteFiles node
	#jira UE-34161

Change 3075977 on 2016/08/03 by Maciej.Mroz

	#jira UE-30473 Moving child component in child blueprint forces parent to become dirty

	Duplicated from Dev-Blueprints CL 3075793

Change 3075959 on 2016/08/03 by Marc.Audy

	Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
	#jira UE-33921

Change 3075891 on 2016/08/03 by Chad.Taylor

	SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.

	#jira UE-34142

Change 3075882 on 2016/08/03 by Dan.Oconnor

	Manually integrating 3073939 to address UE-19062
	#jira UE-19062

Change 3075805 on 2016/08/03 by Marc.Audy

	Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
	#jira UE-18982

Change 3075803 on 2016/08/03 by Marc.Audy

	Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
	#jira UE-18982

Change 3075761 on 2016/08/03 by Max.Preussner

	MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)

	#jira UE-34152

Change 3075719 on 2016/08/03 by Chad.Taylor

	Blocker fix for binary editor crash on incorrectly used dll

	#jira UE-34142

Change 3075709 on 2016/08/03 by Jeremiah.Waldron

	Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor

	#android
	#jira UE-34149

Change 3075695 on 2016/08/03 by Jurre.deBaare

	Adding missing debug zlib dll
	#jira UE-123

Change 3075641 on 2016/08/03 by Jurre.deBaare

	Crash when re-importing alembic cache file several times
	#fix Always create a new object when importing
	#jira UE-34130

Change 3075609 on 2016/08/03 by Danny.Bouimad

	#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.

Change 3075578 on 2016/08/03 by Mitchell.Wilson

	Updating attenuation settings for multiple sounds in Strategy Game.
	#jira UE-25828

Change 3075529 on 2016/08/03 by Trung.Le

	VREditor: Fxied foliage lasso select without pressing trigger
	#jira UE-33689

Change 3075502 on 2016/08/03 by Lee.Clark

	Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.

	#jira UE-28549

Change 3075386 on 2016/08/03 by Robert.Manuszewski

	Fixing bulkdata using source data pointer as an archive instead of raw data when saving

	#jira UE-34132

Change 3075384 on 2016/08/03 by mason.seay

	AnimBP for crash bug

	#jira UE-29618

Change 3075350 on 2016/08/03 by Max.Chen

	Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.

	#jira UE-30506

Change 3075327 on 2016/08/03 by Max.Chen

	Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.

	#jira UE-34093

Change 3075313 on 2016/08/03 by Matthew.Griffin

	Tidied up hardcoded installed build includes so that they're all in one file with platform checks
	Added .dll.config files to CsCompile build products if they exist

Change 3075133 on 2016/08/03 by Yannick.Lange

	VREditor : Original submit in Dev-VREditor = 3064489
	- Fix crash when starting VREditor and then changing levels
	#jira UE-33766

Change 3075124 on 2016/08/03 by Thomas.Sarkanen

	Fixed undo/redo crash when editing anim blueprint defaults

	Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.

	#jira UE-34024 - Crash undoing variable change in Animation Blueprint.

Change 3075101 on 2016/08/03 by Matthew.Griffin

	Adding job to selectively build games in release branch
	Also adding documentation and localization to overnight build
	#jira UEB-688

Change 3075061 on 2016/08/03 by Yannick.Lange

	VR Editor : Original submit in Dev-VREditor = 3062883
	- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
	- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
	- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
	- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
	- Avatar code refactor to its own actor class #jira UETOOL-812

	#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812

Change 3075059 on 2016/08/03 by Allan.Bentham

	Fall back to standard shadows when capsule shadows are not supported.

	#jira UE-33344

Change 3075045 on 2016/08/03 by Matthew.Griffin

	Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step

Change 3074693 on 2016/08/02 by Dan.Oconnor

	Manually integrating 3070569 from Dev-Blueprints
	#jira UE-34119

Change 3074672 on 2016/08/02 by Dan.Oconnor

	Manually integrating 3061854 into 4.13 from Dev-Blueprints
	#jira UE-34119

Change 3074646 on 2016/08/02 by Aaron.McLeran

	#jira UE-34081 Implementing from Dev-Framework CL 3074325

	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 3074630 on 2016/08/02 by Brent.Pease

	UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
	UE-33200 - A movie isn't played on iOS occasionally.
	UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows

	 + Give a more friendly error message when UHT fails with an invalid error code.

	#jira UE-23846
	#jira UE-33200
	#jira UE-32397

Change 3074590 on 2016/08/02 by Rolando.Caloca

	UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
	#jira UE-33694

Change 3074588 on 2016/08/02 by Chad.Taylor

	Update OpenVR SDK to v1.0.2

	-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers

	#jira UE-34115

Change 3074481 on 2016/08/02 by Ori.Cohen

	Make sure that new physical animation data defaults to 0

	#JIRA UE-33678

Change 3074395 on 2016/08/02 by Ori.Cohen

	Fix duplication of physical animation profiles not duplicating data.
	Also fix undo redo not working for profiles.
	Fix editor not passing Duplicate change type

	#JIRA UE-33987, UE-33985

Change 3074392 on 2016/08/02 by Alex.Delesky

	#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.

Change 3074364 on 2016/08/02 by phillip.patterson

	Re-created UMG_Optimization for Test Cases

	#jira UE-29618

Change 3074346 on 2016/08/02 by Jurre.deBaare

	Potential DDC warning fix, remove non-existing values
	#jira UE-123

Change 3074289 on 2016/08/02 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirement
	Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
	-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue.  After reconnection reprojection would be lagged by 12+ seconds.  After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
	#jira UEVR-13
	#review-3074209 @chad.taylor @nick.whiting

Change 3074196 on 2016/08/02 by Martin.Wilson

	Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)

	#jira UE-23453

Change 3074177 on 2016/08/02 by Alex.Delesky

	#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.

Change 3074157 on 2016/08/02 by Ben.Marsh

	Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.

Change 3074132 on 2016/08/02 by Trung.Le

	VREditor: Fixed brush preview present while in foliage mode and hovering at UI
	#jira UE-33228

Change 3074131 on 2016/08/02 by Tom.Looman

	Fix for scalability build warnings in VR Template

	#jira ue-33325

Change 3074089 on 2016/08/02 by Kevin.Rushin

	QAGame - Added Foliage to TestMap

	#jira UE-29618

Change 3074067 on 2016/08/02 by Kevin.Rushin

	QAGame- Rebuilt Lighting

	#jira UE-29618

Change 3074063 on 2016/08/02 by Kevin.Rushin

	QAGame - Fix up VREditor Map to have more asset variation

	#jira UE-29618

Change 3074057 on 2016/08/02 by Andrew.Porter

	Deleting - UMG_Optimization

	#jira UE-29618

Change 3074040 on 2016/08/02 by Michael.Trepka

	On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.

	#jira UE-31194

Change 3074008 on 2016/08/02 by Phillip.Patterson

	Renamed UMG_Invalidation to UMG_Optimization to better match test
	#jira UE-29618

Change 3073988 on 2016/08/02 by Mitchell.Wilson

	Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
	#jira UE-32723

Change 3073966 on 2016/08/02 by Jurre.deBaare

	Alembic Cache Importer option for propagating matrix transformation does not work
	#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
	#misc typo fix
	#jira UE-34066

Change 3073953 on 2016/08/02 by Lina.Halper

	Fixed static warning on null reference

	#jira: UE-33923

Change 3073951 on 2016/08/02 by Lina.Halper

	Fix GetRelativeTransform for negative scale

	#jira: UE-33380

Change 3073896 on 2016/08/02 by Alex.Delesky

	#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.

	#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool

Change 3073804 on 2016/08/02 by Jamie.Dale

	Fixed the detail panel trying to apply class customizations to structs

	This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).

	#jira UE-32623

Change 3073803 on 2016/08/02 by Jurre.deBaare

	Morph target vertex mapping can be wrong with multi material caches
	#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
	#jira UE-34074

Change 3073788 on 2016/08/02 by Andrew.Rodham

	Sequencer: Added support for montage based animation

	CL#3061714 :
	    Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.

	    There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.

	CL#3063015 :
	    Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes

	    We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.

	CL#3068399 :
	    Sequencer: Changed animation tracks to allow more animation types (such as anim montages)

	      - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility

	#jira UE-34046

Change 3073787 on 2016/08/02 by Jurre.deBaare

	Handle failed Simplygon proxy mesh generation with error message instead of hard checks
	#fix Added a failed delegate along side the succesful delegate
	#jira UE-31990

Change 3073786 on 2016/08/02 by Jurre.deBaare

	Alembic importer crashes when not assets are generated
	#fix Prevented adding nullptr values to the array (now only contains valid entries)
	#jira UE-34065

Change 3073777 on 2016/08/02 by Jurre.deBaare

	User is able to give a Preview Scene Profile the same name as an existing profile
	#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
	#jira UE-34033

Change 3073775 on 2016/08/02 by Mitchell.Wilson

	Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
	#jira UE-31281

Change 3073732 on 2016/08/02 by Rolando.Caloca

	DR - Fix crash when enabling gpu morph targets on non SM5 platforms
	#jira UE-34011

Change 3073706 on 2016/08/02 by Peter.Sauerbrei

	fix for no tvOS libraries in binary release for Win64
	#jira UE-34076

Change 3073671 on 2016/08/02 by Allan.Bentham

	High quality mobile reflection captures are now blended in correct (linear) space.
	#jira UE-33915

Change 3073663 on 2016/08/02 by Peter.Sauerbrei

	fix for launch on failing for iOS in Binary
	#jira UE-34014

Change 3073662 on 2016/08/02 by Lee.Clark

	4.13 - PS4 - Fix Media Player Audio cutting out

	#jira UE-33850

Change 3073616 on 2016/08/02 by Mark.Satterthwaite

	Duplicate CL #3073584 from Dev-Platform:
	Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
	#jira UE-32323

Change 3073592 on 2016/08/02 by Max.Chen

	Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.

	#jira UE-33993

Change 3073585 on 2016/08/02 by Nick.Darnell

	Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.

	#jira UE-34075

Change 3073575 on 2016/08/02 by Richard.TalbotWatkin

	Duplicating from Dev-Editor, CL 3057645

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3073542 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3072169.

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3073540 on 2016/08/02 by Matthew.Griffin

	Added Package Samples script behind a trigger to package samples for QA
	Removed submitter notifications from Launcher Samples nodes
	Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
	Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
	Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
	#jira UEB-689

Change 3073511 on 2016/08/02 by Tom.Looman

	Removed object redirectors to fix build warning in VR Template

	#jira ue-33325

Change 3073458 on 2016/08/02 by Jurre.deBaare

	Update default preview scene ini and assets
	#fix deleted old sky texture and fixed BaseEditor.ini setup
	#jira UE-34063

Change 3073427 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3068585
	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
	#jira UE-34062 - SplineMesh collision can be generated incorrectly

Change 3073421 on 2016/08/02 by James.Golding

	Resave PSD test assets in QAGame with proper version
	#jira UE-34061

Change 3073419 on 2016/08/02 by James.Golding

	Rename OrientationDriver to PoseDriver
	#jira UE-34015

Change 3073404 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3057895

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3073380 on 2016/08/02 by Richard.TalbotWatkin

	Fixed build error in unity builds.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3073343 on 2016/08/02 by Matthew.Griffin

	Whitelisting PS4 and XboxOne plugins for those platforms specifically
	#jira UE-33866

Change 3073338 on 2016/08/02 by Ben.Marsh

	When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.

Change 3073319 on 2016/08/02 by Maciej.Mroz

	#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860

	Manually integrated some fixes from Dev-Blueprints

Change 3073311 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor CL 3057868

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
	- Added a custom version for SplineComponent and provded serialization fixes.
	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.
	- Allowed an explicit loop point to be specified for closed splines.
	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
	- Fixed the logic which determines whether the UCS has modified the spline curves.
	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-33669 - Crash in Dev-Editor

Change 3073242 on 2016/08/02 by James.Golding

	Move physics state create/destroy delegates from BodyInstance to ActorComponent
	- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
	- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
	#jira UE-32768

Change 3072953 on 2016/08/01 by Uriel.Doyon

	Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
	#jira UE-34045

[CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
Gil Gribb
2cf40e541e Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3091903)
#lockdown Nick.Penwarden
#rb none

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

Change 3072947 on 2016/08/01 by Uriel.Doyon

	Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game texture.
	#review-3072934 @marcus.wassmer
	#jira UE-34045

Change 3073301 on 2016/08/02 by Ben.Woodhouse

	Fix for large spotlight culling precision issues, reported on UDN by Aaron Jacobs at Double Fine. For a full description, see the UDN post
	https://udn.unrealengine.com/questions/305440/shadowed-light-flicker-caused-by-floating-point-pr.html
	#jira UE-34052

Change 3073689 on 2016/08/02 by Ben.Woodhouse

	Improved skin postprocess - support for full resolution, with diffuse/spec lighting combined into single RGBA (sharing chroma)

	Full res lighting gives less temporal AA flickering, sharper diffuse and specular lighting in the surface (since this is now at full resolution), faster postprocessing if using a 64-bit rendertarget (on NV 980Ti).

	Checkerboard rendering is controlled via the r.sss.checkerboard cvar. - 0 is off/full res, 1 is checkerboard, 2 is automatic based on scenecolor (non-checkerboard requires 64bit or more rendertarget w/separate alpha)

	Tested/profiled on PC, PS4

Change 3074666 on 2016/08/02 by Daniel.Wright

	Fixed stationary skylight brightness

Change 3074667 on 2016/08/02 by Daniel.Wright

	Fixed r.ReflectionEnvironmentLightmapMixing

Change 3074687 on 2016/08/02 by Daniel.Wright

	Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game.  Blutilities can be used to do blueprint rendering in the editor.

Change 3075241 on 2016/08/03 by Rolando.Caloca

	DR - Fix linux compile issue & static analysis warning

Change 3075746 on 2016/08/03 by Daniel.Wright

	Removed bOverride_AntiAliasingMethod and outdated ini references to PP AntiAliasingMethod

Change 3075783 on 2016/08/03 by Ryan.Brucks

	#code.review Marcus.Wassmer

	Added two material nodes that return Atmospheric Light Vector and Light Direction using:

	View.AtmosphericFogSunColor
	View.AtmosphericFogSunDirection

	Nodes are called:
	AtmosphericLightVector
	AtmosphericLightColor

	Also changed SceneRendering.cpp so that values will be grabbed from directional lights without needing an Atmospheric Fog actor in the scene.

Change 3075969 on 2016/08/03 by Uriel.Doyon

	Material GUIDs are not updated anymore when parents or textures change.
	Lighting now uses a hash built from the list of parents, textures and shader functions.
	#review-3072980 @marcus.wassmer @daniel.wright

Change 3076116 on 2016/08/03 by Ryan.Brucks

	#code.review marcus.wassmer
	Fixed typo in the Caption of new Nodes "Atmospheric Light Vector" and "Atmospheric Light Color"

Change 3076456 on 2016/08/03 by Rolando.Caloca

	DR - Fix geometry shader gl_Layer for SPIR-V

Change 3076730 on 2016/08/03 by Uriel.Doyon

	Added user warning logic for the texture streaming build. Ran in MapCheck, BeginPlay and PreSave.
	#review-3072984 @marcus.wassmer

Change 3077616 on 2016/08/04 by Daniel.Wright

	Planar reflection show flags can now be edited

Change 3077621 on 2016/08/04 by Daniel.Wright

	Changed default Planar Reflection DistanceFromPlaneFadeoutEnd from 600 to 100, which reduces artifacts and is a more intuitive initial setting

Change 3077792 on 2016/08/04 by Daniel.Wright

	Fixed an unnecessary sky capture caused by the sky light component owned by the default ASkyLight

Change 3077799 on 2016/08/04 by Daniel.Wright

	Skip RF_ArchetypeObject for reflection captures

Change 3077876 on 2016/08/04 by Marc.Olano

	Noise material perf improvements

	Change random number generator for Gradient-ALU (1.7x perf boost), improve speed of Voronoi noise quality level 3.

	Removes integer BBS random number generators. Fewer instructions, but too slow to use (see 1.7x perf boost above)

Change 3077884 on 2016/08/04 by Daniel.Wright

	Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them

Change 3078994 on 2016/08/05 by Simon.Tovey

	Fix for UE-34241
	Scene proxy ptr was being cached during a downcast.
	Inside a call to CreateDynamicData, CheckMaterialUsage_Concurrent() was causing the scene proxy to be recreated an so the cached ptr was stale.
	I've fixed the immediate issue but recreating the scene proxy here doesn't seem great. Maybe CheckMaterailUsage() should be rethought a bit.

Change 3079162 on 2016/08/05 by Ben.Woodhouse

	Fix for jittering in Paper2D. Was caused by override being ignored due to a change in intiialization order for AA settings.
	#jira UE-34091

Change 3079613 on 2016/08/05 by Daniel.Wright

	New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
	New blueprint function CreateRenderTarget2D

Change 3079708 on 2016/08/05 by Uriel.Doyon

	Fixed crash when building texture streaming on some levels.

Change 3079795 on 2016/08/05 by Uriel.Doyon

	Fixed issue with instanced static meshes when building texture streaming.
	Fixed typo with func "GetNumTextureStreamingPrimitives"

Change 3079806 on 2016/08/05 by Uriel.Doyon

	Enabled PerTexture MipBias. The per texture mip bias now resets to 0 when the texture gets required at low resolution.
	New scalability setting named "r.Streaming.LimitPoolSizeToVRAM" enabling the PoolSize to be limited the available VRAM
	(according to GPoolSizeVRAMPercentage)
	#review-3074662 @marcus.wassmer

Change 3082698 on 2016/08/09 by Daniel.Wright

	Copy - CreateRenderTarget2D uses a world context object as owner, allows use in a construction script

Change 3082699 on 2016/08/09 by Daniel.Wright

	Changed display name for 'Two Sided' shading model to 'Two Sided Foliage' to make it clear what it's intended to be used for

Change 3083909 on 2016/08/10 by Olaf.Piesche

	#jira UE-34106
	#jira UE-32784
	#jira UE-31198

	Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)

Change 3084645 on 2016/08/10 by Olaf.Piesche

	#jira UE-30398

	Fix offset added to particle collision locations.

Change 3084709 on 2016/08/10 by Daniel.Wright

	Copy - Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
	Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
	Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()

Change 3084783 on 2016/08/10 by Rolando.Caloca

	DR - Use the first targeted rhi shader platform as the initial RHI to load on Windows
	#jira UE-34510

Change 3084958 on 2016/08/10 by Daniel.Wright

	Copy - Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards

Change 3086023 on 2016/08/11 by Marcus.Wassmer

	Merging //UE4/Dev-Main@3085468 to Dev-Rendering (//UE4/Dev-Rendering)
	#test none

Change 3086778 on 2016/08/11 by Ben.Woodhouse

	Workaround for fortnite character rendering issue. Enable checkerboard rendering by default until we can fix properly
	#jira UE-34561

Change 3087404 on 2016/08/12 by Rolando.Caloca

	DR - Upgrade glslang to 1.0.21.1
	- Added some more debug output

Change 3087524 on 2016/08/12 by Rolando.Caloca

	DR - vk - Fixed StencilRef, fixed size of RHIReadSurfaceFloatData (but still returns dummy data)

Change 3087663 on 2016/08/12 by Rolando.Caloca

	DR - vk - Fix for SRGB; support for mip texture views

Change 3087735 on 2016/08/12 by Daniel.Wright

	TextureRenderTarget2D's can now be up to 8192^2.  Anything over 2048 pops up an 'are you sure' dialog.

Change 3087750 on 2016/08/12 by Rolando.Caloca

	DR - vk - Minor renaming in prep for merge

Change 3087813 on 2016/08/12 by Rolando.Caloca

	DR - vk - More minor cleanup

Change 3087819 on 2016/08/12 by Chris.Bunner

	Check material function input types directly, no need to traverse connected graph.
	#jira UE-32134

Change 3087901 on 2016/08/12 by Rolando.Caloca

	DR - vk - Fix RT view to use 1 mip
	Fix depth buffer component swizzle

Change 3088193 on 2016/08/12 by Daniel.Wright

	DFAO and RTDF shadows are enabled in High and Epic scalability settings by default

Change 3088988 on 2016/08/15 by Rolando.Caloca

	DR - Add Accessors

Change 3089104 on 2016/08/15 by Olaf.Piesche

	#jira UE-34241

	Sceneproxy can be nullptr in FDynamicMeshEmitterData::Init if the proxy is being recreated

Change 3089208 on 2016/08/15 by Daniel.Wright

	Downsampled separate translucency uses a separate view uniform buffer with correct buffer sizes
	* Fixes WorldPosition in downsampled translucency
	* View uniform buffer parameters are now cached on the view, to allow recreating the uniform buffer without having to rebuild the entire struct.  Currently used by global distance field, downsampled separate translucency.
	* Fixed the downsampled translucency depth buffer being full res used together with a smaller color target, now they are both the downsampled res

Change 3089209 on 2016/08/15 by Daniel.Wright

	Fixed atmospheric fog on translucency

Change 3089457 on 2016/08/15 by Daniel.Wright

	Fixed lighting build failure from UMaterialInstanceDynamic assigned to a mesh that's being exported to Lightmass.  The Swarm cache entry is created using the parent's guid, causing multiple MID's with the same parent to acquire a file handle multiple times which fails after the first.

Change 3089549 on 2016/08/15 by Daniel.Wright

	UMaterialInterface initializes LightingGuid to something valid - causes UMaterialInstanceDynamic to have a valid LightingGuid so they can be used in lighting builds

Change 3089703 on 2016/08/15 by Daniel.Wright

	Custom expression fixup for View.RenderTargetSize

Change 3090546 on 2016/08/16 by Daniel.Wright

	Hopeful fix for recycled snapshot view crash

Change 3091202 on 2016/08/16 by Daniel.Wright

	Manually clear FViewInfo::CachedViewUniformShaderParameters on creating a snapshot, since memcpy is used to create the snapshot view

[CL 3091931 by Gil Gribb in Main branch]
2016-08-17 11:38:13 -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
Gil Gribb
93047290bb Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480)
#lockdown Nick.Penwarden
#rb none

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

Change 3045482 on 2016/07/11 by Zabir.Hoque

	DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall.

Change 3045929 on 2016/07/12 by Simon.Tovey

	Removing some deprecated node types from Niagara

Change 3045951 on 2016/07/12 by Ben.Woodhouse

	D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types)

Change 3046019 on 2016/07/12 by Chris.Bunner

	Fixed typo in material input name.
	#jira UE-5575

Change 3046053 on 2016/07/12 by Rolando.Caloca

	DR - Fix GL4 shutdown
	#jira UE-32799

Change 3046055 on 2016/07/12 by Rolando.Caloca

	DR - vk - Fix NumInstances=0

Change 3046063 on 2016/07/12 by Rolando.Caloca

	DR - vk - Added flat to uint layouts per glslang
	- Fix bad extension on dumped shaders

Change 3046067 on 2016/07/12 by Rolando.Caloca

	DR - vk - Fix check when not using color RT
	- Added queue submit & present counters

Change 3046088 on 2016/07/12 by Ben.Woodhouse

	Live GPU stats
	A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording.
	Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion)
	The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing)
	Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled
	Tested on PC, XB1, PS4

Change 3046128 on 2016/07/12 by Olaf.Piesche

	Max draw distance and fade range for lights, requested by JonL

Change 3046183 on 2016/07/12 by Ben.Woodhouse

	PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden)

Change 3046223 on 2016/07/12 by Luke.Thatcher

	Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components.

	#jira UE-32345

Change 3046228 on 2016/07/12 by Marc.Olano

	Add Voronoi noise to Noise material node.

	Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each.

	Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise.

Change 3046269 on 2016/07/12 by Rolando.Caloca

	DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL)

Change 3046294 on 2016/07/12 by Rolando.Caloca

	DR - Fix static analyisis
	warning C6326: Potential comparison of a constant with another constant.

Change 3046295 on 2016/07/12 by Rolando.Caloca

	DR - Fix the previous fix

Change 3046731 on 2016/07/12 by Marc.Olano

	Fix typo in shader random number constant: repeated extra digit made it too big.

Change 3046796 on 2016/07/12 by Uriel.Doyon

	The texture streaming manager now keeps a set of all valid textures.
	This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp.
	#jira UE-33048

Change 3046800 on 2016/07/12 by Rolando.Caloca

	DR - vk - Added create image & renderpass dump

Change 3046845 on 2016/07/12 by John.Billon

	Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations.

Change 3047023 on 2016/07/12 by Olaf.Piesche

	Niagara:
	-a bit of cleanup
	-now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes
	-removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants
	-some code simplification
	-removed some deprecated structs and code used only by old content

Change 3047052 on 2016/07/12 by Zabir.Hoque

	Unshelved from pending changelist '3044062':

	PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke)

Change 3047727 on 2016/07/13 by Luke.Thatcher

	Fix Scene Capture Components only updating every other frame.
	#jira UE-32581

Change 3047919 on 2016/07/13 by Olaf.Piesche

	CMask decode, use in deferred decals, for PS4

Change 3047921 on 2016/07/13 by Uriel.Doyon

	"Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales.
	Also, several texture messages are packed on the same line if they relate to the same material.

Change 3047952 on 2016/07/13 by Rolando.Caloca

	DR - vk - Initial prep pass for separating combined images & samplers

Change 3048648 on 2016/07/13 by Marcus.Wassmer

	Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame

Change 3049058 on 2016/07/13 by Rolando.Caloca

	DR - vk - timestamps

Change 3049725 on 2016/07/14 by Marcus.Wassmer

	Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection

Change 3049742 on 2016/07/14 by Rolando.Caloca

	DR - Fix warning

Change 3049902 on 2016/07/14 by Rolando.Caloca

	DR - Fix typo

Change 3050345 on 2016/07/14 by Olaf.Piesche

	UE-23925
	Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit).

Change 3050409 on 2016/07/14 by Olaf.Piesche

	Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash

Change 3050809 on 2016/07/14 by Rolando.Caloca

	DR - vk - Remove redundant validation layers

Change 3051319 on 2016/07/15 by Ben.Woodhouse

	Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection
	The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized
	#jira UE-31976

Change 3051692 on 2016/07/15 by Rolando.Caloca

	DR - vk - Enable RHI thread by default

Change 3052103 on 2016/07/15 by Uriel.Doyon

	Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting).
	#jira UE-32765

Change 3052140 on 2016/07/15 by Rolando.Caloca

	DR - vk - Fix shader snafu

Change 3052495 on 2016/07/15 by Rolando.Caloca

	DR - Fix for Win32 compile
	#jira UE-33349

Change 3052536 on 2016/07/15 by Uriel.Doyon

	Fixed texture streaming overbudget warning when using per texture bias.

[CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00
Gil Gribb
e581ead572 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none

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

Change 3028958 on 2016/06/27 by Ben.Woodhouse

	Fix for perf issue with GetSingleFinalDataConst

	This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.

	Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)

	#jira UE-26179

Change 3029401 on 2016/06/27 by Rolando.Caloca

	DR - More vk logging

Change 3029549 on 2016/06/27 by Uriel.Doyon

	Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
	New options "r.Streaming.UsePerTextureBias" that assign a  bias between 0 and MipBias to each texture in order to fit in budget.
	Fixed crash when disabling texture streaming.
	Fixed issue when disabling texture streaming that would make current loaded texture low res.
	New logic to prevent retrying to cancel a streaming request more than once.
	Pending load request of one extra mip will not be cancelled anymore.
	Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
	#jira UE-32197
	#jira UE-31102

Change 3029837 on 2016/06/27 by David.Hill

	Fixed Shutter SM4 not working when using compute shader eye-adaptation
	#jira UE-32443

	The default eye adaptation value was missing.

Change 3030039 on 2016/06/27 by Uriel.Doyon

	Fix for crash when landscape materials are used in the Texture Streaming Build.
	#jira UE-32196

Change 3030081 on 2016/06/27 by Uriel.Doyon

	Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.

Change 3030401 on 2016/06/28 by Ben.Woodhouse

	Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
	#jira UE-31238

Change 3030607 on 2016/06/28 by Marc.Olano

	Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.

Change 3030627 on 2016/06/28 by Ben.Woodhouse

	Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).

Change 3030809 on 2016/06/28 by Marc.Olano

	Noise shader function rename & perf improvement.

	Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.

Change 3030850 on 2016/06/28 by Marc.Olano

	Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.

Change 3030981 on 2016/06/28 by Rolando.Caloca

	DR - vk - More logging

Change 3031056 on 2016/06/28 by Marc.Olano

	Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map

Change 3031398 on 2016/06/28 by Benjamin.Hyder

	updating TM-Shadermodels (correcting Mt Rushmore)

Change 3031441 on 2016/06/28 by Marc.Olano

	Use only float version of BBS shader rand function for ES2

Change 3031463 on 2016/06/28 by John.Billon

	Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
	#Jira UE-32020

Change 3031512 on 2016/06/28 by Zabir.Hoque

	Relax clear flags for DX12 RHIs.
	Properly flush pending commands before residency is updated.

Change 3031517 on 2016/06/28 by Rolando.Caloca

	DR - vk logging using r.Vulkan.DumpLayer

Change 3032359 on 2016/06/29 by Allan.Bentham

	Fix mobile shadows crash.

Change 3032431 on 2016/06/29 by Gil.Gribb

	Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3032757 on 2016/06/29 by Uriel.Doyon

	Fixed global mip bias being applied twice following integration with main.

Change 3033121 on 2016/06/29 by Rolando.Caloca

	DR - vk - Logging

Change 3033529 on 2016/06/29 by Daniel.Wright

	Null world guard on UReflectionCaptureComponent::ReadbackFromGPU

Change 3033668 on 2016/06/29 by Uriel.Doyon

	Grouped texture streaming settings to simplify logic.
	New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
	#jira UE-32118

Change 3034403 on 2016/06/30 by Rolando.Caloca

	DR - Shorten dumped shader debug strings

Change 3034475 on 2016/06/30 by Rolando.Caloca

	DR - Missing logging

Change 3034722 on 2016/06/30 by Uriel.Doyon

	Improved StreamingAccuracy viewmodes with alpha test and translucent materials
	#jira UE-32656

Change 3034797 on 2016/06/30 by Rolando.Caloca

	DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again

Change 3034799 on 2016/06/30 by Rolando.Caloca

	DR - vk - missed file

Change 3034905 on 2016/06/30 by Rolando.Caloca

	DR - vk - Fix for render passes being reused with wrong dimensions

Change 3035503 on 2016/07/01 by Simon.Tovey

	Async compute version of translucency lighting volume clear.

Change 3035577 on 2016/07/01 by Marc.Olano

	Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.

Change 3035587 on 2016/07/01 by Ben.Woodhouse

	Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)

	#jira UE-32709

Change 3035618 on 2016/07/01 by Olaf.Piesche

	Asset fixes

Change 3035692 on 2016/07/01 by Rolando.Caloca

	DR - vk - Deferred deletion queue

Change 3035808 on 2016/07/01 by Rolando.Caloca

	DR - vk - Stat for deletion time, fixed some logging

Change 3036012 on 2016/07/01 by John.Billon

	Alpha Coverage Preservation
	-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
	#Jira UE-31986

Change 3036041 on 2016/07/01 by Rolando.Caloca

	DR - vk - Fix for 32bit

Change 3036433 on 2016/07/01 by Rolando.Caloca

	DR - More vk logging

Change 3036935 on 2016/07/04 by Simon.Tovey

	Removing Data Objects

Change 3036942 on 2016/07/04 by Ben.Woodhouse

	Fix for decal rendering resource leak

	The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.

	The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer

	This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.

	#jira UE-32602

Change 3037563 on 2016/07/05 by Chris.Bunner

	HLOD self-shadowing in baked lighting fix.

Change 3037640 on 2016/07/05 by Marcus.Wassmer

	Fix bug in USE_GPU_OVERWRITE_CHECKING

Change 3037927 on 2016/07/05 by Rolando.Caloca

	DR - Fix touch pads not showing on Vulkan
	#jira UE-32062

Change 3038085 on 2016/07/05 by Chris.Bunner

	HLOD dynamic shadowing support.
	#jira UE-22627

Change 3038209 on 2016/07/05 by Rolando.Caloca

	DR - vk - Android compile fix

Change 3038644 on 2016/07/05 by Uriel.Doyon

	Added LerpRange that allows to lerp between two rotators without taking the sortest path.

Change 3038820 on 2016/07/05 by Uriel.Doyon

	Selecting streaming accuracy view modes will not automatically generate missing visualization data.

Change 3039332 on 2016/07/06 by John.Billon

	-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
	#Jira UE-31710

Change 3039454 on 2016/07/06 by Simon.Tovey

	Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
	Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.

	Plus a few other edits to remove Curves/DataObjects that I missed in last CL.

Change 3039517 on 2016/07/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3039587 on 2016/07/06 by Rolando.Caloca

	DR - vk logging, submit counter

Change 3039603 on 2016/07/06 by Rolando.Caloca

	DR - Allow more samplers on GL4
	#jira UE-32628
	#jira UE-32744

Change 3039661 on 2016/07/06 by Daniel.Wright

	Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
	Skylight occlusion tint now applies to specular
	Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor

Change 3039960 on 2016/07/06 by Daniel.Wright

	Forward renderer initial implementation
	* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
	* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
	* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
	* A full Z Prepass is forced with forward shading.  This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
	* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
	* GBuffer render targets are still allocated
	* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
	* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
	* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures

Change 3040050 on 2016/07/06 by Daniel.Wright

	Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps

Change 3040160 on 2016/07/06 by Daniel.Wright

	Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space

Change 3040163 on 2016/07/06 by Rolando.Caloca

	DR - vk - More logging

Change 3040257 on 2016/07/06 by Daniel.Wright

	Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early

Change 3040316 on 2016/07/06 by Daniel.Wright

	PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection.  Fix from licensee

Change 3040361 on 2016/07/06 by Daniel.Wright

	Fixed TexCreate_UAV being used on translucency volume textures in SM4

Change 3040402 on 2016/07/06 by Rolando.Caloca

	DR - vk - Make host mem accesses coherent

Change 3040486 on 2016/07/06 by Daniel.Wright

	CIS fixes

Change 3041028 on 2016/07/07 by Gil.Gribb

	Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3041235 on 2016/07/07 by Simon.Tovey

	Compile fix for FName conflict on UProperty (hopefully).

Change 3041666 on 2016/07/07 by Daniel.Wright

	Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume

Change 3041731 on 2016/07/07 by Olaf.Piesche

	Adding Niagara to dynamically loaded module list; should fix UE-32915

Change 3042181 on 2016/07/07 by Daniel.Wright

	CIS fix

[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
Gil Gribb
0b102492a9 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden

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

Change 3006483 on 2016/06/08 by Simon.Tovey

	Fix for UE-31653
	Instance params from the Spawn, Required and TypeData modules were not being autopopulated.

Change 3006514 on 2016/06/08 by Zabir.Hoque

	MIGRATING FIX @ Request

	Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.

	#CodeReview: Marcus.Wassmer, Daniel.Wright

Change 3006605 on 2016/06/08 by Rolando.Caloca

	DR - vk - Remove a bunch of unused code, clean up some todos

Change 3006969 on 2016/06/08 by HaarmPieter.Duiker

	Add #ifdefs around inverse tonemapping to avoid performance hit in normal use

Change 3007240 on 2016/06/09 by Chris.Bunner

	Made a pass at fixing global shader compile warnings and errors.

Change 3007242 on 2016/06/09 by Chris.Bunner

	Don't force unlit mode when re-loading a map.
	#jira UE-31247

Change 3007243 on 2016/06/09 by Chris.Bunner

	Cache InvalidLightmapSettings material for instanced meshes.
	#jira UE-31182

Change 3007258 on 2016/06/09 by Chris.Bunner

	Fixed refractive depth bias material parameter.

Change 3007466 on 2016/06/09 by Rolando.Caloca

	DR - Use vulkan debug marker extension directly from header

Change 3007504 on 2016/06/09 by Martin.Mittring

	added refresh button to ImageVerifier

Change 3007528 on 2016/06/09 by Martin.Mittring

	ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
	make render more deterministic

Change 3007551 on 2016/06/09 by Chris.Bunner

	Reverted constant type change in previous commit.

Change 3007559 on 2016/06/09 by Martin.Mittring

	updated ImageValidator

Change 3007584 on 2016/06/09 by Rolando.Caloca

	DR - Fix case when not running under RD

Change 3007668 on 2016/06/09 by Rolando.Caloca

	DR - vk - Split layers/extensions by required/optional

Change 3007820 on 2016/06/09 by Rolando.Caloca

	DR - Android compile fix

Change 3007926 on 2016/06/09 by Martin.Mittring

	fixed UI scaling in ImageVerifyer

Change 3007931 on 2016/06/09 by John.Billon

	-Fixed cutouts not working for certain sized texture/subUV size combinations.
	-Also fixed issue with subUV module not being postloaded consistently on startup.
	#Jira UE-31583

Change 3008023 on 2016/06/09 by Martin.Mittring

	refactor noise code in shaders

Change 3008127 on 2016/06/09 by Zabir.Hoque

	Merging back hot fixes:

	1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.

	2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.

Change 3008129 on 2016/06/09 by Daniel.Wright

	Disabled r.ProfileGPU.PrintAssetSummary by default due to spam

Change 3008169 on 2016/06/09 by Rolando.Caloca

	DR - Fix mobile rendering not freeing resource when using RHI thread

Change 3008429 on 2016/06/09 by Uriel.Doyon

	Enabled texture streaming new metrics.
	Added progress bar while texture streaming is being built.
	Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
	Added texture streaming build to "Build All"

Change 3008436 on 2016/06/09 by Uriel.Doyon

	Fixed shipping build

Change 3008833 on 2016/06/10 by Rolando.Caloca

	DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
	Submitted by Allar
	PR #1864
	#jira UE-24545

Change 3008842 on 2016/06/10 by Rolando.Caloca

	DR - Remove vertex densities view mode

Change 3008857 on 2016/06/10 by John.Billon

	Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.

Change 3008870 on 2016/06/10 by Rolando.Caloca

	DR - Rebuild hlslcc libs (missing from last merge)

Change 3008925 on 2016/06/10 by John.Billon

	Fixed r.ScreenPercentage.Editor
	#Jira UE-31549

Change 3009028 on 2016/06/10 by Daniel.Wright

	Shadow depth refactor
	* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
	* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
	* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
	* A large amount of duplicated code to handle each shadow type has been combined
	* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
	* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures

Change 3009032 on 2016/06/10 by Daniel.Wright

	Fixed crash with simple forward shading in the material editor

Change 3009178 on 2016/06/10 by Rolando.Caloca

	DR - Add support for multi callbacks on HlslParser, added a write to string callback

Change 3009268 on 2016/06/10 by Daniel.Wright

	Warning fixes

Change 3009416 on 2016/06/10 by Martin.Mittring

	moved decal rendering code in common spot for upcoming MeshDecal rendering

Change 3009433 on 2016/06/10 by John.Billon

	Adding ensures for translucency lighting volume render target acesses.
	#Jira UE-31578

Change 3009449 on 2016/06/10 by Daniel.Wright

	Fixed whole scene point light shadow depths getting rendered redundantly

Change 3009675 on 2016/06/10 by Martin.Mittring

	fixed Clang compiling

Change 3009815 on 2016/06/10 by Martin.Mittring

	renamed IsUsedWithDeferredDecal to IsDeferredDecal
	to be more correct

Change 3009946 on 2016/06/10 by Martin.Mittring

	minor optimization

Change 3010270 on 2016/06/11 by HaarmPieter.Duiker

	Update gamut transformations used when dumping EXRs to account for bug UE-29935

Change 3011423 on 2016/06/13 by Martin.Mittring

	fixed default of bOutputsVelocityInBasePass
	#code_review:Rolando.Caloca
	#test:PC

Change 3011448 on 2016/06/13 by Martin.Mittring

	minor engine code cleanup
	#code_review:Olaf.Piesche
	#test:PC

Change 3011991 on 2016/06/13 by Daniel.Wright

	Fixed downsampled translucency crash in VR

Change 3011993 on 2016/06/13 by Daniel.Wright

	Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
	Mobility tooltips now reflect whether a primitive component or light component is being inspected

Change 3012096 on 2016/06/13 by Daniel.Wright

	Missing file from cl 3011993

Change 3012546 on 2016/06/14 by John.Billon

	Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
	#Jira OR-23282

Change 3012706 on 2016/06/14 by John.Billon

	Renamed r.ContactShadows.Enable to r.ContactShadows

Change 3012992 on 2016/06/14 by Rolando.Caloca

	DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
	- Added support for CustomPresent

Change 3013030 on 2016/06/14 by Rolando.Caloca

	DR - vk - Fix dev issue

Change 3013423 on 2016/06/14 by Martin.Mittring

	removed code redundancy for easier upcoming changes
	#test:PC

Change 3013451 on 2016/06/14 by Martin.Mittring

	removed no longer needed debug cvar
	#test:PC

Change 3013643 on 2016/06/14 by Zabir.Hoque

	Fix API only being inlined in the cpp and not avaialble in the .h

Change 3013696 on 2016/06/14 by Olaf.Piesche

	Adding missing quality level spawn rate scaling on GPU emitters

Change 3013736 on 2016/06/14 by Daniel.Wright

	Cached shadowmaps for whole scene point and spot light shadows
	* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
	* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
	* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
	* Cached shadowmaps are copied each frame and then movable primitive depths composited
	* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
	* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
	* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)

Change 3014103 on 2016/06/15 by Daniel.Wright

	Compile fix

Change 3014507 on 2016/06/15 by Simon.Tovey

	Resurrected Niagara playground and moved to Samples/NotForLicencees

Change 3014931 on 2016/06/15 by Martin.Mittring

	moved r.RenderInternals code into renderer to be able to access more low level data
	#test:PC, paragon

Change 3014933 on 2016/06/15 by Martin.Mittring

	nicer text

Change 3014956 on 2016/06/15 by Daniel.Wright

	Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
	Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)

Change 3014985 on 2016/06/15 by Uriel.Doyon

	Enabled Texture Build shaders on Mac
	Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
	Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
	Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
	#jira UE-30566
	#jira UE-31098

Change 3014995 on 2016/06/15 by Rolando.Caloca

	DR - vk - Removed RHI thread wait on acquire image
	- Move Descriptor pool into context

Change 3015002 on 2016/06/15 by Rolando.Caloca

	DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine

Change 3015041 on 2016/06/15 by Martin.Mittring

	fixed ImageValidator crashing when using files that exist only in ref or test folder

Change 3015309 on 2016/06/15 by Rolando.Caloca

	DR - vk - Enable fence re-use on SDKs >= 1.0.16.0

Change 3015356 on 2016/06/15 by Rolando.Caloca

	DR - vk - Prep for staging buffer refactor

Change 3015430 on 2016/06/15 by Martin.Mittring

	minor optimization for subsurfacescatteringprofile

Change 3016097 on 2016/06/16 by Simon.Tovey

	Enabling Niagara by default in the Niagara playground

Change 3016098 on 2016/06/16 by Simon.Tovey

	Some misc fixup to get niagara working again

Change 3016183 on 2016/06/16 by Rolando.Caloca

	DR - vk - Recreate buffer view for volatile buffers

Change 3016225 on 2016/06/16 by Marcus.Wassmer

	Duplicate reflection fixes from 4.12 hotfixes.

Change 3016289 on 2016/06/16 by Chris.Bunner

	Always gather MP_Normal definitions as they can be shared by other material properties.
	#jira UE-31792

Change 3016294 on 2016/06/16 by Daniel.Wright

	Fix for ensure accessing CVarCacheWPOPrimitives in game

Change 3016305 on 2016/06/16 by Daniel.Wright

	Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been

Change 3016330 on 2016/06/16 by Daniel.Wright

	Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
	Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
	Stats for shadowmap memory used under 'stat shadowrendering'

Change 3016506 on 2016/06/16 by Daniel.Wright

	Fixed crash building map in SunTemple due to null access

Change 3016703 on 2016/06/16 by Uriel.Doyon

	Fixed warning due to floating point imprecision when building texture streaming

Change 3016718 on 2016/06/16 by Daniel.Wright

	Volume lighting samples use adaptive sampling final gather
	* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)

Change 3016871 on 2016/06/16 by Max.Chen

	Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.

	Copy from Dev-Sequencer

	#jira UE-32093

Change 3017189 on 2016/06/16 by Zabir.Hoque

	Fix GBuffer format selection type-o.

	#CodeReview: Marcus.Wassmer

Change 3017241 on 2016/06/16 by Martin.Mittring

	optimized  and cleaned up rendering in transluceny, distortion, custom mesh drawing
	#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden

Change 3017856 on 2016/06/17 by Rolando.Caloca

	DR - Missing GL enum

Change 3017910 on 2016/06/17 by Ben.Woodhouse

	- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
	- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
	Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
	#RB:Keli.Hloedversson,Martin.Mittring

Change 3018126 on 2016/06/17 by Ben.Woodhouse

	Fix build warning on Mac
	#RB:David.Hill

Change 3018167 on 2016/06/17 by Chris.Bunner

	Handle case when float4 is passed to TransformPosition material node.
	#jira UE-24980

Change 3018246 on 2016/06/17 by Benjamin.Hyder

	Submitting Preliminary ShadowRefactor TestMap

Change 3018330 on 2016/06/17 by Benjamin.Hyder

	labeled ShadowRefactor map

Change 3018377 on 2016/06/17 by Chris.Bunner

	Removed additional node creation when initializing a RotateAboutAxis node.
	#jira UE-8034

Change 3018433 on 2016/06/17 by Rolando.Caloca

	DR - Fix some clang warnings on Vulkan

Change 3018664 on 2016/06/17 by Martin.Mittring

	unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
	#test:PC
	#code_review:Marcus.Wassmer,Brian.Karis

Change 3019023 on 2016/06/19 by Benjamin.Hyder

	Re-Labeled ShadowRefactor map

Change 3019024 on 2016/06/19 by Benjamin.Hyder

	Correcting Translucent Volume (Non-Directional) settings

Change 3019026 on 2016/06/19 by Benjamin.Hyder

	Correcting Lighting ShadowRefactor map

Change 3019414 on 2016/06/20 by Allan.Bentham

	Refactor mobile shadows

Change 3019494 on 2016/06/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3019504 on 2016/06/20 by John.Billon

	-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
	-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
	-Created a small common interface for blueprints and the editor itself to use for exporting.
	#Jira UE-31429

Change 3019561 on 2016/06/20 by Gil.Gribb

	UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.

Change 3019616 on 2016/06/20 by Rolando.Caloca

	DR - Replicate change in DevRendering to fix splotches on characters with morph targets
	Change: 3019599
	O - Fix flickering on heroes with morph targets

Change 3019627 on 2016/06/20 by Rolando.Caloca

	DR - Doh! Compile fix

Change 3019674 on 2016/06/20 by Simon.Tovey

	Ripped out the quick hacky VM debugger I wrote a while back.
	Over complicated the VM and didn't do enough work to justify it.
	Will revisit debugging and profiling of VM scripts in future.

Change 3019691 on 2016/06/20 by Ben.Woodhouse

	Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.

	This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
	#RB:Martin.Mittring, Daniel.Wright

Change 3019741 on 2016/06/20 by John.Billon

	Fixed compile error on mac.

Change 3019984 on 2016/06/20 by Martin.Mittring

	minor optimization

Change 3020172 on 2016/06/20 by Zachary.Wilson

	Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none

Change 3020195 on 2016/06/20 by Zachary.Wilson

	Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none

Change 3020196 on 2016/06/20 by Rolando.Caloca

	DR - Appease static analysis

Change 3020231 on 2016/06/20 by Zachary.Wilson

	Making basic shapes consistent distance field resolution scale.  #rb: none

Change 3020468 on 2016/06/20 by David.Hill

	CameraWS  UE-29146

Change 3020502 on 2016/06/20 by Benjamin.Hyder

	Adding AutomationMatinee Camera for RenderOutputValidation

Change 3020508 on 2016/06/20 by Benjamin.Hyder

	Adding AutomationMatinee for RenderOutputValidation

Change 3020514 on 2016/06/20 by Benjamin.Hyder

	Setting Autoplay for AutomationMatinee (sequence)

Change 3020561 on 2016/06/20 by Daniel.Wright

	Removed outdated comment on uniform expression assert

Change 3021268 on 2016/06/21 by Daniel.Wright

	Scaled sphere intersection for indirect capsule shadows
	* Fixes the discontinuity when capsule axis points close to the light direction
	* GPU cost is effectively the same (more expensive to compute, but tighter culling)

Change 3021325 on 2016/06/21 by Daniel.Wright

	Split ShadowRendering.cpp into ShadowDepthRendering.cpp

Change 3021355 on 2016/06/21 by Daniel.Wright

	Fixed RTDF shadows (broken by shadowmap caching)

Change 3021444 on 2016/06/21 by Daniel.Wright

	Fixed crash due to Depth drawing policy not using the default material shader map properly

Change 3021543 on 2016/06/21 by Daniel.Wright

	Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
	Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns

Change 3021749 on 2016/06/21 by Daniel.Wright

	Moved RenderBasePass and dependencies into BasePassRendering.cpp
	Moved RenderPrePass and dependencies into DepthRendering.cpp

Change 3021766 on 2016/06/21 by Benjamin.Hyder

	Adding 150dynamiclights level to Dev-Folder

Change 3021971 on 2016/06/21 by Daniel.Wright

	Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
	* TLM_SurfacePerPixelLighting now behaves like TLM_Surface

Change 3022760 on 2016/06/22 by Chris.Bunner

	Merge fixup.

Change 3022911 on 2016/06/22 by Rolando.Caloca

	DR - Added  r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders

Change 3023037 on 2016/06/22 by Rolando.Caloca

	DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed

Change 3023139 on 2016/06/22 by Daniel.Wright

	Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled

Change 3023231 on 2016/06/22 by Daniel.Wright

	Only allowing opaque per-object shadows or CSM in the mobile renderer

Change 3023415 on 2016/06/22 by Daniel.Wright

	Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target

Change 3024888 on 2016/06/23 by Daniel.Wright

	Fixed preshadows being rendered redundantly with multiple lights

Change 3025119 on 2016/06/23 by Martin.Mittring

	added MeshDecal content to RenderTest

Change 3025122 on 2016/06/23 by Martin.Mittring

	enabled DBuffer for RenderTest

Change 3025153 on 2016/06/23 by Marc.Olano

	Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
	Needed to use world space without shader offsets, not absolute world space.

Change 3025180 on 2016/06/23 by Marc.Olano

	Use translated world space for particle centers.
	Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.

Change 3025265 on 2016/06/23 by David.Hill

	Bilbords translucent during PIE  - lighting model was incorrectly set in gbuffer
	#jira UE-26165

Change 3025269 on 2016/06/23 by Ryan.Brucks

	Adding new Testmap for Pixel Depth Offset velocities with Temporal AA

Change 3025345 on 2016/06/23 by Benjamin.Hyder

	Submitting MeshDecal Content

Change 3025444 on 2016/06/23 by Benjamin.Hyder

	updating content for MeshDecal

Change 3025491 on 2016/06/23 by Benjamin.Hyder

	Updating DecalMesh Textures

Change 3025802 on 2016/06/23 by Martin.Mittring

	added to readme

Change 3026475 on 2016/06/24 by Rolando.Caloca

	DR - Show current state of r.RHIThread.Enable when not using param

Change 3026479 on 2016/06/24 by Rolando.Caloca

	DR - Upgrade glslang to 1.0.17.0

Change 3026480 on 2016/06/24 by Rolando.Caloca

	DR - Vulkan headers to 1.0.17.0

Change 3026481 on 2016/06/24 by Rolando.Caloca

	DR - Vulkan wrapper for extra logging

Change 3026491 on 2016/06/24 by Rolando.Caloca

	DR - Missed file

Change 3026574 on 2016/06/24 by Rolando.Caloca

	DR - vk - Enabled fence reuse on 1.0.17.0
	- Added more logging info

Change 3026656 on 2016/06/24 by Frank.Fella

	Niagara - Prevent sequencer uobjects from being garbage collected.

Change 3026657 on 2016/06/24 by Benjamin.Hyder

	Updating Rendertestmap to latest

Change 3026723 on 2016/06/24 by Rolando.Caloca

	DR - Fix for ES3.1 RHIs

Change 3026784 on 2016/06/24 by Martin.Mittring

	New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)

Change 3026866 on 2016/06/24 by Olaf.Piesche

	#jira OR-18363
	#jira UE-27780
	fix distortion in particle macro uvs

[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
Ryan Vance
43e9a07ed7 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3016398)
#lockdown nick.penwarden
#rb nobody

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

Change 2945508 on 2016/04/15 by Nick.Whiting

	Integrating fix for module loading for SteamVR, prevents crashing in race conditions

Change 2950385 on 2016/04/20 by Ryan.Vance

	We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.

Change 2955406 on 2016/04/25 by Chad.Taylor

	Factor scale into the motion controller component late update

Change 2956275 on 2016/04/26 by Nick.Whiting

	Initial integration of OSVR plugin support

	#pr 2097

Change 2964412 on 2016/05/03 by Chad.Taylor

	PSVR's GetControllerOrientationAndPosition now returns false if status is NOT_STARTED or CALIBRATING

Change 2964612 on 2016/05/03 by Ryan.Vance

	Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 2985528 on 2016/05/20 by Ryan.Vance

	#jira UE-30715
	Keep from spamming the output log for every single shader compile when instanced stereo is enabled for a shader platform that doesn't support it.

Change 2986246 on 2016/05/22 by Chad.Taylor

	HMD late-update thread safety

Change 2998629 on 2016/06/02 by Ryan.Vance

	Post 4.12 Oculus plugin integration

Change 3000057 on 2016/06/03 by Ryan.Vance

	Updating serialize function for custom material nodes.
	The instanced stereo refactor moved Frame uniforms *back* to View (post 4.11). This should update only objects that went through the prior transformation from View *to* Frame.
	The serialize function was also being used to update Parameters.WorldPosition to Parameters.AbsoluteWorldPosition. This should still run as expected.

Change 3002187 on 2016/06/06 by Ryan.Vance

	Switching from ._m syntax to array syntax. The cross compiler chokes on the former.

Change 3004153 on 2016/06/07 by Chad.Taylor

	Enable PSVR on VS2015

	#jira UE-31202

Change 3009958 on 2016/06/10 by Ryan.Vance

	#jira UE-31922
	Velocity and depth pre-pass for dynamic instanced meshes with isr was only rendering in the left eye.
	Need to loop over the draw call the same way we do for the base pass.

Change 3011054 on 2016/06/13 by Chad.Taylor

	Merging "SteamVR Positional Late-Update" back into Dev-VR

Change 3013361 on 2016/06/14 by Ryan.Vance

	#jira UE-32022
	Fixing dbuffer decal integration errors.

[CL 3018810 by Ryan Vance in Main branch]
2016-06-17 20:25:37 -04:00
Gil Gribb
f2a51068c0 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063)
#lockdown nick.penwarden

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

Change 2981877 on 2016/05/18 by Rolando.Caloca

	DR - Fix some PVS warnings
	- Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize
	#jira UE-30996

Change 2981966 on 2016/05/18 by Rolando.Caloca

	DR - Fix OpenGL crash quitting editor
	#jira UE-25549

Change 2982072 on 2016/05/18 by Uriel.Doyon

	Fixed a "Build Texture Streaming" crash related to custom outputs.
	Fixed issue with debug view mode and translucent primitives
	Fix bug with visibility that made some texture low res.
	Enabled per instance visibility in the texture streaming order (in game only).
	Improved InvestigateTexture Logs.
	Tweaked the mip computations from screen size.

Change 2982077 on 2016/05/18 by Uriel.Doyon

	Removed debug options!

Change 2982108 on 2016/05/18 by Olaf.Piesche

	#jira UE-30772
	moving AMD hacks to console variables

Change 2982422 on 2016/05/18 by Gil.Gribb

	UE4 - Potential crash fix on foliage occlusion queries and reflection captures.

Change 2982547 on 2016/05/18 by Martin.Mittring

	UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project

Change 2982548 on 2016/05/18 by Martin.Mittring

	Refactored MRT and outer Pixel Shader output to a struct
	to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell)
	Needed for upcoming MeshDecals

Change 2982601 on 2016/05/18 by Daniel.Wright

	Movable skylight now matches stationary for subsurface shading models
	* Two sided was broken in 4.11, Subsurface had never been handled

Change 2982603 on 2016/05/18 by Daniel.Wright

	DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time
	* FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions

Change 2982618 on 2016/05/18 by Daniel.Wright

	Better categories for some Rendering project settings

Change 2982619 on 2016/05/18 by Daniel.Wright

	Scene capture 2d improvements
	* Orthographic projection supported
	* Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later
	* Various GBuffer attributes are now available to be captured, including depth
	* Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters

Change 2982664 on 2016/05/18 by Daniel.Wright

	Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3)

Change 2982684 on 2016/05/18 by Martin.Mittring

	polish ImageValidator

Change 2982685 on 2016/05/18 by Martin.Mittring

	show testimage on sm4 as well

Change 2982736 on 2016/05/18 by Uriel.Doyon

	Improved overbudget retention logic.
	Updated ListStreamingTextures stats.

Change 2982854 on 2016/05/18 by Martin.Mittring

	ImageValidator can now save/load IVxml file

Change 2982863 on 2016/05/18 by Daniel.Wright

	Fixed shader compile error

Change 2982864 on 2016/05/18 by Daniel.Wright

	Removed deprecation message

Change 2982927 on 2016/05/18 by Martin.Mittring

	ImageValidator is now sorting by time

Change 2983743 on 2016/05/19 by Chris.Bunner

	Saturated tri-planar UV function outputs to prevent negative blending
	#jira UE-30964

Change 2983747 on 2016/05/19 by Martin.Wilson

	Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected).

Change 2984008 on 2016/05/19 by Brian.Karis

	New contact shadows feature.

	Hair uses ray cast for nonshadow lights

Change 2984009 on 2016/05/19 by Brian.Karis

	changed to ShadowedBits

Change 2984054 on 2016/05/19 by Brian.Karis

	Deleted old motion blur

Change 2984420 on 2016/05/19 by Daniel.Wright

	Shorter display name for WorldPosition material node

Change 2984423 on 2016/05/19 by Daniel.Wright

	Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations.  The View uniform buffer still contains incorrect buffer sizes for this pass.

Change 2984432 on 2016/05/19 by Rolando.Caloca

	DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path)

Change 2985415 on 2016/05/20 by Daniel.Wright

	Added a Texture2D exporter for .hdr
	Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format

Change 2985439 on 2016/05/20 by Daniel.Wright

	Scene color alpha clear value validation

Change 2987173 on 2016/05/23 by Martin.Mittring

	ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be.

Change 2987248 on 2016/05/23 by Martin.Mittring

	ImageValidator: added Summary, removed timer hack

Change 2987369 on 2016/05/23 by Martin.Mittring

	ImageValidator polish

Change 2987390 on 2016/05/23 by Brian.Karis

	Improvement to temporal aa sharpness and speed.

Change 2988038 on 2016/05/24 by Gil.Gribb

	Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2988304 on 2016/05/24 by Martin.Mittring

	added const to prevent coding errors

Change 2988332 on 2016/05/24 by Brian.Karis

	Fixed motion blur crash on SM4

Change 2988446 on 2016/05/24 by Martin.Mittring

	nicer UI

Change 2988990 on 2016/05/24 by Martin.Mittring

	fixed UE-31227 Building lighting produces bad results
	#jira:UE-31227

Change 2989729 on 2016/05/25 by Uriel.Doyon

	Fixed lightmaps and shadowmaps having low resolutions after building the lighting.
	#jira UE-31254

Change 2989752 on 2016/05/25 by Olaf.Piesche

	CVar to disable/freeze GPU particle simulation

Change 2989811 on 2016/05/25 by Daniel.Wright

	Making use of MATERIALBLENDING_ANY_TRANSLUCENT

Change 2989812 on 2016/05/25 by Daniel.Wright

	Hide DFGI show flags from UI

Change 2989901 on 2016/05/25 by Daniel.Wright

	Height fog now works properly in planar reflections
	* The ray used for computing fog is first clipped by the reflection plane

Change 2989904 on 2016/05/25 by Daniel.Wright

	Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range

Change 2989991 on 2016/05/25 by Daniel.Wright

	Improved usability for DBuffer Decals
	* 'Show Decals' works correctly, previously would fetch from uninitialized textures
	* DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used
	* Improved the PrePass draw event to indicate whether it's full or partial
	* Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible
	* r.EarlyZPass can now be changed at runtime, which is useful for profiling

Change 2990008 on 2016/05/25 by Daniel.Wright

	Fixed capsule shadows on skeletal meshes with scaling

Change 2990274 on 2016/05/25 by Daniel.Wright

	Fixed DFAO (from cl 2961310)

Change 2990304 on 2016/05/25 by Martin.Mittring

	OR-22233 GPU Sprites invisible unless solo'd
	#jira:OR-22233

Change 2990309 on 2016/05/25 by Martin.Mittring

	Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction,
	(Early work in progress)

Change 2990363 on 2016/05/25 by Daniel.Wright

	Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s

Change 2990392 on 2016/05/25 by Daniel.Wright

	Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO
	0: Apply non-directional AO to specular.
	1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO.  This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts.
	2: (experimental) Cone trace through distance fields along the reflection vector.  Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion.

Change 2990454 on 2016/05/25 by Martin.Mittring

	polish readme

Change 2990610 on 2016/05/25 by Martin.Mittring

	fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code
	#code_review:Shane.Caudle

Change 2990754 on 2016/05/25 by Zabir.Hoque

	Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration.

	#CodeReview: Martin.Mittring

Change 2990801 on 2016/05/25 by Zabir.Hoque

	Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set.

	#CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring

Change 2991169 on 2016/05/26 by Martin.Mittring

	fixed compiler warning
	WARNING: Non-editor build cannot depend on non-redistributable modules. Details:
	#lockdown: gil.gribb

Change 2991238 on 2016/05/26 by Martin.Mittring

	fixed build
	fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory  (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs)
	#lockdown:Gil.Gribb

Change 2991726 on 2016/05/26 by Daniel.Wright

	Subsurface materials are now handled with simple forward shading
	#jira OR-22237
	#lockdown gil.gribb

Change 2991727 on 2016/05/26 by Daniel.Wright

	Emissive decals are now supported with simple forward shading
	#jira OR-22282
	#lockdown Gil.Gribb

Change 2994849 on 2016/05/31 by Daniel.Wright

	Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes
	#lockdown Gil.Gribb

Change 2997243 on 2016/06/01 by Gil.Gribb

	Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering)
	#lockdown nick.penwarden

[CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
Matthew Griffin
f180dff107 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main
#lockdown Nick.Penwarden

(Will update with full description tomorrow)

[CL 2984534 by Matthew Griffin in Main branch]
2016-05-19 19:35:35 -04:00
Matthew Griffin
a3a2d4d633 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397)
#lockdown Nick.Penwarden

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

Change 2962397 on 2016/05/02 by Dmitriy.Dyomin

	Fixed: Crash generating LOD for a Landscape
	#jira UE-30144

Change 2962367 on 2016/05/01 by Zachary.Wilson

	Building lighting on QA-Effects

	#jira UE-29618

Change 2962363 on 2016/05/01 by Zachary.Wilson

	Updating Reflection Capture Test Content

	#jira UE-29618

Change 2962362 on 2016/05/01 by Benjamin.Hyder

	Built Lighting in QA-PostProcessing level

	#jira UE-29618

Change 2962361 on 2016/05/01 by Zachary.Wilson

	Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes.

	#jira UE-29618

Change 2962357 on 2016/05/01 by Benjamin.Hyder

	Built Lighting for Tm_SceneTexture

	#jira UE-29618

Change 2962356 on 2016/05/01 by Benjamin.Hyder

	Adding PlayerStart to TM-TranslucencyLghtingMode map

	#jira UE-29618

Change 2962351 on 2016/05/01 by Benjamin.Hyder

	Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels

	#jira UE-29618

Change 2962349 on 2016/05/01 by Benjamin.Hyder

	Correcting Planar Reflection in TM-Shadermodels

	#Jira UE-29618

Change 2962348 on 2016/05/01 by Benjamin.Hyder

	Adding Planar Reflection Test Case content to TM-Shadermodels

	#jira UE-29618

Change 2962347 on 2016/05/01 by Zachary.Wilson

	Adding testing content for Dual Normal Clfar Coat Material Expression

	#jira UE-29618

Change 2962340 on 2016/05/01 by Zachary.Wilson

	Adding testing content for engine scalability (WIP)

	#jira UE-29618

Change 2962173 on 2016/04/30 by Ben.Marsh

	Fix typo.

Change 2962172 on 2016/04/30 by Ben.Marsh

	Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB.

	#jira UE-30156

Change 2961782 on 2016/04/29 by Mike.Beach

	Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel.

	#jira UE-30110

Change 2961780 on 2016/04/29 by Mike.Beach

	Guarding against interface arrays with null entries (null checking in property editor processing code).

	#jira UE-30015

Change 2961580 on 2016/04/29 by Owen.Stupka

	#jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2

Change 2961531 on 2016/04/29 by Ryan.Gerleve

	Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay.

	#jira UE-22047

Change 2961499 on 2016/04/29 by Marc.Audy

	Use accessor instead of variable directly.
	#jira UE-00000

Change 2961492 on 2016/04/29 by Chris.Babcock

	Android Vulkan dynamic loader with fallback to ES2
	- works with either NDK r11c+ or VulkanSDK (does not require .so)
	#jira UEPLAT-1249
	#jira UEMOB-103
	#ue4
	#android

Change 2961462 on 2016/04/29 by Chris.Babcock

	Fix issue with stripping symbols for non-armv7 architectures
	#jira UE-30138
	#android
	#ue4

Change 2961442 on 2016/04/29 by Marc.Audy

	Fix undo/redo of attachment between an IWCE and blueprint constructed component not working
	#jira UE-28948

Change 2961400 on 2016/04/29 by Samuel.Proctor

	Test assets for FiB test cases.
	#jira UE-29618

Change 2961382 on 2016/04/29 by Daniel.Lamb

	Fix for shadowed variables.
	#jira UE-29470

Change 2961319 on 2016/04/29 by mitchell.wilson

	#jira UE-29618 - Adding TM-LandscapeFoliage map

Change 2961278 on 2016/04/29 by Chris.Babcock

	Fix 64-bit cast
	#jira UE-30132
	#ue4
	#android

Change 2961263 on 2016/04/29 by Daniel.Lamb

	Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps.
	#jira UE-29470

Change 2961227 on 2016/04/29 by Taizyd.Korambayil

	#jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini

Change 2961208 on 2016/04/29 by Nick.Darnell

	UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.

	#jira UE-29919

Change 2961190 on 2016/04/29 by Nick.Darnell

	UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.

	#jira UE-29919

Change 2961161 on 2016/04/29 by Gareth.Martin

	Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node.
	#jira UE-30032

Change 2961109 on 2016/04/29 by Keith.Judge

	Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was...

	#jira UEPLAT-1288

Change 2961055 on 2016/04/29 by Mike.Beach

	Mirroring CL 2961019:
	Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues.

	#jira UE-29940

Change 2961018 on 2016/04/29 by Rolando.Caloca

	UE4.12 - Compile fix for shipping
	#jira UE-30096

Change 2960921 on 2016/04/29 by Matthew.Griffin

	Updated AutoSDK used by Android so that arm64 will build

Change 2960920 on 2016/04/29 by Martin.Wilson

	Missing files from 2960847

	#jira ue-25715

Change 2960906 on 2016/04/29 by Peter.Sauerbrei

	added more explicit message when the deployment fails due to device not on provision
	#jira UE-19875

Change 2960869 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960847 on 2016/04/29 by Martin.Wilson

	Fix setting incorrect animation assets on anim player nodes.

	#jira ue-25715

Change 2960842 on 2016/04/29 by Keith.Judge

	Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them.

	#jira UEPLAT-1288

Change 2960841 on 2016/04/29 by Keith.Judge

	Xbox One - Make temporary buffers last for three frames.

	#jira UEPLAT-1288

Change 2960838 on 2016/04/29 by Keith.Judge

	Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it.

	#jira UEPLAT-1288

Change 2960834 on 2016/04/29 by Keith.Judge

	Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs.

	#jira UEPLAT-1288

Change 2960829 on 2016/04/29 by Keith.Judge

	Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr!

	#jira UEPLAT-1288

Change 2960826 on 2016/04/29 by Keith.Judge

	Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960820 on 2016/04/29 by Keith.Judge

	Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960819 on 2016/04/29 by Marc.Audy

	Owned components are once again referenced by their Owning actor for GC purposes
	#jira UE-29131

Change 2960817 on 2016/04/29 by Keith.Judge

	Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960814 on 2016/04/29 by Keith.Judge

	Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform.

	#jira UEPLAT-1288

Change 2960805 on 2016/04/29 by Keith.Judge

	Fix .ini.ini filename issue (duplicated fix from Dev-Platform).

	#jira UES-2270

Change 2960797 on 2016/04/29 by Mason.Seay

	Deleting asset associated with crashing map, just to be safe (neither are needed anymore)

	#jira UE-25215

Change 2960793 on 2016/04/29 by Mason.Seay

	Deleting map that's causing a crash

	#jira UE-25215

Change 2960774 on 2016/04/29 by Robert.Manuszewski

	(temp) Fix for missing packages after cooking.

	#jira UE-29876

Change 2960747 on 2016/04/29 by Jurre.deBaare

	Mac build fixes

	#jira abc-123

Change 2960739 on 2016/04/29 by Benn.Gallagher

	Use mesh update mode to update cloth rather than whether or not it was rendered.
	#jira UE-25934

Change 2960707 on 2016/04/29 by Jurre.deBaare

	HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module)

	#jira UE-24378

Change 2960704 on 2016/04/29 by Matthew.Griffin

	Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line
	Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build
	Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now)
	Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one
	#jira UEB-560

Change 2960694 on 2016/04/29 by Robert.Manuszewski

	Log free disk space when DirectoryWatcher's File Cache fails to move a file.

	#jira UE-24660

Change 2960687 on 2016/04/29 by Benn.Gallagher

	Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook)
	#jira UE-30053

Change 2960381 on 2016/04/28 by Chris.Babcock

	Handle movie playback not covering full surface
	#jira UE-28705
	#ue4
	#android

Change 2960162 on 2016/04/28 by Ryan.Vance

	#jira UE-30099
	Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future.
	We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency).

Change 2960100 on 2016/04/28 by Andrew.Porter

	Removing old sub sequences.

	#jira UE-29618

Change 2959962 on 2016/04/28 by Peter.Sauerbrei

	fix for enabling InApp purchasing not enabling Online Subsystem IOS
	#jira UE-25512

Change 2959937 on 2016/04/28 by Patrick.Donovan

	Screen aligned UVs test material for QAGame for testing if they work in VR.
	#jira UE-29618

Change 2959914 on 2016/04/28 by Dan.Oconnor

	Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959859 on 2016/04/28 by Ryan.Gerleve

	Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE.

	#jira UE-26634

Change 2959856 on 2016/04/28 by Chris.Babcock

	Fix scaling on low-resolution devices in Match3
	#jira UE-28706
	#ue4
	#match3

Change 2959839 on 2016/04/28 by Dan.Oconnor

	Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959836 on 2016/04/28 by Dan.Oconnor

	Remove unused local variable, found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959829 on 2016/04/28 by Dan.Oconnor

	Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959817 on 2016/04/28 by Peter.Sauerbrei

	fix for parsing the IOS Device ID
	addition of iPhone SE (courtesy davidrpozesky, PR2307)
	addition of iPadPro 9.7
	#jira UE-21921

Change 2959808 on 2016/04/28 by Nick.Darnell

	UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using.

	#jira ue-none

Change 2959805 on 2016/04/28 by Chad.Taylor

	Merging

	//UE4/Dev-VR/Engine/...

	to //UE4/Release-4.12/Engine/...

	#jira UEBP-188

Change 2959798 on 2016/04/28 by Dan.Oconnor

	Manually integrate 2947850, also  found with PVS-Studio by Robert Troughton
	#jira UE-30058

Change 2959796 on 2016/04/28 by Aaron.McLeran

	Duplicating CL 2959785 from //UE4/Dev-Framework

	#jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances

	#tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing

Change 2959793 on 2016/04/28 by Dan.Oconnor

	Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon.
	#jira UE-30058

Change 2959739 on 2016/04/28 by Ori.Cohen

	Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log.

	#JIRA UE-29932

Change 2959709 on 2016/04/28 by Nick.Darnell

	Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once.

	#jira UE-30087

Change 2959701 on 2016/04/28 by Nick.Darnell

	Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player.  Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied.

	#jira UE-30085

Change 2959691 on 2016/04/28 by Nick.Darnell

	UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders.

	#jira UE-30084

Change 2959678 on 2016/04/28 by mason.seay

	Updated test sound cue asset, as it appeared to be partially filled out.  Moved it out of developer folder.

	Also rebuilt lighting on associated test map.

	#jira UE-29618

Change 2959514 on 2016/04/28 by Aaron.McLeran

	Duplicating CL 2959506 from //UE4/Dev-Framework

	#jira UE-30000

	PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)

	#tests Playing another looping sound on an audio component will stop the previous looping sound.

Change 2959486 on 2016/04/28 by Bob.Tellez

	Duplicating CL#2948431 from //Orion/Dev-General

	CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.

	#JIRA UE-29625
	#tests Ran editor

Change 2959414 on 2016/04/28 by Chad.Taylor

	IStereoLayers API and Oculus Rift implementation

	#jira UEBP-185

Change 2959395 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings

Change 2959386 on 2016/04/28 by Richard.TalbotWatkin

	Replicated from CL 2959360 in //UE4/Dev-Editor/

	Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
	#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]

Change 2959377 on 2016/04/28 by Matthew.Griffin

	Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build
	#jira UE-30024

Change 2959367 on 2016/04/28 by Alexis.Matte

	#jira OR-20622
	make sure LOD import Materials get map with LOD 0 material index

Change 2959302 on 2016/04/28 by Jamie.Dale

	Removed invalid assert

	#jira UE-30042

Change 2959263 on 2016/04/28 by Peter.Sauerbrei

	fix for virtual joysticks showing up on tvOS
	removed usage of ES2 define for tvOS
	#jira UE-26122

Change 2959235 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings

Change 2959177 on 2016/04/28 by Thomas.Sarkanen

	Fixed curve names getting incorrectly duplicated when DuplicateObject was called

	Fixes crash when trying to convert curves to metadata after newly importing a sequence.

	#jira UE-29988 - Crash when converting custom curve to metadata in persona

Change 2959170 on 2016/04/28 by Taizyd.Korambayil

	#jira UE-29683 Resaved Maps to Fix Build Warnings
	#jira UE-29685
	#jira UE-29679
	#jira UE-29684

Change 2959154 on 2016/04/28 by Dan.Bullard

	Added Media Player assets and added example to TM-ShaderModels.
	#jira UE-29618

Change 2959112 on 2016/04/28 by Jamie.Dale

	Fixed a long time IME crash that could happen under certain circumtances

	#jira OPP-5607

Change 2959086 on 2016/04/28 by Jamie.Dale

	Refreshing the editable text layout now makes sure the layout is up-to-date

	This addresses some update issues when the widget is being ticked, but not running a layout pass.

	#jira UE-30054

Change 2958927 on 2016/04/28 by Phillip.Kavan

	[UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set.

	#jira UE-30040

Change 2958730 on 2016/04/28 by Phillip.Kavan

	[UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport.

	#jira UE-23087

Change 2958566 on 2016/04/27 by Marcus.Wassmer

	Fix material preview and PostProcessAmbient
	#jira UE-29994

Change 2958459 on 2016/04/27 by mason.seay

	Test assets for Sound Class Override

	#jira UE-29618

Change 2958399 on 2016/04/27 by Owen.Stupka

	#jira UE-29924 Back out CL 2958355, change was in wrong position.

Change 2958395 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2950482  from //UE4/Dev-Framework

	#jira FORT-22973 SoundMix Fade Time not fading audio properly

	- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.

	#tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates.

Change 2958387 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2954865  from //UE4/Dev-Framework

	#jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.

	#tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device

Change 2958381 on 2016/04/27 by Josh.Adams

	- Fixed compile error in IOSDeviceHelperMac.cpp
	#lockdown nick.penwarden
	#jira UE-30037

Change 2958355 on 2016/04/27 by Owen.Stupka

	#jira UE-29924 Fix for UAT issues on Mac.

Change 2958351 on 2016/04/27 by Aaron.McLeran

	Duplicating CL#2957953  from //UE4/Dev-Framework

	#jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.

	#tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once

Change 2958344 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings

Change 2958342 on 2016/04/27 by mitchell.wilson

	#jira UE-29618  updating shot_002 to fix an issue with snapping.

Change 2958315 on 2016/04/27 by Marc.Audy

	No longer use component pooling, but instead spawn Actors for thumbnail display
	#jira UE-17453

Change 2958289 on 2016/04/27 by Marc.Audy

	Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component
	#jira UE-30033

Change 2958280 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29723 Resaved Maps and Audio Files

Change 2958237 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29687 Resaved Some Assets to Fix Build Warnings

Change 2958176 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29701 Resaved Some Assets to Fix Build Warnings

Change 2958172 on 2016/04/27 by Ori.Cohen

	Back out changelist 2955134

	#JIRA UE-30030

Change 2958121 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29706 Resaved Some Assets to Fix Build Warnings

Change 2958070 on 2016/04/27 by Peter.Sauerbrei

	fix for launch on to tvOS from PC
	properly filter out tvOS devices when launching to IOS and vice versa
	#jira UE-29928

Change 2958029 on 2016/04/27 by Andrew.Rodham

	Fixed SMenuAnchor::bIsCollapsedByParent not being respected

	#jira UE-30016

Change 2957962 on 2016/04/27 by Alexis.Matte

	#jira UE-29984
	Pixel inspector crash
	Fix the viewport id

Change 2957908 on 2016/04/27 by Andrew.Rodham

	Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer

	#jira UE-29171

Change 2957880 on 2016/04/27 by Peter.Sauerbrei

	fix for metal not being enabled in iOS 8
	added some checks for bSupportsResourceOptions in Lock/Unlock
	#jira UE-29268

Change 2957860 on 2016/04/27 by Gareth.Martin

	Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters
	#jira UE-29471

Change 2957833 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings

Change 2957805 on 2016/04/27 by Max.Chen

	Sequencer: Fix crash in UMG when a property changes and there's no movie scene.

	#jira UE-30008

Change 2957803 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings

Change 2957799 on 2016/04/27 by Max.Chen

	Sequencer: Fix visibility track name so that it says "Visibility"

	#jira UE-29996

Change 2957777 on 2016/04/27 by Allan.Bentham

	Workaround ES31 HQ DoF producing no effect with vulkan rhi.
	#jira UE-30006

Change 2957763 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29678 Resaved Maps to Fix Build Errors

Change 2957740 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29628 Resaved Maps to fix Build Warnings

Change 2957713 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29715 Resaved Maps to Fix Build Warnings

Change 2957678 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings

Change 2957627 on 2016/04/27 by Frank.Fella

	UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated

	#Jira UE-29319
	#Jira UE-29321

Change 2957625 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings

Change 2957603 on 2016/04/27 by mitchell.wilson

	#jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing

Change 2957577 on 2016/04/27 by Ben.Marsh

	EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out.

Change 2957569 on 2016/04/27 by Maciej.Mroz

	#jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true

	merged from Dev-Blueprints 2957564

Change 2957565 on 2016/04/27 by Taizyd.Korambayil

	#jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error

Change 2957558 on 2016/04/27 by Matthew.Griffin

	Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files
	#jira UE-29899

Change 2957504 on 2016/04/27 by Marc.Audy

	Persist component instance data cache through blueprint construction that results in "disaster recovery mode"
	#jira UE-20385

Change 2957162 on 2016/04/26 by Dmitriy.Dyomin

	Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device
	#jira UE-25861

Change 2957117 on 2016/04/26 by Dan.Oconnor

	PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi)
	Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend

	#jira UE-29563

Change 2957057 on 2016/04/26 by Dan.Oconnor

	Tweak logic used to make variable nodes more accessible
	Motivation was PR#2202 by Lucyberad
	#jira UE-28802

Change 2956884 on 2016/04/26 by Jamie.Dale

	Removed an assert that can be triggered by certain IMEs

	#jira UE-19744

Change 2956876 on 2016/04/26 by Dan.Oconnor

	PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays)

	#jira UE-29495

Change 2956860 on 2016/04/26 by Max.Preussner

	Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973)

	#jira: UE-29973

Change 2956801 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues
	#jira UE-28140

Change 2956679 on 2016/04/26 by Andrew.Rodham

	Editor: Fixed not being able to switch between cinematic/default viewport types

	#jira UE-29942

Change 2956674 on 2016/04/26 by James.Fox

	Updated Blueprint Bitmask test asset to include Bitwise OR.
	#jira UE-29618

Change 2956573 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing
	#jira UE-28140

Change 2956572 on 2016/04/26 by Rolando.Caloca

	UE4.12 - vk - Added alignment to buffer offsets depending on usage
	#jira UE-28140

Change 2956502 on 2016/04/26 by Peter.Sauerbrei

	fix for missing particles on iPhone 5 when compiling for size
	re-enable compile for size for Match 3
	#jira UE-28721

Change 2956445 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29691 Resaved some Animation Assets to Fix Build Warnings

Change 2956382 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings

Change 2956332 on 2016/04/26 by Patrick.Donovan

	Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled.
	#jira UE-29618

Change 2956301 on 2016/04/26 by Ben.Marsh

	Disable notification emails for warnings in Rocket sample builds.

Change 2956264 on 2016/04/26 by Peter.Sauerbrei

	fix for binary release generation of bp-only project files for IOS on Mac
	#jira UE-29934

Change 2956247 on 2016/04/26 by Jurre.deBaare

	Fix for Mac compile

	#jira UE-123ABC

Change 2956192 on 2016/04/26 by Jurre.deBaare

	- Changed signatures for merging static mesh (LOD index now incorporated in merge data structure)
	- Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels)
	- Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure
	- LightMap Index for merged static meshes is now set correctly
	- Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct
	- Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc

	#jira UE-28319

Change 2956183 on 2016/04/26 by mitchell.wilson

	#jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing

Change 2956152 on 2016/04/26 by Lina.Halper

	- removed invalid ensure because it doesn't check recursive, it does have different value with validation

	#jira : UE-29945

Change 2956034 on 2016/04/26 by Andrew.Rodham

	Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present
	  - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state

	#jira UE-28073

Change 2956002 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29729 Resaved Blueprints to Fix Build Warnings

Change 2955999 on 2016/04/26 by Max.Chen

	Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.

	#jira UE-29841

Change 2955983 on 2016/04/26 by Andrew.Rodham

	Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project.

	#jira UE-29938

Change 2955979 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29728 Resaved Some assets to Fix Build Warnings

Change 2955941 on 2016/04/26 by Taizyd.Korambayil

	#jira UE-29730 Resaved Maps to Fix Build Warnings

Change 2955937 on 2016/04/26 by Andrew.Rodham

	Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class
	  - This fixes issues caused by undersiable state being saved into the spawnable defaults

	Merged from //UE4/Dev-Sequencer/...@2952610

	#jira UE-29774

Change 2955888 on 2016/04/26 by mitchell.wilson

	#jira UE-29618 Updating shots for sequencer testing

Change 2955635 on 2016/04/26 by Max.Chen

	Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.

	#jira UE-28213

[CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
Gil Gribb
0711601519 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2879377 on 2016/02/24 by Gil.Gribb

	UE4 - Added render thread start and stop delegates. GitHub 2006.
	#Jira UE-26184

Change 2879378 on 2016/02/24 by Gil.Gribb

	UE4 - Avoided using TG_PrePhysics as the first tickgroup so that licensees can add tickgropups.
	https://udn.unrealengine.com/questions/279126/code-assumes-that-tg-prephysics-is-the-first-tick.html
	#Jira UE-26971

Change 2879382 on 2016/02/24 by Gil.Gribb

	UE4 - Tweaked automation test framework by request from UDN post.

Change 2879727 on 2016/02/24 by Martin.Mittring

	adding debug info for Optimus driver detection issue
	#rb:Benjamin.Hyder
	#Test:PC

Change 2879728 on 2016/02/24 by Martin.Mittring

	fixed and improved VisualizeMotionBlur
	#rb:David.Hill
	#test:PC

Change 2879729 on 2016/02/24 by Martin.Mittring

	added AngleBetweenVectors() and variants to the FastMath library
	#rb:David.Hill
	#code_review:Brian.Karis

Change 2880133 on 2016/02/24 by David.Hill

	new r.DepthOfFieldQualitySetting
	for GDC squencer demo
	#rb:Martin.Mittring
	 - OR-15875

Change 2880314 on 2016/02/24 by Daniel.Wright

	Fixed uses of FDepthDrawingPolicyFactory being affected by bUseAsOccluder
	* This fixes preshadows on HISMC and foliage

Change 2880338 on 2016/02/24 by Martin.Mittring

	added SkinCache.Debug cvar
	#rb:Lina.Halper
	#test:PC

Change 2880344 on 2016/02/24 by Daniel.Wright

	Added the ability to apply DFAO to static indirect lighting, controlled by r.AOApplyToStaticIndirect
	* Lightmaps, stationary skylight and reflection captures are all affected
	* Specular occlusion on reflection captures requires a fair amount of tweaking of r.SkySpecularOcclusionStrength, MinOcclusion and MaxOcclusionDistance for good quality
	* For now, a movable skylight with low intensity (.0001) must be placed to control MaxOcclusionDistance and MinOcclusion

Change 2880346 on 2016/02/24 by Daniel.Wright

	Added several cvars to expose mesh distance field limits, which allows higher quality
	* r.DistanceFields.MaxPerMeshResolution
	* r.DistanceFields.DefaultVoxelDensity
	* r.DistanceFields.AtlasSizeXY
	* r.DistanceFields.AtlasSizeZ

Change 2881304 on 2016/02/25 by Gil.Gribb

	UE4 - Increased the priority of cloth tasks because these are on the critical path.

Change 2881306 on 2016/02/25 by Gil.Gribb

	UE4 - Added cvar to control background tick list cleanup.

Change 2881790 on 2016/02/25 by Daniel.Wright

	Screen size fading is only applied to spot and point lights

Change 2882077 on 2016/02/25 by Daniel.Wright

	DFAO indirect occlusion on static lighting is now correctly applied to IndirectIrradiance

Change 2882391 on 2016/02/25 by Martin.Mittring

	fixed bad caching of SRV for vertexbuffers in SkinCache (caused rendering artifacts and wasteful memory allocations). Finding a SRV is now O(1), was O(n)
	#rb:Olaf.Piesche
	#code_review:Rolando.Caloca,Marcus.Wassmer

Change 2883008 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed recursive shader intialization crash on consoles.

Change 2883253 on 2016/02/26 by Martin.Mittring

	Improved SkinTangent compression
	#rb:Olaf.Piesche

Change 2883295 on 2016/02/26 by Martin.Mittring

	Added RecomputeSkinTangent feature for GPU SkinCache, not enabled by default (r.SkinCache.RecomputeTangents)
	#rb:Olaf.Piesche,Brian.Karis,Lina.Halper,Rolando.Caloca

Change 2883363 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed an issue with recurisve shader init on consoles...again.

Change 2883912 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed shadows updating static meshes while the prepass is in progress.

Change 2884829 on 2016/02/27 by Martin.Mittring

	OR-16237 indirect lighting on skin is too dark
	#rb:Martin.Mittring
	#code_review:Brian.Karis

Change 2885096 on 2016/02/28 by Martin.Mittring

	OR-13678

[CL 2890130 by Gil Gribb in Main branch]
2016-03-02 13:38:38 -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