Commit Graph

81 Commits

Author SHA1 Message Date
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
Thomas Sarkanen
1547db70c9 Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden

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

Change 3281394 on 2017/02/01 by Chad.Garyet

	one more try on the name here, with the extension this time

Change 3286009 on 2017/02/03 by Jon.Nabozny

	Fix SkelMeshMerge duplicating Skeleton sockets.

	#jira UE-39690

Change 3288374 on 2017/02/06 by Jon.Nabozny

	Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial

Change 3288640 on 2017/02/06 by Jon.Nabozny

	#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.

	#jira UE-40261

Change 3288978 on 2017/02/06 by Jon.Nabozny

	Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.

Change 3290332 on 2017/02/07 by Marc.Audy

	Add AnimPhys object version

Change 3290753 on 2017/02/07 by Jon.Nabozny

	Update CoM documentation for CoM offset.

	#jira UE-40136

Change 3290783 on 2017/02/07 by Jon.Nabozny

	Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.

	#jira UE-39820

Change 3292286 on 2017/02/08 by Jon.Nabozny

	Fix OSSNull query filtering.

	#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
	#jira: UE-37512

Change 3294138 on 2017/02/09 by Thomas.Sarkanen

	Add more descriptive name for sub-struct members in property tracks

Change 3294139 on 2017/02/09 by Thomas.Sarkanen

	Moving to individual structs for limbs

Change 3294140 on 2017/02/09 by Thomas.Sarkanen

	Updated base human asset to reflect limb changes

	Updated map to just contain the mannequin for now
	Updated Sequence to contain some default IK keys

Change 3294178 on 2017/02/09 by Thomas.Sarkanen

	Fix shadow variable warning

Change 3294554 on 2017/02/09 by Thomas.Sarkanen

	Fixed persistent limb drift issues with non-participant bones

	Still have rotational drift with IK chain nodes (still to fix).
	Also fixes the addition of initial keys on binding when animating.
	Also fixes not being able to pick the widget sometimes when picking nodes in the tree.

Change 3294826 on 2017/02/09 by Chad.Garyet

	fixing up busted defaultvalues on physx and precompiled binaries

Change 3294827 on 2017/02/09 by Thomas.Sarkanen

	CIS fixes for non-editor and monolithic builds

Change 3296363 on 2017/02/10 by Thomas.Sarkanen

	Fix bone drifting

	Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
	Also optimized the hierarchy API a little & prevented excess work when nothing changes.

Change 3296393 on 2017/02/10 by James.Golding

	Add support for clicking on PoseDriver targets in viewport

Change 3296465 on 2017/02/10 by Thomas.Sarkanen

	Removed component visualizer (no longer used)

Change 3296467 on 2017/02/10 by Thomas.Sarkanen

	Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.

	Added ability to hide nodes (advanced setting) and manipualtors (on playback)

Change 3296554 on 2017/02/10 by Thomas.Sarkanen

	Fixed up some workflow issues

	Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
	Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.

Change 3296621 on 2017/02/10 by Thomas.Sarkanen

	Added ability to specify manipulator type when adding

	Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
	Also tweaked default extents for box manipulators.

Change 3296622 on 2017/02/10 by Thomas.Sarkanen

	Changed FK manipulators to boxes

Change 3296740 on 2017/02/10 by James.Golding

	Added bOnlyDriveSelectedBones option to PoseDriver

Change 3296957 on 2017/02/10 by James.Golding

	Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array

Change 3297092 on 2017/02/10 by Jon.Nabozny

	#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.

	#JIRA UE-39876

Change 3297160 on 2017/02/10 by Ori.Cohen

	Temp fix for physx immediate mode crashing when 0 rows are generated.

Change 3297203 on 2017/02/10 by Ori.Cohen

	Temp fix for immediate mode crash when free joints are batched together

	#JIRA UE-41026

Change 3297326 on 2017/02/10 by Jon.Nabozny

	PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)

	Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.

	#JIRA UE-38981

Change 3297618 on 2017/02/10 by Charles.Anderson

	Arcblade - GDC
	- Created a new mor polished Phat for this.  Probably not gonna use it.
	- Created a Ragdoll asset. Need to talk to Ori about getting it working better.

Change 3297799 on 2017/02/10 by mason.seay

	Test map for testing audio attenuation

Change 3297940 on 2017/02/10 by Jon.Nabozny

	#rn Fix ConstraintComponentVisualizer with AngularOffset.

	Needed to apply local transform before world.

	#JIRA UE-39597

Change 3297947 on 2017/02/10 by Chad.Garyet

	adding automated test build option

Change 3299203 on 2017/02/13 by Thomas.Sarkanen

	Fixed local coord system issues with rotation (etc).

	Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
	Fixed up to allow for animating actors with transformed skeletal mesh components.
	Also added some proximity scaling to manipulators.

Change 3299220 on 2017/02/13 by Thomas.Sarkanen

	Fixed CIS missing include

Change 3299343 on 2017/02/13 by Lina.Halper

	Spine twist/roll check in
	- control points are disabled

	#rb: Thomas.Sarkanen

Change 3299388 on 2017/02/13 by James.Cobbett

	Updating QA-Physics map

Change 3299518 on 2017/02/13 by Lina.Halper

	fix build issue

	#rb: none

Change 3299701 on 2017/02/13 by Ori.Cohen

	Add finer grain physx stat information.

Change 3299894 on 2017/02/13 by Ori.Cohen

	Added LOD support for immediate mode physics

Change 3299906 on 2017/02/13 by James.Cobbett

	Updating QA-Collision map with new test scenarios

Change 3299962 on 2017/02/13 by Ori.Cohen

	Fix shadow warning

Change 3300100 on 2017/02/13 by Lina.Halper

	- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
	- enable control point reading part
	- twist/roll controll is localspace reader - BaseHuman

	#rb: none
	#code review:Thomas.Sarkanen

Change 3300206 on 2017/02/13 by Ori.Cohen

	Rename Ragdoll node to RigidBody node

Change 3300899 on 2017/02/13 by Alan.Noon

	Migrating Paragon Origin and Origin Small maps content.

Change 3301279 on 2017/02/14 by Jurre.deBaare

	Mesh paint refactor

Change 3301288 on 2017/02/14 by Jurre.deBaare

	Incremental CIS fixes

Change 3301290 on 2017/02/14 by Jurre.deBaare

	Another CIS fix

Change 3301311 on 2017/02/14 by Thomas.Sarkanen

	Fixed non-editor builds

Change 3301313 on 2017/02/14 by Jurre.deBaare

	More CIS fixes

Change 3301315 on 2017/02/14 by Jurre.deBaare

	Include CIS fix

Change 3301333 on 2017/02/14 by Jurre.deBaare

	Non-Unity CIS fixes

Change 3301388 on 2017/02/14 by Benn.Gallagher

	CIS fix for cloth create panel

Change 3301445 on 2017/02/14 by Benn.Gallagher

	Last few changes over from the mesh paint branch
	hooked up LOD dropdown box
	Moved asset selection out of details panel

Change 3301527 on 2017/02/14 by mason.seay

	Deleting unneeded map

Change 3301531 on 2017/02/14 by mason.seay

	Renaming Map to fix naming scheme

Change 3301558 on 2017/02/14 by Ori.Cohen

	Fix physx stats not being counted properly as we were not using static data.

Change 3301604 on 2017/02/14 by Ori.Cohen

	Fix static analysis warning

Change 3301615 on 2017/02/14 by Jurre.deBaare

	All. The. CIS. Fixes

Change 3301630 on 2017/02/14 by mason.seay

	Updating Map for testing

Change 3301697 on 2017/02/14 by mason.seay

	Final change to map

Change 3301734 on 2017/02/14 by Jurre.deBaare

	- Crash CTRL-Z when having cloth painter and paint mode open
	- Fill action not being undo-able
	- Import vertex colors should default to to-instance
	- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)

Change 3301763 on 2017/02/14 by Jurre.deBaare

	- Fix for asset without engine version
	- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes

Change 3302421 on 2017/02/14 by Lina.Halper

	Fixed issue where spline gets incorrect position when it has many control points.

	#rb: Thomas.Sarkanen

Change 3302667 on 2017/02/14 by Lina.Halper

	- added spine control points to work
	  - FK/IK switch isn't working great yet. Don't try
	  - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
	- added option to add fk nodes, change parnets
	  - fixed issue with drawing skeleton drawing, when parents weren't added yet.
	- Added neck/head/body control

	#code review: Thomas.Sarkanen
	#rb: none

Change 3303200 on 2017/02/14 by Alan.Noon

	Collision shapes for Immediate Mode Ragdolls

Change 3303201 on 2017/02/14 by Alan.Noon

	Adding Origin, Full Map

Change 3303477 on 2017/02/15 by James.Golding

	Add Get and SetComponentForAxis to FVector and FRotator

Change 3303478 on 2017/02/15 by James.Golding

	Add support for multiple source bones to PoseDriver

Change 3303480 on 2017/02/15 by James.Golding

	Added per-scene frame number, handles cases like motion blur caching.
	Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
	(Original author Chris.Bunner)

Change 3303513 on 2017/02/15 by Jurre.deBaare

	CIS: Linux file name case fixes and incorrect pragma once

Change 3303576 on 2017/02/15 by Thomas.Sarkanen

	Sub-sequence sections can now override how they instance their template

	Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
	Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
	Added access for FMovieSceneEvaluationTrack::ChildTemplates.

Change 3303578 on 2017/02/15 by Thomas.Sarkanen

	Rich curves can now be transformed post-copy correctly

	Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.

Change 3303579 on 2017/02/15 by Thomas.Sarkanen

	Added GetLinkNode to complement SetLinkNode in FAnimNode_Base

Change 3303580 on 2017/02/15 by Thomas.Sarkanen

	Made the logic around when sub-tracks can be primed for recording more specific

	Prevents rig control sub tracks form being able to be primed.

Change 3303581 on 2017/02/15 by Thomas.Sarkanen

	Allowing alpha on rig tracks to work

	Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
	Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
	Moved anim node to local space (now it is just derived form FAnimNode_Base).
	Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.

Change 3303582 on 2017/02/15 by Thomas.Sarkanen

	Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only

	Also fixed crash in property chain iteration (for non-existent array properties)

Change 3303594 on 2017/02/15 by Jurre.deBaare

	Fix for crash on deleting painted actors

Change 3303636 on 2017/02/15 by Lina.Halper

	-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
	This will move to editor menu soon.

	#rb: none

Change 3303648 on 2017/02/15 by Martin.Wilson

	Fix reimport crashes if the animation uses additive transform tracks.

	#jira UE-41929
	#jira UE-41921

Change 3303652 on 2017/02/15 by Benn.Gallagher

	Added merged Ice mesh with new simulation mesh to match mesh from APEX version.

Change 3303660 on 2017/02/15 by Benn.Gallagher

	map update for clothing demo

Change 3303662 on 2017/02/15 by Benn.Gallagher

	State machine update for Ice anim

Change 3303676 on 2017/02/15 by mason.seay

	Adjusted sound actor location

Change 3303689 on 2017/02/15 by Benn.Gallagher

	Updated Ice mesh to have clothing present on the back part of the dress

Change 3303691 on 2017/02/15 by Jurre.deBaare

	CIS fixes for pose driver details

Change 3303704 on 2017/02/15 by Lina.Halper

	Add FK limb links
	- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins

	#rb:none

Change 3303716 on 2017/02/15 by Thomas.Sarkanen

	Updated manipulators to always draw in front of the mesh

	Added material & enabled content for the plugin.

Change 3303730 on 2017/02/15 by thomas.sarkanen

	Resaving manipulator material with correct engine version

Change 3303754 on 2017/02/15 by Thomas.Sarkanen

	Fix manipulators popping to max size when manipulating

Change 3303835 on 2017/02/15 by Thomas.Sarkanen

	Fix hitch by not displaying spawned objects if we dont have a sequence focused.

Change 3303843 on 2017/02/15 by Lina.Halper

	Added normalize rotation on inputs/outputs

	#code review: Thomas.Sarkanen
	#rb: none

Change 3303916 on 2017/02/15 by Jurre.deBaare

	CIS: Linux incorrect pragma once

Change 3304084 on 2017/02/15 by James.Golding

	Update pose driver test after addition of multi-bone input

Change 3304188 on 2017/02/15 by James.Golding

	Add custom remap curve option per-target in PoseDriver

Change 3304189 on 2017/02/15 by James.Golding

	Fix CIS for ControlManipulator.cpp

Change 3304210 on 2017/02/15 by Alan.Noon

	Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol

Change 3304327 on 2017/02/15 by Alan.Noon

	Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P

Change 3304337 on 2017/02/15 by Alan.Noon

	renamed minion demo level for GDC

Change 3304508 on 2017/02/15 by Lina.Halper

	- You can see constraints in the tree view (full edit mode)
	- YOu can add or update constraints (using update constraints button)
	- You can delete constraints
	- Cleaned up constraints interface

	#rb: none
	#code review: Thomas.Sarkanen

Change 3304537 on 2017/02/15 by chris.evans

	!N Initial PSD test [chrise]

Change 3304551 on 2017/02/15 by James.Golding

	Fix missing 'break's from SetComponentForAxis in FVector and FRotator

Change 3304570 on 2017/02/15 by Chris.Evans

	!N Source assets for psd test
	#RB none

Change 3304964 on 2017/02/15 by Lina.Halper

	fix build issue

	#code review: James.Golding
	#rb: none

Change 3304998 on 2017/02/15 by Chris.Evans

	!B Checking in correct FBX
	#RB none

Change 3305314 on 2017/02/15 by chris.evans

	!N Adding materials driven

	!N Adding 'simulation' animation which simulates the driven result

Change 3305355 on 2017/02/15 by chris.evans

	!N Initial test shoulder pose

Change 3305357 on 2017/02/15 by chris.evans

	!N Initial Mambo shoulder ROM

Change 3305446 on 2017/02/15 by Lina.Halper

	fixed CIS error

	#rb: none
	#code review: Thomas.Sarkanen

Change 3305768 on 2017/02/16 by Jurre.deBaare

	CIS: Clang compile errors

Change 3305857 on 2017/02/16 by thomas.sarkanen

	Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.

Change 3305907 on 2017/02/16 by Thomas.Sarkanen

	Fix hitches on selection of multiple keys

	Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
	Dont force the details panel to refresh if nothing has changed.
	Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.

Change 3305910 on 2017/02/16 by Thomas.Sarkanen

	Allow multiple instances ot the same parameterized subsequence to exist and function correctly

	Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
	Editor only right now - cooked builds are still to come

Change 3305911 on 2017/02/16 by Thomas.Sarkanen

	Fix NaNs from uninitialized poses

Change 3305922 on 2017/02/16 by Thomas.Sarkanen

	BuiltData for Origin_Small_P

Change 3305927 on 2017/02/16 by Thomas.Sarkanen

	Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder

	Added some test assets

Change 3305928 on 2017/02/16 by Thomas.Sarkanen

	Dont select actors when we bind to them

	Selection can sometimes look bad and obscure the character.

Change 3306118 on 2017/02/16 by Thomas.Sarkanen

	CIS fix

Change 3306230 on 2017/02/16 by Jurre.deBaare

	CIS fix for linking errors on specific platforms

	#test compile PS4 OrionGame

Change 3306378 on 2017/02/16 by Martin.Wilson

	First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)

	- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
	- Live Link Interface (editor module with interface files)
	- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
	- Live Link (experiemental plugin that contains editor part of live link system)

Change 3306388 on 2017/02/16 by Lina.Halper

	- build issue fix
	- also tweaked display name to display only node name in editing mode

	#rb: none

Change 3306455 on 2017/02/16 by Jon.Nabozny

	#rn Perf improvements to FAnimNode_RigidBody.

	Cache bounds to prevent unnecessary overlap updates.
	Move overlaps off game thread.

Change 3306591 on 2017/02/16 by Martin.Wilson

	Updates to live link

	- Copyright changes (some were still 2016)
	- Rename BlankMayaPlugin to LiveLinkMayaPlugin

Change 3306907 on 2017/02/16 by Jon.Nabozny

	MinionDemo Content Perf Pass.

Change 3306914 on 2017/02/16 by Thomas.Sarkanen

	Back out changelist 3305857 and 3305922

	Reverts particle system changes to Origin_Small_P

Change 3306942 on 2017/02/16 by Martin.Wilson

	Live link demo content

	-Feng mao mesh that matches maya scene
	- LiveLinkGDC Map
	- Beginning of camera control sequencer

Change 3307154 on 2017/02/16 by Alan.Noon

	Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials

Change 3307382 on 2017/02/16 by Martin.Wilson

	Fix CIS (Add virtual destructor to ILiveLinkSource)

Change 3307497 on 2017/02/16 by chris.evans

	!N Moving mats

Change 3307541 on 2017/02/16 by Chris.Evans

	!B Rebuilding test assets with new skeleton

Change 3307873 on 2017/02/16 by Chris.Evans

	!N Mambo updates

Change 3307875 on 2017/02/16 by Chris.Evans

	!R Update to blueprint

Change 3308030 on 2017/02/16 by Alan.Noon

	Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.

Change 3308246 on 2017/02/16 by Alan.Noon

	Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh

Change 3308470 on 2017/02/16 by Lina.Halper

	- make sure all are hooked up properly to pelvis and spine_03
	  - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
	- make sure end effector rotation is modifying IK's last chain rotation
	  - had to hack for saving offset for IK/FK switch mode but it works fine
	- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.

	#rb:none
	#code review: Thomas.Sarkanen

Change 3308764 on 2017/02/17 by Jurre.deBaare

	Fix for non-unity Orion game build

Change 3308774 on 2017/02/17 by Thomas.Sarkanen

	Added multi-selection of manipulators

	Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
	Also fixed manipulators drawing in front of widget
	Changed manipualtors to be world-relative rather than screen relative scaled.
	Tweaked proximity to be stateful so we only highlight the closest node
	Also fixed slow FPS when dragging.

Change 3308802 on 2017/02/17 by James.Golding

	Fix 'apply custom curve' for pose driver targets being on by default

Change 3308824 on 2017/02/17 by Lina.Halper

	Fix build issue

	#code review:Thomas.Sarkanen
	#rb: none

Change 3308851 on 2017/02/17 by James.Golding

	Add new control manipulator picking UI

Change 3308863 on 2017/02/17 by Martin.Wilson

	Enable Live Link plugin in AnimTechDemo

Change 3308880 on 2017/02/17 by Thomas.Sarkanen

	Getting instanced subsequences working in cooked builds

Change 3309009 on 2017/02/17 by Benn.Gallagher

	Mask support and UI, not hooked up to painter yet
	Added clothing tools experimental flag and hooked up

Change 3309016 on 2017/02/17 by Martin.Wilson

	Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown

Change 3309108 on 2017/02/17 by Jurre.deBaare

	CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)

Change 3309134 on 2017/02/17 by Jurre.deBaare

	Crash in texure painting mode
	#fix Required some extra checks for new setup (can only paint while having one mesh selected)

	Issue with vertex paint propagating to lower LOD levels
	#fix There was no setup to propagate colors from source static mesh data so added the path

	#misc Re-added flow painting and removed flow-strength property
	#misc Added detail customization for texture paint UV channel

Change 3309256 on 2017/02/17 by Benn.Gallagher

	CIS fix

Change 3309393 on 2017/02/17 by James.Golding

	Set color for kinematic controls

Change 3309410 on 2017/02/17 by Ori.Cohen

	PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)

Change 3309469 on 2017/02/17 by Benn.Gallagher

	Added ContentExamples cloth assets

	Added camera transitions and controls

	Cleanup logic

	Move characters and materials onto upper plinth

	Hid actor mesh from game view.

Change 3309625 on 2017/02/17 by mason.seay

	Resaving assets to remove warnings

Change 3309802 on 2017/02/17 by Alan.Noon

	Modified Origin_Small_P lighting. Set up ArcBlade for presentation

Change 3309985 on 2017/02/17 by Thomas.Sarkanen

	Fixed crash adding multiple rigs to sequence

	If a hierarchy is empty, dont attempt to access a non-existent node

	#jira UE-42103

Change 3310209 on 2017/02/17 by Lina.Halper

	- Fix limbs detaching issues
	- added set translation to override translation
	  - moved joint targets away from the limbs
	- Spine FK is on by default
	- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.

	#rb: none

Change 3310389 on 2017/02/17 by Chris.Evans

	!N Mambo multi-joint pose demo

Change 3310911 on 2017/02/18 by Lina.Halper

	Ice/Mambo mapping fix with BaseHuman

Change 3311138 on 2017/02/19 by James.Golding

	- Allow multi-select in control picker
	- Clicking on background clears selection
	- Add 'Select All' button
	- Darken controls that are disabled (is in different kinematic mode)
	- Use selection color from control instead of outline
	- Center and fit picker to details panel width
	- Remove entire Nodes section of edit mode panel (not just tree)
	- Fix rig properties not scrolling
	- Place picker in expandable area, collapsed when no rig selected

Change 3311147 on 2017/02/19 by Thomas.Sarkanen

	Fix spine keying

	Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.

	This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.

Change 3311150 on 2017/02/19 by Thomas.Sarkanen

	Synchronizing sequencer selection

	Now enter key works for keying selected tracks

	Added new way to select sequencer tracks externally via property paths.

Change 3311152 on 2017/02/19 by Thomas.Sarkanen

	Missed files

Change 3311153 on 2017/02/19 by Thomas.Sarkanen

	CIS fixes

Change 3311154 on 2017/02/19 by Thomas.Sarkanen

	File I missed (CIS fix)

Change 3311156 on 2017/02/19 by James.Golding

	Change 'ControlRig Edit Mode' icon

Change 3311176 on 2017/02/19 by Lina.Halper

	Fix build issue

	#rb:none
	#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding

	p.s. not sure who's code, so just adding everybody I can think of

Change 3311261 on 2017/02/19 by Lina.Halper

	- Fixed an issue when you don't have parent in the rig
	  - get all component space, and convert to local

	#rb:none
	#code review: Thomas.Sarkanen

Change 3311282 on 2017/02/19 by Lina.Halper

	Fixed issue where pivot location is incorrect when mapping to other meshes

	#rb: none
	#code review:Thomas.Sarkanen

Change 3311491 on 2017/02/20 by Thomas.Sarkanen

	CIS fix

Change 3311497 on 2017/02/20 by Jurre.deBaare

	Game editor compile error
	#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY

Change 3311507 on 2017/02/20 by Jurre.deBaare

	Cloth paint progress
	- Different approach / refactored out paint ray retrieval
	- Added key input callback to IMeshPainter and derived classes
	- Added toggle for showing invisible vertices
	- Added gradient paint tool
	- Details customization for brush/gradient tool settings
	- Some cleaning

Change 3311527 on 2017/02/20 by Jurre.deBaare

	CIS header guard warning

Change 3311530 on 2017/02/20 by Jurre.deBaare

	CIS dereferencing possible nullptr warning

Change 3311533 on 2017/02/20 by Jurre.deBaare

	CIS dereferencing warning (better fix)

Change 3311543 on 2017/02/20 by James.Golding

	Add buttons for switching IK/FK mode of limb/spine to picker
	Put picker and details panel in a scroll box
	Fix spine manipulators not being hidden when disabled

Change 3311649 on 2017/02/20 by James.Golding

	R key now toggles manipulator visibility

Change 3311707 on 2017/02/20 by Lina.Halper

	Added Clavicle FK controls

	#code review: Danny.Bouimad

Change 3311764 on 2017/02/20 by Martin.Wilson

	Update cameras for Live link demo map and turn on recompute tangents on Feng Mao

Change 3311858 on 2017/02/20 by Chris.Evans

	!R Updated with pose values

Change 3312043 on 2017/02/20 by Jon.Nabozny

	Change SkelMeshMerge logic to fix duplicates (again) and fix crash.

	#jira UE-39690, UE-42146

Change 3312046 on 2017/02/20 by Thomas.Sarkanen

	Fix crash drag/dropping skeletal mesh

	#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame

Change 3312052 on 2017/02/20 by James.Golding

	Change manipulator colors to red for right, blue for left, white for middle
	Change IK/FK switch buttons to yellow/purple
	Move picker buttons to take up less horizontal space
	Move IK/FK switch button positions out of C++

Change 3312137 on 2017/02/20 by Ben.Marsh

	Fix settings for using precompiled binaries in Dev-AnimPhys.

Change 3312517 on 2017/02/20 by Alan.Noon

	Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.

Change 3312570 on 2017/02/20 by Charles.Anderson

	More work on Arcblade Ragdoll for GDC

Change 3312594 on 2017/02/20 by Alan.Noon

	MultipleJointPoseDriving_GDC_P_pose_test_level

Change 3312637 on 2017/02/20 by Alan.Noon

	Reconciling offline content

Change 3312902 on 2017/02/20 by Charles.Anderson

	Minions for GDC

Change 3313206 on 2017/02/20 by Ori.Cohen

	Added trimesh support for immediate mode.

Change 3313247 on 2017/02/20 by Chris.Evans

	!N updated with both demo assets in one map

Change 3313447 on 2017/02/20 by Ori.Cohen

	Fix immediate mode collision not working with convex transforms being baked in

Change 3313472 on 2017/02/20 by Ori.Cohen

	Fix crash caused by missing switch case break

Change 3313518 on 2017/02/20 by Lina.Halper

	IK knee issue/Twist issue

	#code review: Thomas.Sarkanen, James.Golding
	#rb: none

Change 3313547 on 2017/02/20 by Lina.Halper

	Fixed Body-Ctrl to work with every node.

Change 3313617 on 2017/02/20 by Lina.Halper

	- Fix for limbs delaying when moving BodyCtrl
	- Fix for additive issue for control rig anim node

	#rb: none
	#code review: Thomas.Sarkanen

Change 3313618 on 2017/02/20 by Lina.Halper

	remove unnecessary calc

	#rb:none

Change 3313625 on 2017/02/20 by Lina.Halper

	Fixed body ctrl move keys

	- all IK keys also have to be in local space (but they're local to body_ctrl)

Change 3313633 on 2017/02/20 by Alan.Noon

	Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting

Change 3313655 on 2017/02/20 by Lina.Halper

	- Fixed so that you can tweak pelvis and move body also
	- Fixed mambo mapping

Change 3313897 on 2017/02/21 by James.Golding

	Make all FK manipulators smaller (3 instead of 4.5)

Change 3313898 on 2017/02/21 by James.Golding

	Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
	DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB

Change 3313902 on 2017/02/21 by James.Golding

	Draw lines from IK target to mid-joint

Change 3313906 on 2017/02/21 by Thomas.Sarkanen

	Fix undo/redo/save t-pose and crashes

	Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
	Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.

Change 3313938 on 2017/02/21 by Benn.Gallagher

	Migrated clothing assets

Change 3313982 on 2017/02/21 by James.Golding

	Fix static analysis in ClothPainter.cpp

Change 3313985 on 2017/02/21 by Benn.Gallagher

	Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.

	#jira UE-41935
	#rnx

Change 3314052 on 2017/02/21 by James.Golding

	Fix CIS in ControlRigEditModeSettings.cpp

Change 3314100 on 2017/02/21 by Lina.Halper

	IK fix for retargeting

	- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.

	#rb: none

Change 3314160 on 2017/02/21 by Thomas.Sarkanen

	Added optional node trajectories

	Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
	Builds trajectories and their meshes incrementally when relevant things change

Change 3314167 on 2017/02/21 by James.Golding

	Fix undo when pushing IK/FK toggle buttons

Change 3314168 on 2017/02/21 by Benn.Gallagher

	Disabled skin cache on tech demo project

Change 3314290 on 2017/02/21 by Lina.Halper

	- Cleaned up code a bit
	- Fixed thigh to rotate to target and fixed a bug that caused jittering

	#rb: none

Change 3314418 on 2017/02/21 by Thomas.Sarkanen

	Fix CIS issue

Change 3314428 on 2017/02/21 by Thomas.Sarkanen

	Fixup anim node to be of correct editor-time type

	Caused crash when placed in an anim BP

Change 3314574 on 2017/02/21 by Thomas.Sarkanen

	Fixed crash on shutdown

	#jira UE-42214

Change 3314705 on 2017/02/21 by Alan.Noon

	Iterating on map collision. Made minion weapon joint unbreakable

Change 3314722 on 2017/02/21 by Alan.Noon

	Moved minions back into Minion demo Persistent level.

Change 3314778 on 2017/02/21 by Lina.Halper

	added neck/ball_r/l control

	#code review: Daniel.Bouimad

Change 3314908 on 2017/02/21 by Ori.Cohen

	Temp fix for cloth bounds issue.

Change 3314920 on 2017/02/21 by Alan.Noon

	Placing minions. Iterating collision

Change 3314970 on 2017/02/21 by Lina.Halper

	added bone picker for toes, neck

Change 3315006 on 2017/02/21 by Benn.Gallagher

	Fixed clothing bounds issue with empty simulations.

Change 3315017 on 2017/02/21 by Lina.Halper

	fix crash on null proxy

	#rb: Benn.Gallagher

Change 3315054 on 2017/02/21 by Alan.Noon

	Placing minions

Change 3315671 on 2017/02/21 by Chris.Evans

	!B Fixed default material
	!N Added physics subgraph for Mambo
	!N Added third 'gameplay' complex example

Change 3315693 on 2017/02/21 by chris.evans

	!N Enabling tangent recompute on Mambo face and arm pits.

Change 3315838 on 2017/02/21 by Alan.Noon

	New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)

Change 3316206 on 2017/02/22 by Thomas.Sarkanen

	Fix shadowed variables

Change 3316207 on 2017/02/22 by Thomas.Sarkanen

	Manipulators are now transparent

Change 3316258 on 2017/02/22 by Jurre.deBaare

	- Fix for changing levels while force painting to a specific LOD
	- Brush depth not same as in main

Change 3316259 on 2017/02/22 by Jurre.deBaare

	Fix for paint verts being rendered outside of painting area
	#misc want to change underlying behaviour for the brush representation but this'll patch it up for now

Change 3316260 on 2017/02/22 by Jurre.deBaare

	Changed default paint brush settings

Change 3316267 on 2017/02/22 by Jurre.deBaare

	Added channel paint flags to texture painting settings
	#misc might want to create base class for common paint settings

Change 3316268 on 2017/02/22 by Jurre.deBaare

	Fix for issue with viewport color mode not being reset when exiting mesh paint mode
	#jira UE-42221

Change 3316278 on 2017/02/22 by James.Golding

	Fix crash when pose asset contains a bone that is not in the mesh

Change 3316304 on 2017/02/22 by Thomas.Sarkanen

	Prevent sequencer from reselecting tracks when keys are selected

	Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
	Also made manipualtors not grow and shrink when transacting.
	Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.

	#jira UE-42164

Change 3316325 on 2017/02/22 by James.Golding

	Hook up Mambo physics as 'Pose Process AnimBP'

Change 3316384 on 2017/02/22 by James.Golding

	Slow down mambo anim playback rate

Change 3316385 on 2017/02/22 by Jurre.deBaare

	CIS: Deprecation warning fix

Change 3316424 on 2017/02/22 by Lina.Halper

	#fix : control rig mapping fix for Mambo

	#lockdown: James.Golding

Change 3316525 on 2017/02/22 by Lina.Halper

	- Fixed so that the mapping happening with retarget base pose, not ref pose
	- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
	- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.

	#lockdown: James.Golding
	#rb: none
	#code review: Thomas.Sarkanen, James.Golding

Change 3316684 on 2017/02/22 by Lina.Halper

	fix shadow warning

	#rb: none
	#lockdown: james.golding

Change 3316748 on 2017/02/22 by Thomas.Sarkanen

	Fix t-pose bindings in various demo workflow situations

	Fix a crash when clearing actor
	Fix t-pose when opening a new sequence over an old one
	Fix t-pose on save

	Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.

	#jira UE-42136

Change 3316895 on 2017/02/22 by Jurre.deBaare

	Incorrect simulation verts getting painted
	#fix added an early rejection test
	#misc fixed sqrd vs non-sqrd check
	#misc level painting already did this in other specific code

Change 3316917 on 2017/02/22 by thomas.sarkanen

	Disabling threaded update on Mambo's post process anim BP

	We dont support running the main BP non-threaded and the post process threaded right now.

Change 3316933 on 2017/02/22 by Thomas.Sarkanen

	Fixed linux shadow variable warning

Change 3317104 on 2017/02/22 by Chris.Evans

	!N Initial animation with face

Change 3317483 on 2017/02/22 by Alan.Noon

	Added controls to resize the Orbital Laser Impulse in the minion demo

Change 3317592 on 2017/02/22 by Alan.Noon

	Tweaking Parameters on orbital Laser Pawn

Change 3317608 on 2017/02/22 by Lina.Halper

	Sorry - missed this files from previous check-in
	It should have gone with CL 3316525

	#rb:none
	#code review:Thomas.Sarkanen, James.Golding

	#lockdown: James.Golding

Change 3317762 on 2017/02/22 by Lina.Halper

	- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
	- the bug was property was overriding the value, so we'll  have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)

	#rb:none
	#code review: Thomas.Sarkanen, James.Golding
	#lockdown: James.Golding

Change 3317807 on 2017/02/22 by Martin.Wilson

	Update for Live link code

	-Rename Maya Source to Message Bus Source
	-Fix typo in ReceiveClient function name

Change 3318031 on 2017/02/22 by Alan.Noon

	100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse

Change 3318217 on 2017/02/22 by Jon.Nabozny

	Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.

Change 3318365 on 2017/02/22 by Alan.Noon

	Created new shadow capsule asset for minion. Disabled DOF.

Change 3318421 on 2017/02/22 by Alan.Noon

	Adding more minion anims for variety

Change 3318435 on 2017/02/22 by Alan.Noon

	Tweak to minion anim BP: minions pick and idle and stay with it.

Change 3318860 on 2017/02/23 by James.Golding

	Force update nodes and manipulators when changing IK/FK mode
	Better fix for UE-42257

Change 3318869 on 2017/02/23 by James.Golding

	Key limb manipulators when switching IK/FK mode

Change 3318870 on 2017/02/23 by James.Golding

	Fix head button picker location

Change 3318875 on 2017/02/23 by James.Golding

	Add 'T' key shortcut for toggling trajectory drawing

Change 3318907 on 2017/02/23 by Benn.Gallagher

	Added rail for clothing sheet examples

Change 3318909 on 2017/02/23 by Thomas.Sarkanen

	Fix trajectories jittering as they generate

	The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
	Basically to get the rig to a state it needs ticking more than once.
	This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
	This may be to do with the latent IK/FK switching, and needs to be investigated.
	For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.

Change 3318929 on 2017/02/23 by James.Golding

	Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)

Change 3318930 on 2017/02/23 by James.Golding

	Resave pose_test_level with camera in better default position

Change 3318969 on 2017/02/23 by thomas.sarkanen

	Added demo map with mannequin and mambo

Change 3318975 on 2017/02/23 by thomas.sarkanen

	Improved embededed test sequence

	Kept blends away from initial binding because of t-pose issues

Change 3318979 on 2017/02/23 by thomas.sarkanen

	Added sequence showing retargeting to multiple skeletons

Change 3318983 on 2017/02/23 by thomas.sarkanen

	Improved retargeting sequence so that loop points dont pop animation

Change 3318991 on 2017/02/23 by Thomas.Sarkanen

	Prevent division by zero in trajectory generation

	Newly created sequences dont have a frame interval set up.

Change 3319013 on 2017/02/23 by Lina.Halper

	Fixed twist issue

	#lockdown: James.Golding
	#rb: none

Change 3319017 on 2017/02/23 by Lina.Halper

	Checked in wrong line - disabling optimization

	#rb:none
	#lockdown:James.Golding

Change 3319034 on 2017/02/23 by Lina.Halper

	sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged

	#rb: none
	#lockdown: James.Golding

Change 3319056 on 2017/02/23 by Lina.Halper

	Back out changelist 3319013
	#lockdown:James.Golding

Change 3319090 on 2017/02/23 by Thomas.Sarkanen

	Added bookmarks to level, fixed up animation sequeces to be used in demo

	Cleaned up unused assets from demo folder

Change 3319209 on 2017/02/23 by Chris.Evans

	!R Lighting rebuilt
	!N cameras added, camera switching functionality

Change 3319219 on 2017/02/23 by Chris.Evans

	!R Disabling physics on the snake head on left shoulder

Change 3319268 on 2017/02/23 by Chris.Evans

	!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.

Change 3319290 on 2017/02/23 by James.Golding

	Default bShowManipulatorsDuringPlayback to on

Change 3319291 on 2017/02/23 by James.Golding

	Add GDC2017 shared collection

Change 3319867 on 2017/02/23 by Alan.Noon

	Moved Audio to a level and removed from sublevel list. Deleted particles.

Change 3320056 on 2017/02/23 by Alan.Noon

	Built lighting in Clothing_GDC_P

Change 3320067 on 2017/02/23 by Ori.Cohen

	Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)

Change 3320085 on 2017/02/23 by Alan.Noon

	Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"

Change 3320098 on 2017/02/23 by Martin.Wilson

	Final updates for Live Link GDC Demo

	-Add maya scene for demo
	-Add binary for maya plugin + installation instructions
	-Update actor location from based on latest maya scene and fix cameras in sequencer
	-Updates on live link system for demo that I have been running with locally. Should be safe.

Change 3320579 on 2017/02/23 by Alan.Noon

	Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.

Change 3321144 on 2017/02/24 by Chris.Evans

	!B Lighting was bad in PIE,  forced -1.5 exposure bias on all cameras

Change 3321317 on 2017/02/24 by James.Golding

	PIE on pose_test_level jumps to first placed camera

Change 3321956 on 2017/02/24 by Alan.Noon

	Adding missing minion anims. And Stuff.

Change 3324190 on 2017/02/27 by Lina.Halper

	Removed ensure from EvaluateAnimation

	- this is invalid because of worker thread but I'll have more conversation over this change.

	#rb: none
	#code review: Laurent.Delayen, Martin.Wilson
	#jira: UE-41731

Change 3324309 on 2017/02/27 by Lina.Halper

	fixed issue with skeleton bone not displaying for curve picker

	#jira: UE-41909
	#rb: Marc.Audy

Change 3324342 on 2017/02/27 by mason.seay

	First round of assets for testing root motion with framerate

Change 3324562 on 2017/02/27 by Lina.Halper

	Fix build error

	#rb: none

Change 3325010 on 2017/02/28 by mason.seay

	Finished map

Change 3325124 on 2017/02/28 by mason.seay

	Updated test to use trigger instead of delay

Change 3325205 on 2017/02/28 by mason.seay

	Deleting old map

Change 3325207 on 2017/02/28 by mason.seay

	Deleting old map

Change 3325752 on 2017/02/28 by Lina.Halper

	Back out changelist 3319056

	- adding upper twist back again

	#rb: none

Change 3325759 on 2017/02/28 by James.Cobbett

	Moving Weld automated tests to EngineTest project

Change 3326039 on 2017/02/28 by Lina.Halper

	Fix spine issues

	This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.

	#jira: UE-42260, UE-42268
	#rb: none

Change 3326246 on 2017/02/28 by mason.seay

	Test map and assets for overlap functional tests

Change 3327926 on 2017/03/01 by Lina.Halper

	- disabled pelvis animation on WaveAnimationGDC
	- added pelvis controls so that you can animate without worring about gmibal lock.

	#code review: danny.bouimad

Change 3327971 on 2017/03/01 by Lina.Halper

	Moved BaseHuman to ControlRig/Content folder

	- checking in redirector for the people who have local contents that want to keep

	#code review: Thomas.Sarkanen

Change 3329196 on 2017/03/02 by James.Cobbett

	Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.

Change 3329263 on 2017/03/02 by mason.seay

	Temp submission as I reorganize other content

Change 3329321 on 2017/03/02 by mason.seay

	Reorganizing content

Change 3329493 on 2017/03/02 by James.Cobbett

	Moving/renaming automated tests

Change 3332044 on 2017/03/03 by mason.seay

	Procedural Mesh Functional Tests

Change 3332049 on 2017/03/03 by Mason.Seay

	Screenshot comparisons for Procedural Mesh Tests

Change 3333080 on 2017/03/06 by Lina.Halper

	Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node

	#jira: UE-42460

Change 3333826 on 2017/03/06 by Lina.Halper

	Renamed nodes -
	- adding rename feature for HumanRig

	#rb: none

Change 3333847 on 2017/03/06 by Lina.Halper

	Fixed build error

Change 3333865 on 2017/03/06 by Lina.Halper

	Fixed build error on shadow warning

Change 3333957 on 2017/03/06 by Lina.Halper

	Fixed issue where limb length wasn't applied correctly on human rig

	#jira: UE-42307

Change 3335109 on 2017/03/07 by Thomas.Sarkanen

	Prevent us from rebuilding node tree in 'view' mode

	This means that a rare crash cant occur any more

	#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence

Change 3335110 on 2017/03/07 by Jurre.deBaare

	Editor crashes on importing Alembic file
	#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
	#jira UE-40189

Change 3335117 on 2017/03/07 by Jurre.deBaare

	Crash when opening cloth painter with Paint mode open and selecting different actor
	#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
	#jira UE-42573

Change 3335119 on 2017/03/07 by Jurre.deBaare

	In Persona, the lighting rig rotation changes when switching between profiles
	#fix don't know how I wrote this code before, but made it so it makes sense now
	#jira UE-40877

Change 3335120 on 2017/03/07 by Jurre.deBaare

	Auto-Exposure Overriding Preview Scene Profile Settings
	#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
	#misc made same changes for animation editors
	#jira UE-39217

Change 3335121 on 2017/03/07 by Jurre.deBaare

	Points not marked as invalid in Aim Offset graph when in invalid positions
	#fix ensure that samples which have a valid grid point when checking their animation ptr
	#misc whitespace fixes
	#jira UE-40715

Change 3335122 on 2017/03/07 by Jurre.deBaare

	Cannot right-click a blend point if the green preview point is in the way
	#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
	#jira UE-39060

Change 3335123 on 2017/03/07 by Jurre.deBaare

	It's not clear which Grid Stretch  mode in blend space is currently on
	#jira UE-39080
	#fix added color change on grid stretch type state

Change 3335124 on 2017/03/07 by Jurre.deBaare

	Not clear that material baking is only supported for single lod merge actors
	#fix extended tooltip to include requirement for material merging
	#jira UE-39621

Change 3335125 on 2017/03/07 by Jurre.deBaare

	#fix Alembic import fix (indexed UVs) copy-pasta error

Change 3335126 on 2017/03/07 by Jurre.deBaare

	Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
	#jira UE-37080
	#feature Added bp exposed get/set-er
	#misc Corrected some comments

Change 3335127 on 2017/03/07 by Jurre.deBaare

	Blend space interpolation settings do not update until the user reopens the asset
	#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
	#jira UE-40950

Change 3335129 on 2017/03/07 by Jurre.deBaare

	Store imported mesh names for Alembic files (makes reimporting easier)
	#jira UE-39034

Change 3335161 on 2017/03/07 by Jurre.deBaare

	CIS fix: Partial back out changelist 3335129

Change 3335426 on 2017/03/07 by Jurre.deBaare

	Crash fix for importing random maya shapes through Alembic
	#fix add safety checks for writing material indices
	#jira UE-40189

Change 3335427 on 2017/03/07 by Jurre.deBaare

	Editor hard locks when adding Profile in Preview Scene Settings
	#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
	#jira UE-42609

Change 3335448 on 2017/03/07 by Thomas.Sarkanen

	Fixed binding (and re-binding) of rig that was broken by main integration

	Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
	Moved runtime and compile-time binding into the template (rather than the track).
	Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.

Change 3336018 on 2017/03/07 by Ori.Cohen

	Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.

	#JIRA UE-42090

Change 3336508 on 2017/03/07 by Ori.Cohen

	PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)

	#JIRA UE-42533

Change 3336524 on 2017/03/07 by Ori.Cohen

	Added compiler error when component space sim and world collision is used.

	#JIRA UE-41402

Change 3336700 on 2017/03/07 by Ben.Marsh

	Fix stream name for bulding PhysX.

Change 3336949 on 2017/03/08 by James.Golding

	In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp

	#jira UE-42377

Change 3337008 on 2017/03/08 by Lina.Halper

	- Fix for lagging update
	- Removed unnecessary update from trajectory cache

	#rb: Thomas.Sarkanen

Change 3337190 on 2017/03/08 by James.Golding

	Remove defunct PhysX 3.3 libs

Change 3337562 on 2017/03/08 by Ori.Cohen

	Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.

	#JIRA UE-41026, UE-42628

Change 3337779 on 2017/03/08 by Ori.Cohen

	Added skeletal mesh component override for sync vs async scene.

	#JIRA UE-39829

Change 3337859 on 2017/03/08 by Ori.Cohen

	Fix CIS

Change 3338593 on 2017/03/08 by Ori.Cohen

	Remove physx get geometry macro and replace with calls to .any which should be faster.

	#JIRA UE-40503

Change 3338614 on 2017/03/08 by Ori.Cohen

	Fix warning about missing EditAnywhere

	#JIRA UE-41361

Change 3338677 on 2017/03/08 by Ori.Cohen

	Fix new generated physics assets not properly setting user settings to default profile.

	#JIRA UE-41135

Change 3338683 on 2017/03/08 by Ori.Cohen

	PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)

	#JIRA UE-3225

Change 3338694 on 2017/03/08 by Ori.Cohen

	Added a getter to physical animation component (PR #3163)
	#JIRA UE-41047

Change 3339131 on 2017/03/09 by James.Golding

	Merging Engine changes from //UE4/Private-GDC17-FaceRig
	- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
	- Add CurveSyncOffset option to AudioCurveSourceComponent
	- Add 'Copy Curves To SoundWave' option to Anim Editor
	- Bind possible curve sources by iterating over component properties, rather than owned components
	- Add ref-pose override option to SkinnedMeshComponent
	- Major fixes for per-instance skin-weights (was not using per-section map)
	- Improve warnings for per-instance skin weight problems

Change 3339223 on 2017/03/09 by Thomas.Sarkanen

	Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport

	Tab is now shown by default
	Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).

	#jira UE-39365 - Make Preview scene setup more discoverable

Change 3339270 on 2017/03/09 by Lina.Halper

	Added create animation blueprint back since now we have a separate editor.

	#jira: UE-39457
	#rb: Martin.Wilson

Change 3339318 on 2017/03/09 by Danny.Bouimad

	TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.

Change 3339431 on 2017/03/09 by James.Golding

	Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
	(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)

Change 3339809 on 2017/03/09 by James.Golding

	Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX

	#jira UE-5262

Change 3339955 on 2017/03/09 by Ori.Cohen

	Allow kinematic leaf bodies in immediate mode

Change 3339995 on 2017/03/09 by mason.seay

	Collision functional tests

Change 3340085 on 2017/03/09 by Ori.Cohen

	Change default contact-gen method to PCM. This is the default in PhysX 3.4

	#JIRA UE-40365

Change 3340562 on 2017/03/09 by Ori.Cohen

	Added physx simulation shader override.

	#JIRA UE-35304

Change 3341155 on 2017/03/10 by Ori.Cohen

	Fix CIS warnings

Change 3341295 on 2017/03/10 by Martin.Wilson

	Cache compact pose bone index on FBoneReference and remove manual caching in Paragon

	#jira UE-42302

Change 3341943 on 2017/03/10 by mason.seay

	Cleaned up logic for map blueprints.  Worked around delays

Change 3342029 on 2017/03/10 by mason.seay

	Cleaned up blueprint logic to remove dependency on delays

Change 3342063 on 2017/03/10 by mason.seay

	Disabling tests

Change 3342071 on 2017/03/10 by mason.seay

	Updated map to use assertions

Change 3342884 on 2017/03/13 by James.Golding

	Expose 'trace by profile' functions to BP
	Refactor duplicated code in KismetSystemLibrary collision functions
	#jira UE-32912

Change 3342886 on 2017/03/13 by James.Golding

	Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)

	#jira UE-6015

Change 3342921 on 2017/03/13 by Benn.Gallagher

	Added some checking to anim dynamics pre update to avoid crashes when world isn't available
	#jira UE-42729

Change 3342970 on 2017/03/13 by James.Golding

	Fix incorrect display names for some ..ByProfile trace funcs

Change 3342972 on 2017/03/13 by James.Golding

	PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)

Change 3343032 on 2017/03/13 by Josh.Stoddard

	Enable stabilization in PhysX by default
	 - set PxSceneFlag::eENABLE_STABILIZATION by default
	 - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
	 - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
	#jira UE-6612 #rb ori.cohen

Change 3343073 on 2017/03/13 by Martin.Wilson

	Properly initialize single bone controller bone references

	#jira UE-42776

Change 3343074 on 2017/03/13 by Martin.Wilson

	Clear raw curve data during cooking

	#jira UE-37897

Change 3343317 on 2017/03/13 by Jurre.deBaare

	Crash after clearing the animation from a sample point in a 1D Blendspace
	#jira UE-42672
	#misc made sure that we do not deem empty blend spaces as additive

Change 3343498 on 2017/03/13 by Lina.Halper

	Fix on odin cook crash
	- fallout from CL 3336018

	#rb:Marc.Audy
	#code review:Ori.Cohen

Change 3343548 on 2017/03/13 by Lina.Halper

	Fix crash on ocean -

	#rb: none
	#code review: Ori.Cohen

Change 3344764 on 2017/03/14 by Thomas.Sarkanen

	Fixed crash right-clicking empty space in the asset shortcut dropdown

	#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
	#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor

Change 3344776 on 2017/03/14 by James.Golding

	Really fix names for BP-expose 'ByProfile' traces

Change 3344780 on 2017/03/14 by James.Golding

	PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
	#jira UE-42771

Change 3344781 on 2017/03/14 by James.Golding

	PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
	#jira UE-42610

Change 3344782 on 2017/03/14 by James.Golding

	Fix procmesh->staticmesh conversion if only a single triangle
	#jira UE-42310

Change 3344783 on 2017/03/14 by James.Golding

	PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
	#jira UE-41832

Change 3344785 on 2017/03/14 by James.Golding

	PR #3196: Improved Constraint warning message (Contributed by projectgheist)

Change 3344790 on 2017/03/14 by James.Golding

	PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)

Change 3344891 on 2017/03/14 by Jurre.deBaare

	Incorporate back list of animations into blendspace editor
	#feature added labels toggle to blend space grid
	#feature can now override animations when drop on sample
	#jira UE-39368

Change 3344921 on 2017/03/14 by Jurre.deBaare

	Expose Opacity and Opacity Mask options on material flattening
	#feature added support for baking out opacity and opacity masks
	#jira UE-39563

Change 3344963 on 2017/03/14 by Jurre.deBaare

	Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
	#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
	#jira UE-38909

Change 3345060 on 2017/03/14 by Jurre.deBaare

	CIS fix: missing include

Change 3345929 on 2017/03/14 by Jon.Nabozny

	Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).

	#jira UE-42772

Change 3346970 on 2017/03/15 by Jurre.deBaare

	#feature Support importing vertex colours from Alembic files
	#jira UE-39032

Change 3346976 on 2017/03/15 by Jurre.deBaare

	Missing files from CL 3344921

Change 3346983 on 2017/03/15 by Jurre.deBaare

	Static mesh editor crashes when opening
	#fix default value for additional settings

Change 3347019 on 2017/03/15 by James.Cobbett

	Tidying up blueprint comments

Change 3347128 on 2017/03/15 by mason.seay

	Updated descriptions on tests

Change 3347146 on 2017/03/15 by mason.seay

	Updated descriptions on tests

Change 3347178 on 2017/03/15 by Martin.Wilson

	PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)

Change 3347257 on 2017/03/15 by Thomas.Sarkanen

	Fixed crash when canceling saving a new preview mesh collection

Change 3347314 on 2017/03/15 by mason.seay

	Narrowed collision volumes by half

Change 3347386 on 2017/03/15 by mason.seay

	Updated descriptions

Change 3347388 on 2017/03/15 by mason.seay

	Forgot to disable tests :P

Change 3347397 on 2017/03/15 by James.Cobbett

	Tidying up blueprint comments for WeldingScreenshots.umap automated test

Change 3347433 on 2017/03/15 by Thomas.Sarkanen

	Fix IK/FK switch on first frame (clobbering FK data)

	Added a 'first frame' flag to limbs etc.

Change 3347436 on 2017/03/15 by Thomas.Sarkanen

	Control rig sequences can now be exported to anim sequences

	Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
	Added converter function that performs similar logic to the animation recorder.
	Fixed binding template in cooked builds.
	Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)

	#jira UE-42608 - Add "export to anim sequence" to control rig sequences

Change 3347475 on 2017/03/15 by Lina.Halper

	#LookAt node refactor
	 - you can use LookAtLocation based on joint or socket (jira UE-8972)
	 - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it

	 - GetOnScreenDebugInfo changed parameter - added runtime node
	  - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
	  - deprecated previous GetOnScreenDebugInfo

	 - Added AnimPhys Object version GUID

	#rb:Thomas.Sarkanen

Change 3347512 on 2017/03/15 by Thomas.Sarkanen

	Filter anim sequences to the correct skeleton when exporting

	Feeback from code review of CL 3347436.

Change 3347543 on 2017/03/15 by Thomas.Sarkanen

	Fix shadow variable warnings

Change 3347556 on 2017/03/15 by Jurre.deBaare

	Unable to select bones in the animation editor viewport
	#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
	#feature added toggle button to skeletal mesh editor to enable mesh section selection
	#jira UE-42893

Change 3347559 on 2017/03/15 by James.Golding

	By default, re-use anim editor with correct Skeleton when double clicking anim asset
	Add menu option to force a new edtor to open
	#jira UE-42912

Change 3347749 on 2017/03/15 by Lina.Halper

	Fix build issue.

	#rb: none

Change 3347926 on 2017/03/15 by James.Cobbett

	Adding new test to Welding.umap for children welding when attached to ragdoll

Change 3347938 on 2017/03/15 by Lina.Halper

	Fix build error

	#rb: none

Change 3347939 on 2017/03/15 by Mason.Seay

	General cleanup of bp logic in maps and blueprint actors
	Added scenarios to test actor descriptions
	Fixed an error in blueprints (I think I failed to submit changes before)

Change 3348074 on 2017/03/15 by Lina.Halper

	build error fix

	#rb: none
	#code review: martin.wilson

Change 3348154 on 2017/03/15 by Lina.Halper

	last fix, hopefully

	#rb: none
	#code review: MArtin.wilson

Change 3349160 on 2017/03/16 by Thomas.Sarkanen

	Adding 'set preview mesh' to toolbar

	#jira UE-42910 - Add 'preview mesh' button to toolbar

Change 3349175 on 2017/03/16 by Jurre.deBaare

	Notification on reimported animations that might be bad
	#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
	#jira UE-34522

Change 3349197 on 2017/03/16 by Martin.Wilson

	Add ability to choose slot to preview to montage editor

	#jira UE-38910

Change 3349216 on 2017/03/16 by James.Cobbett

	Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children

Change 3349217 on 2017/03/16 by James.Cobbett

	Disabling new Welding tests pending review

Change 3349314 on 2017/03/16 by Benn.Gallagher

	Fixed clothing not running in PS4 packaged builds

	#jira UE-42857

Change 3349504 on 2017/03/16 by James.Fox

	Enabling RootMotion automation tests. Approved: UEENGQA-12277

Change 3349611 on 2017/03/16 by Lina.Halper

	retargeting pose options change

	 - now reset, import pose, use current pose

	#rb: Martin.Wilson
	#jira: UE-19768

Change 3349738 on 2017/03/16 by Martin.Wilson

	Remove force inline from virtual compression functions.

	#jira UE-33070

Change 3349787 on 2017/03/16 by James.Golding

	Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)

Change 3349827 on 2017/03/16 by Josh.Stoddard

	- Expose PhysX stabilization as project setting, disabled by default
	- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
	#jira UE-42868

Change 3349932 on 2017/03/16 by James.Golding

	Possible fix for cooking crash - ContentBrowser module not necessarily being loaded

Change 3350011 on 2017/03/16 by Jon.Nabozny

	Created AddForceAtLocationLocal function to allow component space forces.

	#jira UE-38115

Change 3350134 on 2017/03/16 by Josh.Stoddard

	Fix memory leak from GPhysXSDK->createShape()
	#jira UE-42733 #rb ori.cohen

Change 3351166 on 2017/03/16 by Lina.Halper

	Fixed build issue

	#code review:Jon.Nabozny

Change 3351451 on 2017/03/17 by Benn.Gallagher

	Fixed clothing reimports not working correctly and possibly leading to editor crash
	#jira UE-42953

Change 3351564 on 2017/03/17 by Benn.Gallagher

	Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary

	#jira UE-42224

Change 3351594 on 2017/03/17 by mason.seay

	Updated BP logic to use Set Actor Location (speeds up tests)

	Gave actors distinct names

	Reworded descriptions

Change 3351629 on 2017/03/17 by Jon.Nabozny

	Add methods to determine the WeldParent and WeldChildren of a given component.

	#jira UE-40733

Change 3351639 on 2017/03/17 by Jon.Nabozny

	Fix StopMovementImmediately for WheeledVehicleMovementComponent.

	#jira UE-40078

Change 3351649 on 2017/03/17 by Jon.Nabozny

	Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.

Change 3351663 on 2017/03/17 by Thomas.Sarkanen

	Anim notify blueprints now start with a 'received notify' event node (ghosted)

	#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override

Change 3351696 on 2017/03/17 by Thomas.Sarkanen

	Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component

	Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
	Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
	Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
	Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
	Commented FAnimNode_Base interface.

	#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe

Change 3351698 on 2017/03/17 by James.Golding

	Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
	#jira UE-42802

Change 3351701 on 2017/03/17 by James.Golding

	Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets

Change 3351703 on 2017/03/17 by James.Golding

	Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
	#jira UE-39664

Change 3351704 on 2017/03/17 by James.Golding

	Fix scrubbing curves that aren't selected
	#jira UE-39574

Change 3351805 on 2017/03/17 by Thomas.Sarkanen

	Prevent crash when trying to implement a function in a child anim blueprint

	The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.

	#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint

Change 3352000 on 2017/03/17 by James.Cobbett

	Adding VehicleAdvBP assets for use in upcoming Welding tests

Change 3352067 on 2017/03/17 by Lina.Halper

	Removed AnimGraph from GraphEditor module
	- Created node factory, pin factory, pin connection policy factory
	- Moved all anim related files out of GraphEditor

	#code review: Michael.Noland
	#jira: UE-37976
	#rb: Michael.Noland

Change 3352178 on 2017/03/17 by Lina.Halper

	Moved to AnimationBlueprintEditor as these are just graph visual nodes

	#code review:Michael.Noland

Change 3352753 on 2017/03/17 by James.Fox

	Checking in some naming convention changes for Overlap automation test.

Change 3353371 on 2017/03/19 by Lina.Halper

	Fix build error

	#code review: Bob.Tellez

Change 3353644 on 2017/03/20 by Jurre.deBaare

	Animation thumbnails vanishing
	#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
	#jira UE-42974

Change 3353654 on 2017/03/20 by James.Golding

	Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
	Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header

Change 3353684 on 2017/03/20 by Jurre.deBaare

	Separate asset viewer profiles for local / shared
	- Split out profiles in local/shared UProperty
	- Modifications to ini writing :(
	- Extra checks for default ini writing
	- Add checkout/make writable for default editor ini file

Change 3353803 on 2017/03/20 by Jurre.deBaare

	CIS fixes

Change 3353830 on 2017/03/20 by Martin.Wilson

	Fix additives breaking when pose link not connected to anything

	#jira ue-39174

Change 3353847 on 2017/03/20 by Martin.Wilson

	Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes

	#jira UE-40446

Change 3353950 on 2017/03/20 by Ori.Cohen

	Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.

	#JIRA UE-42090

Change 3353956 on 2017/03/20 by Ori.Cohen

	Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)

Change 3354003 on 2017/03/20 by Thomas.Sarkanen

	Back out changelist 3353914

Change 3354031 on 2017/03/20 by Benn.Gallagher

	Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
	#jira UE-42975

Change 3354151 on 2017/03/20 by Lina.Halper

	Make sure nullptr tick function still works
	- this is prerequisite for the play and export option

	#rb:Ori.Cohen

Change 3354229 on 2017/03/20 by James.Golding

	Add 'default camera' options for skel meshes
	#jira UE-42762

Change 3354342 on 2017/03/20 by Martin.Wilson

	Strip out identity raw tracks when baking additives.

	#jira UE-40508

Change 3354388 on 2017/03/20 by Martin.Wilson

	Fix false anim blueprint compile errors with aim offset pins

	#jira UE-38196

Change 3354494 on 2017/03/20 by Martin.Wilson

	Serialize compressed anim data when counting memory

	#jira UE-39691

Change 3354515 on 2017/03/20 by Josh.Stoddard

	Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
	#jira UE-41484 #rb ori.cohen

Change 3355932 on 2017/03/21 by Thomas.Sarkanen

	Back out changelist 3354003

	Reinstating merge from Main:

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

Change 3355954 on 2017/03/21 by Thomas.Sarkanen

	Fixed up CIS issues post merge from Main

Change 3355974 on 2017/03/21 by James.Golding

	Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)

Change 3355981 on 2017/03/21 by Jurre.deBaare

	Whitelisted circular dependencies between meshpaintmode and VR editor modules

Change 3355986 on 2017/03/21 by Jurre.deBaare

	Linux CIS file, non-capital M

Change 3356072 on 2017/03/21 by James.Golding

	Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
	#jira UE-43117

Change 3356073 on 2017/03/21 by James.Golding

	Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent

Change 3356300 on 2017/03/21 by Ori.Cohen

	Allow kinematic bodies with simulated parents using the full scene solver

Change 3356362 on 2017/03/21 by Lina.Halper

	- Support create animation from Play
	- Support export animation from Play
	 - this allows retargeting, post graph, or anything you see in engine will be baked to the animation

	#rb: Thomas.Sarkanen
	#jira: UE-19746

Change 3356482 on 2017/03/21 by Martin.Wilson

	Fix crash when opening a new montage

	#UE-43132

Change 3356709 on 2017/03/21 by James.Golding

	Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
	Add clamps when editing rotation of collision shapes, to avoid massive rotation entries

	#jira UE-39664

Change 3356968 on 2017/03/21 by Ori.Cohen

	Fix physics asset bounds to be as small as 1cm.
	This introduces flicker, but passing to rendering to fix that on their end.

Change 3357092 on 2017/03/21 by Josh.Stoddard

	Don't update kinematic target if the body isn't moving
	#jira UE-42784 #rb ori.cohen

Change 3357194 on 2017/03/21 by Lina.Halper

	Fix on vehicle anim instance look at node issue

	#rb: Ori.Cohen
	#jira: UE-43116

Change 3357298 on 2017/03/21 by Ori.Cohen

	Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.

	#JIRA UE-42211

Change 3357494 on 2017/03/21 by Jon.Nabozny

	Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.

	#jira UE-43098

Change 3357892 on 2017/03/21 by Lina.Halper

	fix build error
	#rb: none

Change 3358078 on 2017/03/22 by James.Golding

	Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)

Change 3358080 on 2017/03/22 by Jurre.deBaare

	Updating Alembic importer thirdparty dependencies for Windows and Mac

Change 3358081 on 2017/03/22 by James.Golding

	Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member

Change 3358092 on 2017/03/22 by James.Golding

	Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)

Change 3358093 on 2017/03/22 by James.Golding

	Panning in orbit mode now takes in account camera speed

	#jira UE-43082

Change 3358106 on 2017/03/22 by Thomas.Sarkanen

	Fix fallout from Main integration

Change 3358454 on 2017/03/22 by Ori.Cohen

	Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor

	#JIRA UE-41711

Change 3358886 on 2017/03/22 by Ori.Cohen

	Fix AutoWeld not being disabled in blueprint editor when the object is simulated

	#JIRA UE-40193

Change 3358950 on 2017/03/22 by Lina.Halper

	reverted code asking about asset name when create asset

	#rb: none

Change 3359034 on 2017/03/22 by Lina.Halper

	#fix fall out from previous revert
	 - because now export also shows the window. we don't want export to FBX to show name dialog
	 - it will use asset name as base

	#rb: none
	#code review:Thomas.Sarkanen

Change 3359165 on 2017/03/22 by Ori.Cohen

	Fix welded capsules not using the right rotation

	#JIRA UE-41546

Change 3359232 on 2017/03/22 by Ori.Cohen

	Bump DDC key for new bvh34.

Change 3359233 on 2017/03/22 by mason.seay

	Added a couple more scenarios and updated names.  Needs more organization

Change 3359293 on 2017/03/22 by tim.gautier

	Submitting MeshPaint test content for QAGame.

Change 3359389 on 2017/03/22 by Ori.Cohen

	Back out changelist 3356589

Change 3359402 on 2017/03/22 by Jon.Nabozny

	Move GetWeldParent and GetWeldChildren to EngineTest.

Change 3359978 on 2017/03/23 by Jurre.deBaare

	Mesh Paint brush disappears when painting in VR
	#fix removed conditional clause for painting the interactors
	#jira UE-43150

Change 3359980 on 2017/03/23 by Jurre.deBaare

	Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
	#fix reverted to old behavior, paint mode overriding catching key input to viewport
	#jira UE-43158

Change 3360052 on 2017/03/23 by James.Golding

	Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.

Change 3360121 on 2017/03/23 by James.Golding

	Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds

Change 3360177 on 2017/03/23 by Jurre.deBaare

	Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore

Change 3360358 on 2017/03/23 by mason.seay

	Updated naming and organization of actors in Outliner

Change 3362050 on 2017/03/23 by Lina.Halper

	Back out changelist 3343074

	#rb:none
	#code review: Martin.Wilson, James.Golding

[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
Bob Tellez
33c9ba59f2 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3284787)
#lockdown Nick.Penwarden
#rb none

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

Change 3284469 on 2017/02/02 by Saul.Abreu

	Fixed comment on Slate Brush for getting the resource object and what kind of object it may be.

Change 3284410 on 2017/02/02 by Ben.Zeigler

	Add FSlateBrush subclass constructors that take resource objects, to create static brushes at startup time that refer to already loaded UTextures

Change 3284381 on 2017/02/02 by Saul.Abreu

	#fortnite
	Added functionality to common button to actually use the single material brush setting and automatically create and expose access to a material instance dynamic.
	Also fixed some potential object lifetime issues in CommonButton.

Change 3282423 on 2017/02/01 by Ben.Zeigler

	Fix issue with synchronous load of objects not invalidating cached nulls for asset ptrs. This was always an issue but my recent change to assetptr SynchronousLoad made it manifest more often.
	In the future we may want to invalidate cached nulls on object creation to handle cases like save games

Change 3282265 on 2017/02/01 by Ian.Fox

	#UE4, #XMPP - Reduce verbosity of strophe receive-stanza log

Change 3282159 on 2017/02/01 by Ben.Zeigler

	Fix issue where async loading null string reference would deadlock

Change 3282054 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-28234 Fix sceImeDialogTerm() warning

	We were calling sceImeDialogTerm() in cases where the dialog wasn't active.  The only state it's legitimate to call sceImeDialogTerm() in is SCE_IME_DIALOG_STATUS_FINISHED.

Change 3282051 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-30021 Respect bVirtualKeyboardSendsTextChanged on PS4

Change 3281799 on 2017/02/01 by Nick.Cooper

	#Fortnite - Removed code on PS4 that was adding a EMouseButtons::Left press when the right shoulder button was pressed

	#jira FORT-35821

Change 3281771 on 2017/02/01 by Lukasz.Furman

	fixed end of path conditions breaking movement when path starts with a navlink and turn back below
	#jira FORT-36375

Change 3280579 on 2017/01/31 by Ben.Zeigler

	Remove ForEachProperty and switch AssetManager to use TPropertyValueIterator instead. Code review changes to TPropertyValueIterator.
	Add InitializeAssetBundlesFromMetadata to AssetManager which parses AssetBundles metadata at load/save time and uses that to assign asset references to specific bundles.
	Add RecursivelyExpandBundleData to allow recursively acquiring bundle dependencies.
	Add AssetBundles to the PropertyMetadata list. Sorted list and fixed some comment typos.
	Change it so the DataAsset factory won't show blueprintable native classes as valid, the editor doesn't like it when you have both blueprinted and non-blueprinted assets of the same base class.
	Change AssetPtr.LoadSynchronous to be const and to behave the same as Get(). This was a licensee complaint and the old behavior to null out the reference because of a transient load error can cause data loss.

Change 3280176 on 2017/01/31 by Lukasz.Furman

	fixed missing navmesh update on replacing existing floor/roof
	#jira FORT-36369

Change 3279761 on 2017/01/31 by Saul.Abreu

	#fortnite
	Added ability to keep common buttons interactable even when they're selected, so they can still be clicked. Old default behavior is preserved.

Change 3279678 on 2017/01/31 by Saul.Abreu

	#fortnite
	Moved GetCurrentInputType from UCommonActionWidget to UCommonUIContext for reuse.

Change 3278593 on 2017/01/30 by Ben.Zeigler

	Delay initialization of asset registry tag filter list until it is needed, to make sure it catches modules that were loaded after the asset registry module. Fixes issues with tags not inherting to child classes

Change 3278592 on 2017/01/30 by Ben.Zeigler

	Add TPropertyValueIterator to replace ForEachProperty. This is a recursive iterator instead of a predicate search, and also allows extracting the property chain, which I need for metadata parsing.
	AssetManager has an example of both uses, will delete ForEachProperty tomorrow.

Change 3277859 on 2017/01/30 by Lukasz.Furman

	fixed navigation path postprocessing not working with vertical navlinks near start point
	required by taker portal up move
	#jira FORT-36570

Change 3277580 on 2017/01/30 by Ben.Zeigler

	#jira FORT-36662 Return streamable manager to always use hard references, weak references do not work during AddReferencedObjects at all, because of the unreachable flag that is set during GC. This returns the behavior of forcing assets to be "Force Deleted" if they were loaded by asset manager.

Change 3276903 on 2017/01/29 by Bob.Tellez

	#BlueprintContext Updated copyright notice for 2017

Change 3276902 on 2017/01/29 by Bob.Tellez

	#CommonUI Updated some missed copyright notices for 2017

Change 3276731 on 2017/01/29 by Jeff.Campeau

	Forward modified warning messages

Change 3276642 on 2017/01/28 by Jeff.Campeau

	Change specific errors from packaging multiple configurations into a single package into warnings.

Change 3276228 on 2017/01/27 by Ben.Zeigler

	Fix crash/data loss when a Pin's DefaultObject points to an ObjectRedirector. FixObject will return redirectors so you need to correct for that

Change 3276073 on 2017/01/27 by Ben.Zeigler

	Add some utility functions to core asset manager and streamablemanager and fix various editor interactions.
	Add startup and cook interaction hooks to AssetManager directly and call them form Engine in addition to the game-specific hooks.
	Add concept of BulkScanning to AssetManager, use this when scanning many directories.
	Fix issues with string asset references being wrong for blueprint classes, this would be easier if the assetdata pointed to the class and not the possibly-missing blueprint.
	Change StreamableManager to keep referenced objects as weak pointers. These pointers are effectively soft in the editor, hard outside of the editor. By storing them as raw pointers it was difficult to guarantee their safety without causing issues with deleting assets.

Change 3276058 on 2017/01/27 by Ben.Zeigler

	Add UStruct::ForEachProperty, which recursively iterates properties of a struct and calls a lambda.
	Add some new BaseStructure accessors

Change 3275981 on 2017/01/27 by Alex.Thurman

	Move Item Management Screen input handling into child activatable panels.
	#JIRA FORT-35759
	#JIRA FORT-35758

Change 3275626 on 2017/01/27 by John.Pollard

	First pass at implementing net relevancy for replays

	* All connections are considered when determing if an actor is relevant
	* Enable by setting demo.UseNetRelevancy to 1
	* Override cull distance with demo.CullDistanceOverride

Change 3275221 on 2017/01/27 by John.Pollard

	FORT-36482 - Fix issue with using wrong serializer for re-mapping objects

Change 3274149 on 2017/01/26 by Alex.Thurman

	Expose the Common Widget Switcher as part of the common UI plugin library.
	#fort

Change 3274103 on 2017/01/26 by Michael.Trepka

	Fixed a crash on startup on Mac when using a shader cache populated during cooking and re-enabled cook time cache generation in Fortnite

Change 3273867 on 2017/01/26 by James.Hopkin

	Enabled Stomp for PS4

	#jira FORT-35517

Change 3273749 on 2017/01/26 by James.Hopkin

	Added libwebsocket libraries for PS4

	#jira FORT-35517

Change 3273105 on 2017/01/26 by James.Hopkin

	Moved libwebsockets.h into platform-specific folders (in preparation for PS4 building against slightly more recent version)

Change 3273020 on 2017/01/26 by Jeff.Campeau

	Stage manifest files from loose folder, not binary folder (appdata.bin is no longer created in the binary directory)

Change 3272825 on 2017/01/25 by Saad.Nader

	#fort
	Added function to set the auto activation on or off on a common widget switcher.
	Updated CommonTabListWidget to temporarily turn off activation when setting a linked switcher.
	Added some missing delegate cleanup code.

Change 3272598 on 2017/01/25 by Justin.Augspurger

	#fortnite
	Add activatable panel function that returns if an input handler is set.

Change 3272411 on 2017/01/25 by Michael.Trepka

	Increased g.TimeoutForBlockOnRenderFence on Mac to 5 minutes

Change 3271913 on 2017/01/25 by Lukasz.Furman

	fixed conditions of movement's destinaiton oveshot check to work with setup in FTest maps
	#jira FORT-36375

Change 3271723 on 2017/01/25 by Bob.Tellez

	#UE4 Disabled MfMedia on windows.

Change 3271223 on 2017/01/25 by Jeff.Campeau

	Allow packaging to fall back to the engine directory for the lastchunk file if it's not present in the staged version.

Change 3271066 on 2017/01/24 by Chris.Gagnon

	- Properly clean up the UIManager and Analog Cursor when game/pie exists.
	- FortAnalogCursor now sequesters the mouse during InputSuspension.
	- Change the callback order for activate and deactivate so the classes can chain activate.

Change 3271064 on 2017/01/24 by Chris.Gagnon

	- NavigateToWidget() added to SlateApplication
	- SlistView and it's descendants now have the ability to navigate to the widget scrolled into view

Change 3270778 on 2017/01/24 by Michael.Trepka

	Fixed and enabled cook time binary shader cache generation for Mac

Change 3270645 on 2017/01/24 by Jeff.Campeau

	- New manifest generation (backward compatible)
	- True support for multiconfig packages
	- Settings all based in target settings in editor
	- Localized package resources with support to reduce redundancies
	- Resource table generation and manifest generation combined
	- Further reduced unneeded deploy copies

	#jira FORT-36413

Change 3270191 on 2017/01/24 by Lukasz.Furman

	reverted file unrelated to DecoyDistance fix

Change 3270133 on 2017/01/24 by Lukasz.Furman

	fixed item scoring in DecoyDistance test
	#jira FORT-36034

Change 3269363 on 2017/01/24 by James.Hopkin

	#online #stomp Added error logging for loss of heartbeat

	#jira FORT-34763

Change 3268921 on 2017/01/23 by Saul.Abreu

	#fortnite
	Renamed CommonWidgetGroup to emphasize that it is an abstract base class. Added ability to get the selected button out of CommonButtonGroup.

Change 3268913 on 2017/01/23 by Saul.Abreu

	#fortnite
	Recreated some minor changes to UEnumProperty so that TMap properties don't assert with enums as keys.

Change 3268436 on 2017/01/23 by Michael.Trepka

	Added rhi.Metal.AllowRHIThread to allow games to disable RHI thread on Mac to be able to use shader cache, which currently is incompatible with RHI thread. Disabled RHI thread on Mac in Fortnite.

	Also, temporarily disabled Metal validation layer in Fortnite until I have more information on the cost of various levels of validation.

Change 3266945 on 2017/01/20 by Bob.Tellez

	#UE4 Allowing more configurations to generate debug symbols

Change 3266814 on 2017/01/20 by Bob.Tellez

	#UE4 Moved MfMedia video track handling to the render thread, which removes the need for some buffer management in MediaTextureResource.cpp. Also, Mfmedia now emits the PlaybackEndReached event.

	#JIRA FORT-31753

Change 3266541 on 2017/01/20 by Lukasz.Furman

	moved navigation export of building actor's static mesh into owning actor data instead of using parent chain,
	attempt to fix husks passing through walls that lost navigation data at some point during game
	#jira FORT-35741

Change 3266269 on 2017/01/20 by Fred.Kimberley

	Change async loading of gameplay cues so that the gameplay cue manager maintains ownership of the assets and can control their lifetime.

Change 3266053 on 2017/01/20 by Michael.Trepka

	Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled.

Change 3265585 on 2017/01/20 by Bart.Hawthorne

	Enable Oodle in Fortnite

Change 3264678 on 2017/01/19 by Lukasz.Furman

	fixed crash on opening behavior trees with invalid decorator class (empty redirectors)
	#ue4

Change 3264473 on 2017/01/19 by Fred.Kimberley

	Tell the streamable manager to manage gameplay cue assets that are async loaded.

	#jira FORT-35171

Change 3262846 on 2017/01/18 by John.Pollard

	FORT-30352 - Fix by lowering network logging verbosity for benign condition

Change 3262535 on 2017/01/18 by Michael.Trepka

	Fix for FORT-35776

	Make sure to set reasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements

Change 3262386 on 2017/01/18 by John.Pollard

	Deprecate bPendingNetUpdate, NetUpdateTime and LastNetUpdateTime

Change 3262375 on 2017/01/18 by Ian.Fox

	#UE4, #XMPP - Handle Message stanza errors
	#JIRA OGS-505

Change 3262262 on 2017/01/18 by John.Pollard

	Turn on adaptive network updates by default

Change 3262215 on 2017/01/18 by Rob.Cannaday

	Fix for returned XMPP messages (to invalid recipient) triggering on message received delegates

Change 3262094 on 2017/01/18 by Jamie.Dale

	Cook on the fly builds now resolve string asset references

Change 3262091 on 2017/01/18 by Jamie.Dale

	Guarding against potentially invalid call to FString::Mid

Change 3262089 on 2017/01/18 by Jamie.Dale

	Fixing RedirectCollector issues with projects outside the UE4 directory

	It was storing relative paths, but MakeStandardFilename wouldn't make a relative path for anything outside of the UE4 directory. In addition to this, some code was testing filters using package style paths, so I converted all the code to use package style paths instead.

Change 3261201 on 2017/01/17 by Ben.Zeigler

	Perf improvements to PackageName that improve cooked load times by around a second. These string functions get called very often and Split is very slow, especially backwards searching or case insensitive.

Change 3261098 on 2017/01/17 by John.Pollard

	Fix for FORT-35711 - Edited buildings do not always replicate correctly

	We were removing the actor from the network object list too soon

Change 3260515 on 2017/01/17 by John.Abercrombie

	Fix MoveTo task ending with success when it's interrupted
	- Default the task to an invalid status rather than assuming we are successful

	#jira FORT-35497 - Defender can pick up a weapon from far away as they get knocked DBNO

Change 3260343 on 2017/01/17 by Lukasz.Furman

	fixed end of path conditions for crowd simulation when using string pulled path
	#jira FORT-35713

Change 3259419 on 2017/01/16 by John.Pollard

	Network actor list fixes:

	* Don't add add actor to network list if it will just immediately get removed
	* Remove destroyed actors from actor list on clients
	* Make sure actor Role is set to correct value before adding to network actor list

Change 3259104 on 2017/01/16 by Michael.Trepka

	Change the default for rhi.Metal.RuntimeDebugLevel  to 2, as 3 is too expensive for Development builds and disable METAL_DEBUG_OPTIONS in Test builds

Change 3259017 on 2017/01/16 by Saad.Nader

	#fort
	Added a missing remove delegate handler when widget is destructed.

Change 3258901 on 2017/01/16 by Saad.Nader

	#fort
	Added the ability to remove an input action from the list of actions we are listening for in an activatable panel.

Change 3258844 on 2017/01/16 by Ryan.Rauschkolb

	#fortnite
	Fixed issue where UUMGSequencePlayer:Tick would broadcast OnAnimationFinished before the final frame of the animation plays

Change 3258734 on 2017/01/16 by Michael.Trepka

	Fixed a crash on exit on Mac in FCocoaWindow's windowWillResize:

	#jira FORT-35720

Change 3258353 on 2017/01/16 by James.Hopkin

	#xmpp Fixed UserJid constructor to be constructed by value - same efficiency, less code and allows any combination of rvalues and lvalues.

Change 3257640 on 2017/01/13 by Saul.Abreu

	#fortnite
	#jira FORT-35387
	Item Quantity List widget, not yet complete.
	Minor tweak to widget factory (for pooling) to support player controllers as "outer"s.
	In progress refactor of list of resources given for a mulch operation, using the item quantity list widget.

Change 3257310 on 2017/01/13 by Bob.Tellez

	#UE4 Default stack size for windows is now configurable. There is a different number for windows editor targets than non-editor targets.

Change 3257094 on 2017/01/13 by John.Pollard

	Refactor network actor list management to be more efficient

	* Move dormancy list management to FNetworkObjectList
	* Optimize actor network dormancy by removing actors from the active list that are dormant on all connections
	* Removed NetUpdateTime on actor, and now use the NextUpdateTime on FNetworkObjectInfo (these values are more hot in the cache too)
	* We now early out of the consider logic faster when possible
	* Remove other misc unused network state/code and general cleanup

Change 3255891 on 2017/01/12 by Chris.Gagnon

	Added "Back" action to squads screens and armory landing.
	Added activation widget centering for squads screens.
	Added a couple Explicit navigations to get a better navigation experience.
	Added a bunch of Fkeys to the input binding table.
	Added PanelButton Widget.

Change 3254809 on 2017/01/11 by Bob.Tellez

	#UE4 Crash fix for shader views that get destroyed but still have pointers to them in the SRV cache.

Change 3254651 on 2017/01/11 by Bob.Tellez

	#UE4 Changed MfMedia track sync mode to Unbuffered since buffered causes a crash shortly after playing.

	#JIRA FORT-35566

Change 3254307 on 2017/01/11 by Lukasz.Furman

	fixed "Ftest start" command interfering with automation passes
	#jira FORT-35459

Change 3253625 on 2017/01/11 by Lukasz.Furman

	more accurate overshot detection for crowd simulation trying to reach last path corner
	#jira FORT-35502

Change 3252864 on 2017/01/10 by Lina.Halper

	fix for invalid anim curve issue when duplicating curves.

	#jira: FORT-35151

Change 3252427 on 2017/01/10 by Ben.Zeigler

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
	Copied from CL #3252418

Change 3252344 on 2017/01/10 by Lukasz.Furman

	added navmesh tile observation to hotspots
	now they will be able to reevaluate unreachable slots if nearby navmesh is updated (active only when more than half melee slots is unreachable)
	#jira FORT-35450

Change 3251644 on 2017/01/09 by Saul.Abreu

	#fortnite
	#jira FORT-35388
	Refactored common input so that the actions hold the per-platform key mappings. A config file holds the mapping of individual keys to their per-platform display data (icon-only for now). ALL ENTRIES IN THE INPUT ACTION DATA TABLE ARE NOW MISSING THEIR KEYS. RE-ADD THEM. I did test that it works.

Change 3251118 on 2017/01/09 by David.Hamm

	Corrected ability system logging messages that are turning up in bug reports.

Change 3250932 on 2017/01/09 by Bob.Tellez

	#UE4 Unshelved from DanielW. Fix for memory usage during map save for large maps

Change 3250093 on 2017/01/06 by Jeff.Campeau

	libstrophe UE4 modifications

Change 3249787 on 2017/01/06 by John.Pollard

	Add some replay/network stats

Change 3248808 on 2017/01/05 by Chris.Gagnon

	Fix for ensuring Main Tabs properly activates it's content.
	Includes a pretty hacky delay, will need to deal with that at somepoint.

Change 3248693 on 2017/01/05 by Chris.Gagnon

	NavigationEvent now gets populated with the modifier keys so that Shift  and Ctrl behaviors of the list work.

Change 3248647 on 2017/01/05 by Saul.Abreu

	Fixed shadowed variable warning in Create Event node.

Change 3248358 on 2017/01/05 by Saul.Abreu

	Added return type/outputs to the signature displayed in the CreateEvent node. Also added tooltip describing the syntax for display since it's non-standard.

Change 3247937 on 2017/01/05 by Chris.Gagnon

	- Refactored the Custom Navigation Event to be a part of the Viewport so that it functions properly with Multi PIE and doesn't interfere with the Editor while PIE is running.
	- Added the ability for an FReply to specify an explict navigation attempt directly.
	- Added ENavigationGenesis to the navigation system allowing SListView and STileView's bHandleGamepadEvents functionality to be hooked up again.

Change 3247887 on 2017/01/05 by Bob.Tellez

	#UE4 UpdateExistingPackagePriorities does not work in EDL. It is now disabled.

	#JIRA FORT-35193

Change 3247770 on 2017/01/05 by Fred.Kimberley

	Fix an issue where PreAttributeBaseChange was not always being called and sometimes called after the attribute base value had changed.

Change 3247133 on 2017/01/04 by Saul.Abreu

	UWidget designer method renaming to avoid extremely likely naming collisions.

Change 3246507 on 2017/01/04 by Chris.Gagnon

	Created CommonBorder and UCommonBorderStyle very simple but will allow consistent sharing of styles.
	Cleaned up palette category usage and a few misc things.
	Updated the UI test material, and created a UI Test BorderStyle to utilize it.

Change 3245517 on 2017/01/03 by Chris.Gagnon

	Copying over slate material changes to provide more functionalit.
	Added a UITest Material as an example

Change 3245371 on 2017/01/03 by Lukasz.Furman

	fixed husks attacking props from far away
	#jira FORT-34655

Change 3245363 on 2017/01/03 by Justin.Sargent

	Tracked down a CEF viewport scaling issue to some changes made for supporting high DPI. After talking it over with Trepka, we decided to revert the specific change causing the CEF viewport regression. Trepka will be following up with a proper fix.

	#jira OPP-6513

Change 3244525 on 2017/01/02 by Chris.Gagnon

	Activatable panels now clear out action handlers when the slate widgets are released.

Change 3244517 on 2017/01/02 by Chris.Gagnon

	New frontend major refactors.
	- New content api for UI States
	- New intro / outro functionality for activatable panels
	- New CommonWidgetStack widget
	- Landing pages
	- Navigation suport for SListView, STileView
	- Navigation changes
	- Lots of New UI layout changes and functionality changes
	- More things that I'm forgetting

Change 3242434 on 2016/12/21 by Ben.Zeigler

	Improve package saving time by stopping export sorting from recursing into dependencies outside of the package. It has no control over them so it doesn't care about their load order.

Change 3242433 on 2016/12/21 by Ben.Zeigler

	Small perf improvement for quad tree, stop it from constantly reallocating memory when removing nodes as they will likely get filled again or the node will get deleted

Change 3242294 on 2016/12/21 by Bob.Tellez

	#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled

Change 3241034 on 2016/12/20 by John.Abercrombie

	Add or UpdateBlueprintSearchMetadata when we don't have a TargetPlatform
	- Better fix for issue mentioned in CL 3241023

Change 3241023 on 2016/12/20 by John.Abercrombie

	Fixed UBlueprint::PreSave crashing when there is no TargetPlatform (default behavior)

Change 3240988 on 2016/12/20 by Lukasz.Furman

	fixed melee defenders not finishing move then their goal is outside tether range
	#jira FORT-34673

Change 3240966 on 2016/12/20 by Ben.Zeigler

	Disable find in blueprint query when cooking for non editor platforms, saves around 50 seconds off of a Fortnite fast cook.
	UBlueprint::PreSave gets called even though they get filtered out of cooked builds, as the filtering is after PreSave.

Change 3240898 on 2016/12/20 by Lukasz.Furman

	fixed memory corruption in template A* solver
	#fortnite

Change 3239920 on 2016/12/19 by Ben.Zeigler

	Fix warning display for string asset references while cooking, now that failed to find errors add to KnownMissing, we need to check KnownMissing before doing the find, and turn off the internal warnings as the redirect collector has more context info

Change 3239819 on 2016/12/19 by Lukasz.Furman

	fixed uninitialized debug draw delegate pointers
	#ue4

Change 3238789 on 2016/12/16 by Ben.Zeigler

	Fix issue where spawned cues triggered from async loads wouldn't have a proper world
	Fix issue where bShouldSyncLoad/bShouldAsyncLoad were backwards

Change 3238782 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34825 Fix issue where Macro CDOs had corrupted persistent ubergraph frames during blueprint compile on load, by changing it so no CDOs have persistent frames.
	This also saves memory as using persistent frames is incorrect for CDOs, things like latent functions do not make sense.
	Fix from Dan O'Connor

Change 3238685 on 2016/12/16 by Bob.Tellez

	#UE4 Graceful recovery for actors that changed mobility between frames in TextureInstanceManager.

	#JIRA FORT-34833

Change 3238671 on 2016/12/16 by Ben.Zeigler

	Fix ensure opening widget palette view, it was trying to create asset data for trash classes becuase it was just doing a raw class iterator, which is no longer supported.

Change 3238606 on 2016/12/16 by Rob.Cannaday

	Fix crash in FInternetAddrBSD::SetIp when InAddr is an empty string.
	#jira FORT-34826

Change 3238594 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34704 Fix bNetTemporary actors to be created with reliable packets, to keep sending until their initial send is done.
	The code that used to resend incomplete net temporary actors appears to have stopped working sometime during UE4 networking refactors. Remove unused flags related to that code

Change 3238315 on 2016/12/16 by Lukasz.Furman

	fixed composite navigation path usage for husks not controlled by crowd simulation
	#jira FORT-34509

Change 3238145 on 2016/12/16 by Lukasz.Furman

	fixed crash in EQS profiler
	#jira FORT-34831

Change 3237479 on 2016/12/15 by Ben.Zeigler

	Don't crash if cue manager has no world, not sure how it got into this state

Change 3236992 on 2016/12/15 by Michael.Trepka

	Don't fall back to SM4 on Intel GPUs on Mac any more

Change 3236929 on 2016/12/15 by Bob.Tellez

	#UE4 Fixed an ensure that was caused by an FResourceSizeEx being initialized with the wrong type

Change 3236867 on 2016/12/15 by Bob.Tellez

	#Fortinte Submitted change from Gil to fix EDL crash loading into Outpost on PS4

	#JIRA FORT-34794

Change 3236747 on 2016/12/15 by Ben.Zeigler

	Fortnite fixes for asset manager/async loading changes
	FortItemDefinitions now async load needed assets on demand. Currently this is only loading AttributeTemplate, which may not even be in use
	The blueprints needed for weapons are now async loaded when the player puts them on their quickbar, instead of being loaded once and staying in memory forever
	FortAssetManager is now being used in parallel to the loading code in FortGlobals, I will remove the FortGlobals code in the next checkin once I know things are working
	Change it so the MissionEventNames are loaded asynchronously when clicking the picker, this code was half completed already so I finished it up
	Change it so GameplayCueNotifies get async loaded on demand instead of async loaded at startup, this improves startup load times
	Change it so the CommonUIModule uses the global assetmanager instead of a passed in StreamableManagerHandler
	Item json changed because it got resorted, no actual json changes other than a few cosmetics that were added yesterday
	Change it so FortItem implements the mcp item interface directly, instead of FortWorldItem and FortAccountItem implementing it separately

Change 3236746 on 2016/12/15 by Ben.Zeigler

	Add ProcessAsyncLoadingUntilComplete which will process async loading until a predicate is true or time runs out
	Change streamable manager to return a handle structure, that can be used to block or poll as needed. Active handles will keep objects in memory even after the load finishes
	FStreamableManager::SynchronousLoad now does high-priority-async-load-and-wait instead of doing a full async flush/static load object if asynch loading is in progress, this should make stalls much shorter when sync loading a single asset
	Deprecate some of the StreamableManager functions now that handles exist. The fact that SynchronousLoad kept an object from ever GCing was not expected behavior by most users

	Add Experimental feature AssetManager, which is a global singleton that supports loading assets on demand. It is disabled by default
	Add concept of PrimaryAssetID which is a Type:Name pair that globally identifies an asset. This is returned by GetPrimaryAssetId on UObject and is needed for the asset manager to work
	Add PrimaryAssetData class, which supports the primary asset and bundle concepts natively
	Add concept of an AssetBundleEntry/Data, which is a scoped map from name -> list of assets. If you modify an AssetBundleData it will get baked into the asset registry at runtime

	Fix KismetSystemLibrary and GameplayCueManager to use the new streaming functionality

Change 3234031 on 2016/12/13 by Ian.Fox

	#UE4, #XMPP - Finish libstrophe MUC (Multi-User Chat) implementation
	- Pull history when joining channels
	- Handle configuring of XMPP channels we create (and global chat rooms if we managed to create them)

[CL 3291644 by Bob Tellez in Main branch]
2017-02-07 23:55:24 -05:00
Ryan Gerleve
a4db063766 Copying //UE4/Dev-Networking to //UE4/Dev-Main (Source: //UE4/Dev-Networking @ 3289368)
#lockdown Nick.Penwarden
#rb none

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

Change 3240806 on 2016/12/20 by John.Barrett

	Added 'SendUnitRPCChecked' function, to streamline executing 'UnitTestServer_' pseudo-RPC functons within unit tests, on the server.

	Worked around an Engine bug with NetConnection.QueueBits.

Change 3240807 on 2016/12/20 by John.Barrett

	Added new variations of 'ReceiveNetFieldExports' exploits, "ReceiveNetFieldExports_MapAlloc", "ReceiveNetFieldExports_NullAlloc", "ReceiveNetFieldExports_NullCheck".

Change 3241838 on 2016/12/21 by John.Barrett

	Quick compile fix for Win32.

Change 3243149 on 2016/12/22 by John.Barrett

	Another Win32 compile fix.

Change 3252022 on 2017/01/10 by John.Barrett

	Added new non-shipping commandline switch, for appending to the commandline using a text file: -CmdLineFile="D:\Users\John\Desktop\ServerCmdLine.txt"

	This sidesteps Windows commandline length limit.

Change 3257927 on 2017/01/14 by John.Barrett

	Fixed a couple of issues in ReceiveNetFieldExports, and deprioritized the remaining issues by only allowing execution when Replay is enabled.

	#JIRA UENET-460, UENET-466, UENET-472, UENET-478, UENET-484, UENET-490

Change 3258731 on 2017/01/16 by John.Pollard

	Refactor network actor list management to be more efficient

	* Move dormancy list management to FNetworkObjectList
	* Optimize actor network dormancy by removing actors from the active list that are dormant on all connections
	* Removed NetUpdateTime on actor, and now use the NextUpdateTime on FNetworkObjectInfo (these values are more hot in the cache too)
	* We now early out of the consider logic faster when possible
	* Remove other misc unused network state/code and general cleanup

	Merging using FNMain->DevNetworking

Change 3258736 on 2017/01/16 by John.Pollard

	Fix compile

Change 3259482 on 2017/01/16 by John.Pollard

	Deprecate GetNetworkActor

Change 3264957 on 2017/01/19 by John.Pollard

	Deprecate bPendingNetUpdate, NetUpdateTime and LastNetUpdateTime

	Merging using FNMain->DevNetworking

Change 3264962 on 2017/01/19 by John.Pollard

	Fix for FORT-35711 - Edited buildings do not always replicate correctly

	We were removing the actor from the network object list too soon

	Merging using FNMain->DevNetworking

Change 3264963 on 2017/01/19 by John.Pollard

	Turn on adaptive network updates by default

	Merging using FNMain->DevNetworking

Change 3265878 on 2017/01/20 by John.Pollard

	UE-40902 - CIS warnings due to deprecated properties

Change 3265930 on 2017/01/20 by John.Pollard

	UE-40902 - CIS warnings due to deprecated properties

Change 3273552 on 2017/01/26 by John.Barrett

	Added way to specify Associativity for binary operators with the expression parser, which defines whether operators of the same precedence are executed Left-To-Right, or Right-To-Left.

	Defaults to Right-To-Left for legacy reasons.

Change 3273553 on 2017/01/26 by John.Barrett

	Added 'reflect' console command, tying existing FVMReflection helper to a string parser, allowing full access to UE4 reflection using C++ style syntax (like a supercharged get/set command), e.g:
	"Reflect Find(,PlayerController).Player.ViewportClient.GameInstance.LocalPlayers"

	Added supporting FVMReflectionParser class, for evaluating strings as reflection statements, using the ExpressionParser code to implement the syntax.

	Added automation testing for ExpressionParser binary operator Associativity (placed here rather than in Core, as the reflection parser is better suited to associativity tests).

Change 3273555 on 2017/01/26 by John.Barrett

	Added 'ServerAddCardInternal' and 'ServerUndoRemoveCard' exploit unit tests, for testing more nullptr access exploits in the card RPC code.

	Updated expected results on unit tests for issues that have been fixed.

Change 3273931 on 2017/01/26 by Bart.Hawthorne

	- Steamworks has been upgraded to 1.39
	- The steam controller implementation has been rewritten to accommodate the new interface added in 1.36

Change 3275010 on 2017/01/27 by John.Barrett

	Quick compile fixes.

Change 3276218 on 2017/01/27 by John.Pollard

	FORT-36482 - Fix issue with using wrong serializer for re-mapping objects

	Merging using FNMain->DevNetworking

Change 3276219 on 2017/01/27 by John.Pollard

	First pass at implementing net relevancy for replays

	* All connections are considered when determing if an actor is relevant
	* Enable by setting demo.UseNetRelevancy to 1
	* Override cull distance with demo.CullDistanceOverride

	Merging using FNMain->DevNetworking

Change 3278725 on 2017/01/31 by John.Barrett

	Fixed multiple card system RPC exploits, through checking parameters in _Validate functions.

	#JIRA UENET-445, UENET-512 and UENET-518

Change 3278730 on 2017/01/31 by John.Barrett

	Misc. NetcodeUnitTest updates.

Change 3278733 on 2017/01/31 by John.Barrett

	Marked last of card unit tests as fixed.

Change 3278956 on 2017/01/31 by Bart.Hawthorne

	Disable static analysis warnings from Steamworks headers

	#jira UE-41262

Change 3278978 on 2017/01/31 by Bart.Hawthorne

	Fixed Linux warning caused by initializing variables out of order

	#jira UE-41307

Change 3280081 on 2017/01/31 by Bart.Hawthorne

	ShooterGame now supports dedicated servers on PC/Mac/Linux

Change 3281217 on 2017/02/01 by John.Pollard

	PR #3172 - GitHub 3172 : Fixed IPAddressBSD validation when setting Ip from string.

Change 3283556 on 2017/02/02 by John.Barrett

	CIS compile fixes.

Change 3284509 on 2017/02/02 by John.Barrett

	CIS no-PCH compile fixes.

Change 3285075 on 2017/02/03 by Bart.Hawthorne

	- Use Engine\Binaries\ThirdParty\Steamworks libraries for 64 bit Steam builds since it seems to be working with 1.39
	- Add 32 bit and 64 bit Steam libs for linux

Change 3285229 on 2017/02/03 by John.Barrett

	CIS monolithic include warning fixes.

Change 3286108 on 2017/02/03 by Bart.Hawthorne

	- Fixed issues with Steam not working correctly on Linux
	- Removed unnecessary controller.vdf dependency

[CL 3289494 by Ryan Gerleve in Main branch]
2017-02-06 22:51:28 -05:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

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

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

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

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

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

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

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

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

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

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

	UBT: Add attribute-driven command line parser.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	Replace all uses of TargetRules.TargetType with TargetType.

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

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

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

	UBT: Remove toolchain support for Windows XP.

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

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

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

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

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

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

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

	Build: Fixes for conforming incremental workspaces:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	EC: Add a batch file for testing postp filters.

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

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

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

	UBT: Fix Android support for force included headers.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

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

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

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

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

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

	UBT: Move executor config settings onto the executor instances.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	#jira UEB-729

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

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

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

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

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

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

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

	UBT: Include plugin config files in generated projects.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

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

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

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

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

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

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

	#jira UE-36457

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

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

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

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

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

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

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

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

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

	IncludeTool: Merging various fixes.

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

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

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

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

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

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

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

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

	#jira UE-36921
	#jira UE-38560

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

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

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

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

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

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

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

	Fix some typos

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

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

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

	Add -fPIC to libwebsockets on Linux.

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

	helper build scripts for CentOS 7 Linux (via Docker)

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

	using [ glibc 2.17 ]  & [ gcc 4.8.5 ]

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

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

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

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

	#jira UE-38706

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

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

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

	Better fix for poison proxy fix

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

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

	#jira UE-38816

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

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

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

	Linux: fix GL crash (UE-17649).

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

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

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

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

	Pull in IPv6 fix

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

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

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

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

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

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

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

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

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

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

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

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

	- Also submitted as a pull request #2945.

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

	plow all physx libs into build

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

	checking this in as per email

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

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

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

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

	Attempt to change/rename.

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

	Another attempt to change renamed file (from Linux).

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

	Added missing initialization for FAvfVideoSampler::MetalTextureCache

	#jira UE-38689

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

	Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures

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

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

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

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

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

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

	#jira ue-38701

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

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

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

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

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

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

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

	Update all platforms to C++14.

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

	Cook-On-The-Fly for HTML5

	- re-enabled: ENetworkFileServerProtocol::NFSP_Http

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

	- fixed null_ptr in NetworkFileServerHttp.cpp

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

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

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

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

	Linux: improvements in touch support.

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

	(Edigrating 3225194 from Wombat to Dev-Platform)

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

	Gracefully handle delete without matching new on iOS & Mac

	#jira UE-39395

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

	UEPLAT-1423 WEX: Improved virtual keyboard for Android

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

	#jira UEPLAT-1423

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

	Allow running as root on ARM.

	(Edigrating 3204974 to Dev-Platform)

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

	Print current CVar value when denying an override.

	(Based on CL 3205476).

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

	Allow enabling sound (if disabled by default).

	(Based on CL 3205505)

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

	Allow running from symlinks.

	(Edigrating 3205518 to Dev-Platform).

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

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

	(Based on CL 3205505).

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

	fix CIS warning

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

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

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

	- Submitted as part of PR #2976.

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

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

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

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

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

	- Based on PR #2973.

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

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

	- PR #2981 contributed by cpyarger.

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

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

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

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

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

	#jira UE-39140

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

	Fix missing responses (UE-39572).

	- Proper implementation of UE-39009.

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

	Linux: fixed Android packaging (UE-39635).

	- Misspelled case; fixed by JohnHenry Carawon.

	#jira UE-39635

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

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

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

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

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

	Linux: fix for CEF (UE-39682)

	- Fix by Cengiz.Terzibas.

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

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

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

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

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

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

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

	Fix static analysis warnings.

[CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Ben Zeigler
24a8d60723 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None

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

Change 3173153 on 2016/10/25 by Graeme.Thornton

	Pak signing changes
	 - Integrated into EDL loader
	 - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.

Change 3173531 on 2016/10/25 by Steven.Hutton

	Removing unused j query packages.

Change 3174743 on 2016/10/26 by Gil.Gribb

	UE4 - fixed COTF with EDL

Change 3177896 on 2016/10/28 by Steve.Robb

	TSharedPtr and TSharedRef aliasing constructors.
	Removal of static_asserts for TSharedPtr<UObject>.

Change 3180343 on 2016/10/31 by Steve.Robb

	Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.

Change 3181382 on 2016/11/01 by Steve.Robb

	Visual Studio debugger visualizers for delegates.

Change 3182738 on 2016/11/02 by Graeme.Thornton

	Re-enable signed archive reader so non-pakpreacher based reads still get signature checked

Change 3183420 on 2016/11/02 by Steve.Robb

	Fix to TIsZeroConstructType for TScriptDelegate.

Change 3184872 on 2016/11/03 by Robert.Manuszewski

	Fixing memory stomps in SSL certificate initialization (found with mallocstomp)

Change 3184873 on 2016/11/03 by Robert.Manuszewski

	Adding thread safety checks to async loading code

Change 3185535 on 2016/11/03 by Ben.Zeigler

	Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.

Change 3186636 on 2016/11/04 by Graeme.Thornton

	AES encryption integrated into EDL system
	Pak signing and AES encryption now configurable by ini files rather than magical text files

Change 3186637 on 2016/11/04 by Graeme.Thornton

	Configured pak signing and encryption in ShooterGame for reference

Change 3186639 on 2016/11/04 by Graeme.Thornton

	Encryption changes for Orion
	* Move pak signing keys into new INI format
	* Add AES key and enable INI file encryption

Change 3186661 on 2016/11/04 by Graeme.Thornton

	Change unrealpak command line params to accept AES key as a separete parameter

Change 3186670 on 2016/11/04 by Robert.Manuszewski

	Adding a null check before using a package pointer in Linker code

	#jira UE-38237

Change 3186775 on 2016/11/04 by Graeme.Thornton

	Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
	 - PS4 and Mac fixes. Other platforms might need fixing too!

Change 3186823 on 2016/11/04 by Graeme.Thornton

	Fixed an incorrect size check in the EDL pak signing code

Change 3186925 on 2016/11/04 by Graeme.Thornton

	Allow UnrealPak to read encryption settings from project ini files

Change 3189885 on 2016/11/08 by Graeme.Thornton

	Static analysis warning fix

Change 3190015 on 2016/11/08 by Robert.Manuszewski

	Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread

Change 3190253 on 2016/11/08 by Chris.Wood

	Improved MDD performance for on the CR server.
	[UE-37566] - Improve MDD performance on CR server

	Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
	Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.

Change 3192993 on 2016/11/10 by Robert.Manuszewski

	Thread Heartbeat will no longer report the same hang multiple times.

Change 3193111 on 2016/11/10 by Robert.Manuszewski

	Minor change in the condition that detects the same hangs - allow the same callstacks from different threads

Change 3193168 on 2016/11/10 by Steve.Robb

	TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.

Change 3193171 on 2016/11/10 by Steve.Robb

	Easier debugging of FPendingRegistrantInfo map.

Change 3193188 on 2016/11/10 by Steve.Robb

	TAutoPointer deprecated.

Change 3193796 on 2016/11/10 by Graeme.Thornton

	Fix pak creation failure when no pak signing keys are supplied

Change 3194524 on 2016/11/11 by Graeme.Thornton

	Another static analysis warning fix

Change 3195119 on 2016/11/11 by Steve.Robb

	TAutoPtr deprecated.
	Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
	Some large headers moved into .cpp files.

Change 3196582 on 2016/11/14 by Gil.Gribb

	UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.

Change 3196878 on 2016/11/14 by Steve.Robb

	TScopedPointer deprecated.

Change 3198061 on 2016/11/15 by Steve.Robb

	Class array is no longer regenerated when saving UClasses.

Change 3198065 on 2016/11/15 by Robert.Manuszewski

	Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.

Change 3198199 on 2016/11/15 by Robert.Manuszewski

	Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.

Change 3199954 on 2016/11/16 by Graeme.Thornton

	Removing USING_SIGNED_CONTENT

Change 3200221 on 2016/11/16 by Chris.Wood

	CrashReportProcess code cleanup - removing unused using directives

Change 3200232 on 2016/11/16 by Chris.Wood

	Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
	UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives

	InvalidCrashReports now saved to S3 instead of local folder
	Removed option tosync MinidumpDiagnostics from Perforce
	Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
	Added improved logging to Slack with option to monitor MDD performance
	Added hourly log folders to MDD logs
	Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)

Change 3200382 on 2016/11/16 by Robert.Manuszewski

	Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).

Change 3200562 on 2016/11/16 by Gil.Gribb

	UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.

Change 3201093 on 2016/11/16 by Ben.Zeigler

	#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
	Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.

Change 3201736 on 2016/11/17 by Steve.Robb

	Strtoi64 platform and TCString functions.

	#fyi robert.manuszewski

Change 3201938 on 2016/11/17 by Ben.Woodhouse

	Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.

	Commandline:
	p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp

	#fyi robert.manuszewski

Change 3203757 on 2016/11/18 by Robert.Manuszewski

	Removing debug code from async loading code.

Change 3203927 on 2016/11/18 by Robert.Manuszewski

	Fixing comments in the async loading code.

Change 3204851 on 2016/11/18 by Steve.Robb

	Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.

Change 3204854 on 2016/11/18 by Steve.Robb

	UEnumProperty.

Change 3205027 on 2016/11/18 by Ben.Zeigler

	Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
	Add Get() to TSubclassOf so it matches our other wrappers
	Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
	Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf

Change 3206334 on 2016/11/21 by Ben.Zeigler

	#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
	#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
	Cook finishes but game is still crashing in some cases, so I might adjust this after other testing

Change 3206353 on 2016/11/21 by Ben.Zeigler

	Fix EnumProperty to handle EDL preload dependencies properly

Change 3206625 on 2016/11/21 by Ben.Zeigler

	Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient

Change 3206937 on 2016/11/21 by Ben.Zeigler

	#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
	Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
	Correctly save enum tag for enum properties, it was being set but not serialized

Change 3207002 on 2016/11/21 by Ben.Zeigler

	#jira UE-38799
	Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
	Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
	If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
	We should generally outlaw non-transient objects with transient outers, it does not do what people expect.

Change 3207032 on 2016/11/21 by Ben.Zeigler

	#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do

[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
Josh Adams
8d2561486c Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916)
#lockdown Nick.Penwarden
#rb none

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

Change 3175510 on 2016/10/26 by Josh.Adams

	- New Wolf SDK support (11).
	- Added new input plugin now that extra NDA is lifted

Change 3176629 on 2016/10/27 by Josh.Adams

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

Change 3177232 on 2016/10/27 by Josh.Adams

	- Minor comment change

Change 3177348 on 2016/10/27 by Dmitry.Rekman

	Linux: default to GL4.

Change 3177523 on 2016/10/27 by Dmitry.Rekman

	Linux: update libc++ to 3.9 and add AArch64.

Change 3178208 on 2016/10/28 by Daniel.Lamb

	Enable multithreaded lightmap encoding.

Change 3178273 on 2016/10/28 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix crash in PS4 packaging step.
	 - Parallel-for accessing the same log files, causing IOException.

Change 3178573 on 2016/10/28 by Dmitry.Rekman

	Linux: fix for projects not having proper version associations (UE-5954).

	- Fixed by CengizT.

Change 3180487 on 2016/10/31 by Josh.Adams

	Moved new file to peoper spot

Change 3180508 on 2016/10/31 by Josh.Adams

	- Fixed crash on audio free for Wolf

Change 3181821 on 2016/11/01 by Josh.Adams

	- Fixed ShooterGame cooking after sync from main

Change 3182469 on 2016/11/01 by Josh.Adams

	- test/shipping build wolf fixes

Change 3183078 on 2016/11/02 by Josh.Adams

	- Added AllDesktop back in for Windows (File | Package)

Change 3183229 on 2016/11/02 by Josh.Adams

	- Fixed wrong path in JunkManifest.txt

Change 3184245 on 2016/11/02 by Dmitry.Rekman

	Linux: add AArch64 (ARM64) libs.

Change 3184326 on 2016/11/02 by Dmitry.Rekman

	Linux: add more files for AArch64.

Change 3184353 on 2016/11/02 by Dmitry.Rekman

	Linux: Add missed AArch64 libpng.

Change 3184871 on 2016/11/03 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4.
	 - Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues.

	#jira UE-36365

Change 3185407 on 2016/11/03 by Dmitry.Rekman

	Linux: fix PhysX on AArch64.

	(Edigrating 3184484 from Wombat to Dev-Platform).

Change 3187488 on 2016/11/04 by Josh.Adams

	Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal)

Change 3187740 on 2016/11/04 by Josh.Adams

	- Re-copying the Switch files, now with proper case in the directory names

Change 3188304 on 2016/11/07 by Dan.Mahashin

	- Removed deprecated functions in NVN window creation

Change 3188865 on 2016/11/07 by Luke.Thatcher

	[PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame.
	 - Enables console input from Sony's "Console Output" tool for all games, in debug/development builds.

	#jira UE-37672

Change 3189517 on 2016/11/07 by Jeff.Campeau

	Fix incorrect local platform identification in device manager.

	#jira UE-38312

Change 3189897 on 2016/11/08 by Luke.Thatcher

	[PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node.

Change 3190042 on 2016/11/08 by Josh.Adams

	- Fixed default and Shooter App Ids for Switch

Change 3190181 on 2016/11/08 by Joe.Barnes

	[UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms.

Change 3190185 on 2016/11/08 by Joe.Barnes

	Fix another instance of UE_LOG() where the string was being truncated on Switch platform.

Change 3190272 on 2016/11/08 by Daniel.Lamb

	Add file hashes to depependency tracking info.
	Moved partial gc controlling code outside of the cooker.
	Store cooked file hashes in cooked asset registry.
	Cooked asset registry is now part of the cooker instead of chunking manifest.
	#test cook paragon

Change 3190332 on 2016/11/08 by Omar.Rodriguez

	Fixing issues with iOS remote notifications

	* Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable
	* Fix misspelling when doing respondsToSelector check
	* Update generated Xcode project to use the generated entitlements file
	* Add remote-notification as a background mode
	* Update the generated entitlements file contents to include APS environment for push notifications
	* Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled

Change 3190391 on 2016/11/08 by Brent.Pease

	UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting

	(Josh's suggestion worked out of the box)

Change 3190786 on 2016/11/08 by Bart.Hawthorne

	Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame

Change 3190902 on 2016/11/08 by Alicia.Cano

	Allow RTTI and exceptions to be enabled for Android
	#jira UE-37845
	#android

Change 3190973 on 2016/11/08 by Chris.Babcock

	Add ability to set element value field with new text parameter for UPL
	#jira UE-37390
	#PR #2869
	#ue4
	#upl

Change 3191411 on 2016/11/09 by Josh.Stoddard

	Warn when user tries to use a shared pak reader on the wrong thread

	#jira UE-38049

Change 3191635 on 2016/11/09 by Josh.Stoddard

	More useful message during cook when AT9 assets fail to encode using SCE's tool

	#jira UE-38053

Change 3191663 on 2016/11/09 by Peter.Sauerbrei

	fix for ios build from PC

Change 3191701 on 2016/11/09 by Brent.Pease

	implement iOS device logs on windows

Change 3191794 on 2016/11/09 by Daniel.Lamb

	Fixed up compile error missing header file.
	#test Compile editor
	#jira UE-38414

Change 3191807 on 2016/11/09 by Josh.Adams

	- Fixed one chage that was missed in the WolfPlat->Switch rename

Change 3191867 on 2016/11/09 by Josh.Adams

	- Enabled Switch for ShooterGame project

Change 3191958 on 2016/11/09 by Jeff.Campeau

	Add warning for anyone still using XP

Change 3192185 on 2016/11/09 by Josh.Adams

	- Updated to SDK 0.11.12
	- Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet)

Change 3192241 on 2016/11/09 by Josh.Adams

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

Change 3192324 on 2016/11/09 by Josh.Adams

	- Worked around an issue with RunOnTarget stripping quotes around paths with spaces
	#jira UE-38388

Change 3192387 on 2016/11/09 by Josh.Adams

	- Updating editor icon for Switch
	#jira UE-38295

Change 3192476 on 2016/11/09 by Dmitry.Rekman

	Linux: put correct OpenAL lib per architecture.

	(Edigrating CL 3185947 from Wombat to Dev-Platform)

Change 3192527 on 2016/11/09 by Josh.Adams

	- Fixed a shadow variable warning
	#jira UE-38408

Change 3192606 on 2016/11/09 by Jeff.Campeau

	XP option removed

	#jira UEPLAT-1542

Change 3192644 on 2016/11/09 by Josh.Adams

	- Fixed a CIS error (not sure why I don't get it, but hey)

Change 3192659 on 2016/11/09 by Josh.Adams

	- Fixed a crash in DeploymentServer

Change 3192672 on 2016/11/09 by Jeff.Campeau

	Fix WinXP message spamming

Change 3193252 on 2016/11/10 by Josh.Adams

	- Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs)

Change 3193756 on 2016/11/10 by Dmitry.Rekman

	Linux: add support for touch events.

	(Edigrating CL 3188159 from Wombat to Dev-Platform).

Change 3194297 on 2016/11/10 by Jeff.Campeau

	HarfBuzz implementation for Xbox One

	#jira UE-28590

Change 3194299 on 2016/11/10 by Jeff.Campeau

	Pump Xbox One messaging during slow startup tasks

	#jira UEPLAT-1276

Change 3194300 on 2016/11/10 by Jeff.Campeau

	Use response files when building for Xbox One

	#jira UEPLAT-1296

Change 3194313 on 2016/11/11 by Jeff.Campeau

	Stop uploading symbols on the first error
	Show a more detailed error message if symbol uploading fails
	Add a command line option to disable upload of symbols

	#1852
	#jira UE-24425

Change 3194327 on 2016/11/11 by Jeff.Campeau

	Deduplicate Xbox One build.cs setup for several modules

	#jira UE-37540

Change 3194402 on 2016/11/11 by Dmitry.Rekman

	Linux: do not apply mouse workaround unnecessarily.

	- Only matters when there is more than one window.

	(Edigrating 3194399 from Wombat to Dev-Platform).

Change 3194434 on 2016/11/11 by Dan.Mahashin

	- Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization

Change 3194569 on 2016/11/11 by Daniel.Lamb

	Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up.

Change 3194570 on 2016/11/11 by Daniel.Lamb

	Fix for DiffSerializeArchive not using the correct archive when saving packages.
	#test Cook paragon

Change 3194571 on 2016/11/11 by Daniel.Lamb

	Make sure dependent packages are valid before using them.
	Added FastBuildCookRun bat file for paragon testing.
	#test Cook Paragon

Change 3194575 on 2016/11/11 by Daniel.Lamb

	Reworked a warning for the cooker.

Change 3194698 on 2016/11/11 by Daniel.Lamb

	Skip skin verify only runs on build machines now.
	Saves paragon cook time.

Change 3194699 on 2016/11/11 by Daniel.Lamb

	Changed the wording of skip editor content setting so it's more clear.
	#test none

Change 3194702 on 2016/11/11 by Daniel.Lamb

	Potential fix for default materials not being in chunk zero.
	#test run ps4 cooked build paragon

Change 3194711 on 2016/11/11 by Alicia.Cano

	Allow RTTI and exceptions to be enabled for Android
	Allow RTTI to be enabled for IOS, Mac
	#jira UE-37845, UE-20314
	#android
	#ios
	#mac

Change 3194956 on 2016/11/11 by Josh.Adams

	- Removed the crash with unknown socket error code, left in the warning

Change 3195028 on 2016/11/11 by Dmitry.Rekman

	Linux: repair launch on.

	(Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...)

Change 3195041 on 2016/11/11 by Dmitry.Rekman

	Linux: support selecting architectures per project.

	(Edigrating 3192783 from Wombat to Dev-Platform).

Change 3195058 on 2016/11/11 by Dmitry.Rekman

	Linux: fix code to determine number of cores.

	- ARM topology seems not to be in line with the assumptions made by x86-centric code.

	(Merging 3184632 from Wombat to Dev-Platform).

Change 3195082 on 2016/11/11 by Josh.Adams

	- Fixed name of packaged Switch builds to have the config in it (Shipping, etc)
	#jira UE-38394

Change 3195151 on 2016/11/11 by Bart.Hawthorne

	- Add game server settings to project settings to connect to the actual game server, instead of the debug login
	- Use the system software dialog box to show error codes for login failures

Change 3195153 on 2016/11/11 by Josh.Adams

	- Fixed copy and paste logs errors

Change 3195156 on 2016/11/11 by Josh.Adams

	- Fixed some default values, especially for save games (uses their default of 4MB size)
	- Added some LotCheck write tracking

Change 3195285 on 2016/11/11 by Jeff.Campeau

	Fix HarfBuzz warning on Xbox One

Change 3195477 on 2016/11/11 by Josh.Adams

	- Fixed up some IsGameOnly calls
	#jira UE-37575

Change 3195490 on 2016/11/11 by Dmitry.Rekman

	UAT: fix CIS (removed old variables).

Change 3195724 on 2016/11/11 by Josh.Adams

	- Final fix for name of .nsp (content only projects in Shipping config, etc)
	#jira UE-38394

Change 3195755 on 2016/11/11 by Josh.Adams

	- Made translucent Switch icons

Change 3195771 on 2016/11/11 by Josh.Adams

	- Fixed some Switch "space in path" issues
	#jira UE-38393

Change 3195801 on 2016/11/11 by Josh.Adams

	- Handle making sure the save is completed before we shutdown
	#jira UE-38215

Change 3196593 on 2016/11/14 by Michael.Trepka

	Implemented Info string in AvfMedia for display in Media Player Editor

	#jira UE-35386

Change 3196782 on 2016/11/14 by Josh.Adams

	- Added a comment for a workaround

Change 3196784 on 2016/11/14 by Michael.Trepka

	Alembic importer for Mac

	#jira UE-37708

Change 3196901 on 2016/11/14 by Alicia.Cano

	ADB over wifi fails to deploy on Launch on.
	#jira UE-37957
	#android

Change 3197055 on 2016/11/14 by Josh.Adams

	- Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment

Change 3197059 on 2016/11/14 by Josh.Adams

	- Removed some stat code with  no STATS

Change 3197066 on 2016/11/14 by Josh.Adams

	- Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things

Change 3197176 on 2016/11/14 by Josh.Adams

	- Added some helper scripts to switch in and out of debug mode on Switch

Change 3197183 on 2016/11/14 by Bart.Hawthorne

	Error dialog fixes based on peer review feedback from JoshA

Change 3197339 on 2016/11/14 by Josh.Adams

	Allow -htcs on the commandline now to override disabling Htcs in packaged builds

Change 3197401 on 2016/11/14 by Josh.Adams

	- Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable!
	#jira UE-38556

Change 3197691 on 2016/11/14 by Dmitry.Rekman

	Linux: save added devices.

	(Edigrating 3196529 from Wombat to Dev-Platform).

Change 3197854 on 2016/11/15 by Dan.Mahashin

	- MemoryProfiler2: fixed Switch parser file path in the csproj

Change 3197960 on 2016/11/15 by Dan.Mahashin

	- NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834)

Change 3198488 on 2016/11/15 by Bart.Hawthorne

	Submit missing NoRedist/DefaultEngine.ini file

Change 3198970 on 2016/11/15 by Michael.Trepka

	Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors)

Change 3199050 on 2016/11/15 by Daniel.Lamb

	Some more output to help track down iterative cooking scenarios
	#test Cook paragon

Change 3199097 on 2016/11/15 by Josh.Adams

	- Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects
	- Fixed default Program Id in code
	- Fixed a problem with Run with a space in the path
	#jira UE-38608

Change 3199181 on 2016/11/15 by Dmitry.Rekman

	Fix CIS (compiling LinuxTargetDevice without engine).

Change 3199253 on 2016/11/15 by Dmitry.Rekman

	Hopeful fix for a static analysis warning.

Change 3199325 on 2016/11/15 by Joe.Barnes

	Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback.

Change 3199814 on 2016/11/15 by Dmitry.Rekman

	Linux: remove forced -windowed when launching.

	(Merging CL 3199789 from Wombat to Dev-Platform)

Change 3200580 on 2016/11/16 by Josh.Adams

	Updasted DeploymentServer

Change 3200595 on 2016/11/16 by Joe.Barnes

	Removed inadvertent SleepThread() when starting movie playback.

Change 3200604 on 2016/11/16 by Josh.Adams

	- Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware

Change 3200632 on 2016/11/16 by Brent.Pease

	Update PlatformShowcase with latest tests

Change 3200704 on 2016/11/16 by Dmitry.Rekman

	Linux: fix native compilation.

Change 3200711 on 2016/11/16 by Brent.Pease

	 - Support ios audio streaming from disk
	 - Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent.
	   + Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management)
	 - IOS audio implementation simplified to use new ADPCMAudioInfo functionality
	 - Fixed adpcm seamless looping

	NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen...

Change 3201015 on 2016/11/16 by Josh.Adams

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

Change 3201023 on 2016/11/16 by Josh.Stoddard

	Fix splash screen assignment for iPad

	#jira UE-38623

Change 3201215 on 2016/11/16 by Brent.Pease

	Hopefully final fix for build breakage

Change 3201259 on 2016/11/16 by Josh.Adams

	- Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing
	- Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe)
	- Reduced audio pool alignment to not waste massive memory from it

Change 3202332 on 2016/11/17 by Daniel.Lamb

	Changed build scripts to support iterative cooking
	#test Ran new build scripts

Change 3202371 on 2016/11/17 by Michael.Trepka

	Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations

	#jira UE-38392

Change 3202421 on 2016/11/17 by Michael.Trepka

	Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa

	#jira UE-18343

Change 3202462 on 2016/11/17 by Michael.Trepka

	Fixed HTTP If-None-Match response code on Mac and iOS

	Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html

	#jira UE-36317

Change 3202620 on 2016/11/17 by Daniel.Lamb

	Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered.
	Commandlets now do not always have  GIsRequestingExit true.
	Made crash handler check for commandlets running and exit appropriately.
	#test Rebuild lighting QAGame

Change 3202955 on 2016/11/17 by Daniel.Lamb

	Add support for clearing all the cached cooked platform data for a platform when requested.
	#test cook QA game
	#jira UE-38361

Change 3202983 on 2016/11/17 by Daniel.Lamb

	Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
	#test rebuild lighting Custom QAGame maps.
	#jira OR-31907

Change 3203128 on 2016/11/17 by Josh.Adams

	- Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well)

Change 3203537 on 2016/11/18 by Dmitry.Rekman

	Fix ProjectWorldToScreen node for letterboxed viewports.

	(Merging CL 3201546 from Wombat to Dev-Platform).

Change 3203540 on 2016/11/18 by Dmitry.Rekman

	Linux: be more verbose when setting vblank sync.

	(Merging CL 3199633 from Private-Wombat to Dev-Platform).

Change 3203599 on 2016/11/18 by Dmitry.Rekman

	Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067).

	- PR #2849: Contributed by slonopotamus.

Change 3203610 on 2016/11/18 by Dmitry.Rekman

	Add CEF support for Linux (UE-6743).

Change 3203615 on 2016/11/18 by Dmitry.Rekman

	Linux: fix bootstrap script so it is independent of working dir (UE-37016).

	- PR #2842 contributed by slonopotamus

Change 3203645 on 2016/11/18 by Dmitry.Rekman

	Linux: fix UnrealCEFSubProcess.

Change 3203658 on 2016/11/18 by Dmitry.Rekman

	Remove hard-coded paths to mono binary (UE-35228).

	- Another way to implement pull request #2741.

Change 3203770 on 2016/11/18 by Josh.Adams

	- Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code

Change 3204244 on 2016/11/18 by Dmitry.Rekman

	Unsuppress mistakenly suppressed warnings and fix one more (UE-38788).

Change 3204277 on 2016/11/18 by Brent.Pease

	 + Fix seamless looping bug found on Dan's QAGame test
	 + Fix static analyzer warning (which was a real bug with uncompressed streaming)
	 + Code review feedback from Aaron
	 + Small addition from channel sync ios bug fix

Change 3204576 on 2016/11/18 by Omar.Rodriguez

	Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings.

Change 3204629 on 2016/11/18 by Chris.Babcock

	Fix case of VulkanSwapChain.h #include
	#jira UE-38843
	#ue4
	#vulkan

Change 3204708 on 2016/11/18 by Josh.Adams

	- Set SwitchMoviePlayer to include the libs from the proper directory

Change 3204730 on 2016/11/18 by Josh.Adams

	- Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS

Change 3204865 on 2016/11/18 by Brent.Pease

	 + Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off.

Change 3204883 on 2016/11/18 by Dmitry.Rekman

	Linux: fix native LaunchOn (UE-38616).

Change 3204914 on 2016/11/18 by Brent.Pease

	 + Turn off the device check to prevent it from conflicting with remote packaging/launch-on

Change 3204940 on 2016/11/18 by Josh.Adams

	Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke

Change 3204952 on 2016/11/18 by Dmitry.Rekman

	Linux: fix bootstrap script (UE-38851).

	- Caused by UE-37016.

Change 3205630 on 2016/11/21 by Brent.Pease

	 + Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects.
	 + Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear
	 + Cleaned up memory tracking and freeing.

	#jira ue-38846

Change 3205787 on 2016/11/21 by Josh.Adams

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

[CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
Marc Audy
ef9dbd59d7 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden

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

Change 3182087 on 2016/11/01 by Lina.Halper

	PR #2328: fix morph target weight application order. (Contributed by tmiv)

	- changed order of morphtarget application to be animation and THEN SetMorphTarget
	- made sure you could clear the weight also if SetMorphTarget to be 0.f

	#jira: UE-29999

Change 3182090 on 2016/11/01 by Lina.Halper

	Fix issue where import doesn't display any message when import type hasn't been detected

Change 3182123 on 2016/11/01 by Wes.Hunt

	ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.

Change 3182177 on 2016/11/01 by Lina.Halper

	Fix not being able to modify Joint Target Location in detail panel

	#jira: UE-30900

Change 3182181 on 2016/11/01 by Ben.Zeigler

	Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
	Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
	Some header cleanup

Change 3182876 on 2016/11/02 by Danny.Bouimad

	Moving files

Change 3182912 on 2016/11/02 by Thomas.Sarkanen

	Added access to the viewport client from IPersonaViewport

	Allows systems to hook into the state of the client.

	#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails

Change 3182927 on 2016/11/02 by Thomas.Sarkanen

	Initially select current asset in the asset family shortcut bar dropdown

	#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does

Change 3182970 on 2016/11/02 by Lukasz.Furman

	CIS fix for gameplay debugger
	copy of CL# 3165005

Change 3183123 on 2016/11/02 by Mieszko.Zielinski

	Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4

Change 3183310 on 2016/11/02 by Jurre.deBaare

	Blendspace changes:
	- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
	- Re-ordered blendspace.h/cpp
	- const correctness where possible
	- Removed unused code paths
	- Wrapped non-runtime code paths in WITH_EDITOR

	Blendspace editor refactor:
	- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
	- New Grid Widget class
	- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
	- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)

Change 3183344 on 2016/11/02 by James.Golding

	UEFW-181 : Move PhysX vehicle support to a plugin
	- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
	- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
	- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
	- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs

Change 3183351 on 2016/11/02 by Ben.Zeigler

	Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry

Change 3183354 on 2016/11/02 by Ben.Zeigler

	Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved

Change 3183383 on 2016/11/02 by Thomas.Sarkanen

	Persona camera fixes

	Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
	Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
	Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).

	#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor

Change 3183409 on 2016/11/02 by Jon.Nabozny

	#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.

	#jira UE-35660

Change 3183625 on 2016/11/02 by James.Golding

	Hopeful fix for Mac CIS issue in PhysXVehiclesEditor

Change 3183652 on 2016/11/02 by Ben.Zeigler

	Fix issue where commonly replicated tags didn't work if load from ini was turned off.
	Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.

Change 3183856 on 2016/11/02 by Richard.Hinckley

	#jira UEDOC-4006
	Editing GameMode and GameState documentation (in Framework branch).

Change 3183902 on 2016/11/02 by Mieszko.Zielinski

	Fixed EQS debug drawing not showing item labels #UE4

	Proper implementation of CL#3183899

	#jira UE-38122

Change 3183996 on 2016/11/02 by Jon.Nabozny

	Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.

Change 3184129 on 2016/11/02 by Ben.Zeigler

	#jira UE-38022 Move GameplayAbilities to a plugin.
	Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
	#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
	#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object

Change 3184130 on 2016/11/02 by Ben.Zeigler

	Internal game fixups for moving gameplayabilities to a plugin

Change 3184469 on 2016/11/02 by Ben.Zeigler

	Change abilities plugin to be more obviously unsupported

Change 3184565 on 2016/11/02 by dan.reynolds

	AEOverview update with HRTF test map

Change 3184800 on 2016/11/03 by Thomas.Sarkanen

	Added "Show Selected and Parents" to bone display options

	Also fixed mis-named menu section.

	#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport

Change 3184810 on 2016/11/03 by James.Golding

	Remove WoflPlat PhysX 3.3 and Apex 1.3 files

Change 3184817 on 2016/11/03 by Thomas.Sarkanen

	Added facial animation support

	Added curve table to sound wave (internal or external). Added UI support for manipulating these.

	Improved curve table editor.
	- Editor can now display curves as well as tables.
	- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).

	Added curve source interface.
	Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
	Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.

	Added bulk importer plugin.
	This imports audio & FBX files and builds cuirve data into SoundWave assets.
	- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
	- Added new support for importing curves to a curve table.

	Added preview of audio to Persona.
	- Added display, filtering and playback of sound waves from the anim sequence browser.
	- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
	- Persona now uses an Actor rather than disparate components.
	- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
	- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
	- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.

	#jira UEFW-7 - Routing Sound Curves to AnimBP
	#jira UEFW-5 - Support importing curves
	#jira UE-37950 - Spawn preview actor in animation editor

Change 3184837 on 2016/11/03 by James.Golding

	PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
	#jira UE-37978

Change 3184847 on 2016/11/03 by Thomas.Sarkanen

	Fixed editor shutdown crash

	Dont try to save config when UObjects are all gone.

Change 3184853 on 2016/11/03 by James.Golding

	Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.

Change 3184884 on 2016/11/03 by Thomas.Sarkanen

	Anim Blueprint thread safety is now checked in the compiler

	Added new metadata keys for classes and functions to describe their thread safety.
	Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
	Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
	Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
	CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.

	#doc Added link to new section of AnimGraph page, which may benefit from images etc.

	#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.

Change 3184886 on 2016/11/03 by Thomas.Sarkanen

	Content fixes for anim BP thread safety warnings

	Ocean:
	Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.

	Odin:
	Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.

	Fortnite:
	Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh

Change 3184894 on 2016/11/03 by Thomas.Sarkanen

	Fix Mac CIS

Change 3184951 on 2016/11/03 by Thomas.Sarkanen

	Fix CIS warning on clang platforms

Change 3185176 on 2016/11/03 by James.Golding

	Hopeful fix for building PhysXVehicles plugin for mac

Change 3185289 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:

	-Addition of a tag with comments and a specific INI location
	-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
	-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
	-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
	-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array

Change 3185331 on 2016/11/03 by Marc.Audy

	Remove duplicated condition from if

Change 3185426 on 2016/11/03 by James.Golding

	Another attempt at fixing mac builds of PhysXVehicles plugin

Change 3185487 on 2016/11/03 by James.Golding

	- Remove TireType assets from templates/sample, add TireConfigs instead
	- Make deprecated vehicle vars visible (but not editable), to help converting content
	- Change icon for PhysX vehicle plugin

Change 3185520 on 2016/11/03 by James.Golding

	Trying yet again to fix Mac CIS!

Change 3185542 on 2016/11/03 by Ben.Zeigler

	#jira UE-34086
	Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent

	#jira UE-35652
	Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
	Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate

Change 3185570 on 2016/11/03 by Marc.Audy

	Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
	Remove some autos

Change 3185749 on 2016/11/03 by dan.reynolds

	AEOverview test map addition: testing Virtual Voice

Change 3185946 on 2016/11/03 by dan.reynolds

	AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps

Change 3185972 on 2016/11/03 by Lina.Halper

	Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser

	#jira: UE-31890
	#code review: Thomas.Sarkanen

Change 3186043 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback

	-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
	-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
	-Tags with comments will now display both their name and their comment in tooltips

Change 3186207 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names

Change 3186321 on 2016/11/03 by Dan.Reynolds

	Removed deprecated test asset (BP_ProceduralSoundWaveTest)

Change 3186740 on 2016/11/04 by Thomas.Sarkanen

	Removed FPersona and supporting classes

	Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).

	#jira UEFW-222 - Remove FPersona

Change 3186741 on 2016/11/04 by Thomas.Sarkanen

	Fix non-unity builds

Change 3186755 on 2016/11/04 by Thomas.Sarkanen

	Prevent adding keys to read-only curves in curve tables

	Lock off the shift-LMB shortcut to add keys

	#jira UE-38210 - Crash trying to add a key to a curve table in curve view

Change 3186798 on 2016/11/04 by James.Golding

	UE-37503 - Add FHitResult output to K2_LineTraceComponent

Change 3186800 on 2016/11/04 by James.Golding

	- Remove deprecated collision functions in KismetSystemLibrary
	- Remove _NEW from collision function names, add redirectors
	- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)

Change 3186989 on 2016/11/04 by James.Golding

	Fix CIS fail in Fortnte

Change 3187081 on 2016/11/04 by Wes.Hunt

	EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125

Change 3187135 on 2016/11/04 by Jurre.deBaare

	Fix for incorrect framework version in blendspace serialization code.

Change 3187682 on 2016/11/04 by Ben.Zeigler

	#jira UE-38289 Fix crash when replicated tag array is empty

Change 3188113 on 2016/11/05 by Mieszko.Zielinski

	Removed a bunch of deprecated AI module functions #UE4

	Cut-off point at v4.10

Change 3188119 on 2016/11/05 by Mieszko.Zielinski

	Deprecated AI functionality removal fallout fixes #UE4

Change 3188121 on 2016/11/05 by Mieszko.Zielinski

	PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)

	Did some massaging on change.

	#jira UE-37685

Change 3188122 on 2016/11/05 by Mieszko.Zielinski

	Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4

Change 3188442 on 2016/11/07 by James.Golding

	Check in trace debug draw test map

Change 3188463 on 2016/11/07 by james.cobbett

	Submitting Pose Snapshot test map and asset

Change 3188618 on 2016/11/07 by Thomas.Sarkanen

	Expanded pose snapshot system

	Allows poses to be stored in variables.
	Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
	Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
	Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.

	#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)

Change 3188619 on 2016/11/07 by Thomas.Sarkanen

	Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h

Change 3188642 on 2016/11/07 by Thomas.Sarkanen

	Added new test for pose variables

Change 3188716 on 2016/11/07 by Ben.Zeigler

	#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file

Change 3189020 on 2016/11/07 by dan.reynolds

	Added a test map for Audio Volume Ambient Zone test for Play Sound at Location

	AVOverviewAZPlaySoundAtLocation

Change 3189188 on 2016/11/07 by Jon.Nabozny

	Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.

	#jira UE-36607

Change 3189199 on 2016/11/07 by Jon.Nabozny

	Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
	modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.

	#jira UE-33038

Change 3189271 on 2016/11/07 by Aaron.McLeran

	UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module

	- Fixups for removals
	- Several bug fixes for sound classes

Change 3189450 on 2016/11/07 by Aaron.McLeran

	Fixes for facial animation playback progress

	- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
	- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.

Change 3189507 on 2016/11/07 by Wes.Hunt

	* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
	  * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
	* Deprecated all platform independent usages of GetMacAddress and related functions.  #jira AN-820  #jira AN-802
	* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
	* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
	* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
	* Removed GetUniqueDeviceId code from LauncherInstaller.
	* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
	* Removed DeviceID from SessionStart analytics event.

	#FYI: justin.sargent, Chris.Wood, Wes.Fudala
	* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
	* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
	* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.

Change 3190032 on 2016/11/08 by Wes.Hunt

	Fix a few places I forgot to deprecate regarding GetMacAddress.

Change 3190107 on 2016/11/08 by Wes.Hunt

	Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.

Change 3190326 on 2016/11/08 by Aaron.McLeran

	Fixing CIS build warning

Change 3190495 on 2016/11/08 by Jon.Nabozny

	Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.

	#jira UE-37512

Change 3190566 on 2016/11/08 by Martin.Wilson

	Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)

	#jira UE-27323

Change 3190631 on 2016/11/08 by Martin.Wilson

	Fix notify validation not triggering when using set time/set frame context menu options

	#jira UE-37857

Change 3190666 on 2016/11/08 by Martin.Wilson

	Add info about anim instance to additive warning

	#jira UE-35930

Change 3191290 on 2016/11/09 by Thomas.Sarkanen

	Fix skeleton tree selection disappearing when filtering changes

	Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Split SSkeletonTree into multiple files
	Items now derive from the common base class ISkeletonTreeItem.
	New skeleton tree item RTTI added modlled on the drag/drop RTTI.
	Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
	Item selection is now preserved on filter change.
	Filtering now (optionally) keeps the hierarchy in place.

	#jira UE-31017 - Skeleton Selection is Lost When Changing Filters

Change 3191325 on 2016/11/09 by Thomas.Sarkanen

	Fix clang CIS

Change 3191344 on 2016/11/09 by Thomas.Sarkanen

	More clang CIS fixes

Change 3191345 on 2016/11/09 by Thomas.Sarkanen

	CIS fix: Missed another enum fwd declaration

Change 3191374 on 2016/11/09 by Thomas.Sarkanen

	Remove 4.11 deprecated functions from animation systems

	Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).

	#jira UE-35748 - Clean up 4.11 Deprecated functions

Change 3191375 on 2016/11/09 by Thomas.Sarkanen

	Fixup Orion hero instance after deprecation

Change 3191739 on 2016/11/09 by Marc.Audy

	PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.

Change 3191827 on 2016/11/09 by Marc.Audy

	Raw Input plugin allowing support of steering wheels and flightsticks
	#jira UEFW-237

Change 3191828 on 2016/11/09 by Ben.Zeigler

	#jira UE-38384 Comment cleanup for gameplay tag library

Change 3191889 on 2016/11/09 by Ben.Zeigler

	#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
	If a settings file does not yet exist on disk, also try adding to source control after writing it

Change 3191911 on 2016/11/09 by Marc.Audy

	Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
	#jira UEFW-237

Change 3191915 on 2016/11/09 by Marc.Audy

	Provide useful tooltips for raw input setting properties
	#jira UEFW-237

Change 3192039 on 2016/11/09 by dan.reynolds

	AEOverview Update

	- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap

	- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes

Change 3192059 on 2016/11/09 by Martin.Wilson

	Fix montage thumbnail rendering with ref pose

	#jira UE-35578

Change 3192065 on 2016/11/09 by Martin.Wilson

	Widen bone reference widget to give a better view of the name and added full name to tooltip

	#jira UE-36264

Change 3192217 on 2016/11/09 by Martin.Wilson

	Auto selected current bone when opening bone reference tree

	#Jira UE-36264

Change 3192332 on 2016/11/09 by Marc.Audy

	Fix RawInput compiling when WITH_EDITOR is false
	#jira UE-38433

Change 3193061 on 2016/11/10 by Thomas.Sarkanen

	Marked facial animation plugin & component as experimental/beta

Change 3193072 on 2016/11/10 by Martin.Wilson

	Correct reference skeleton fix up order

Change 3193112 on 2016/11/10 by Danny.Bouimad

	Pesudo hair asset usintphat for testing

Change 3193243 on 2016/11/10 by Martin.Wilson

	Fix removal of USkeleton bone tree entries

	#Jira UE-37363

Change 3193249 on 2016/11/10 by Marc.Audy

	Raw input compile fixes:
	Fix additional not with_editor compile issues
	Fix static analysis warnings
	#jira UE-38433

Change 3193558 on 2016/11/10 by Martin.Wilson

	Move "Number of Curves" label creation to attribute so that it updates dynamically

	#jira UE-26767

Change 3193664 on 2016/11/10 by Marc.Audy

	PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
	#jira UE-38436

Change 3193719 on 2016/11/10 by Lukasz.Furman

	fixed vertical jitter in replicated NavWalking movement
	#jira UE-33260

Change 3193802 on 2016/11/10 by Marc.Audy

	Remove some autos, fix NULL to nullptr, call GetWorld just once

Change 3193809 on 2016/11/10 by Marc.Audy

	Fix Mac CIS compile error
	#jira UE-38501

Change 3194053 on 2016/11/10 by Aaron.McLeran

	Fixed crash on shutdown when using audio mixer

	- Switching audio mixer to use a runnable thread rather than async tasks
	- Fixed issue where audio buffers weren't taking ownership of wave data

Change 3194057 on 2016/11/10 by Aaron.McLeran

	Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.

	- Added support for 8 channel source files.

Change 3194070 on 2016/11/10 by Aaron.McLeran

	Fixing stupid compile error

Change 3194779 on 2016/11/11 by Jon.Nabozny

	Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
	Missed the '=true' portion.

Change 3194967 on 2016/11/11 by Mieszko.Zielinski

	PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)

	#jira UE-38443
	#jira UE-30906

Change 3195741 on 2016/11/11 by Ben.Zeigler

	#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures

Change 3196655 on 2016/11/14 by Marc.Audy

	Remove pointless remove/adds from Odin DefaultEngine.ini.
	This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
	#jira UE-38562

Change 3196678 on 2016/11/14 by Lukasz.Furman

	pass on gameplay debugger's EQS category
	copy of CL# 3195071, 3195152, 3196617 with local fixes

Change 3196700 on 2016/11/14 by Ben.Zeigler

	#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows

Change 3196719 on 2016/11/14 by Thomas.Sarkanen

	Added extra output to anim BP compiler when a blueprint function call is used

	This allows us to give more info to users when unsafe things (like blueprint functions) are used.

Change 3196799 on 2016/11/14 by Jurre.deBaare

	Fix for blendspace tooltip crash
	#fix Check before dereferencing animation ptr on samples :)

Change 3196971 on 2016/11/14 by Lukasz.Furman

	replaced hardcoded value for pathfollowing's focal point distance with a parameter
	#ue4

Change 3196994 on 2016/11/14 by Marc.Audy

	Slightly improve performance of boolean check

Change 3197768 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP

	- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)

	- Added Categorization menu to Main staging map to help sorting maps by category

	- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.

Change 3197782 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP

Change 3197801 on 2016/11/14 by dan.reynolds

	AEOverviewMain Stage 2 WIP:

	- Added Select All Buttom to select all loaded menu items

Change 3197988 on 2016/11/15 by Thomas.Sarkanen

	Add the ability to use incompatible meshes with snapshots

	We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
	No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.

	#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies

Change 3198062 on 2016/11/15 by Thomas.Sarkanen

	Disabled threaded update on various anim blueprints to remove cook warnings

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198071 on 2016/11/15 by Thomas.Sarkanen

	Fix default values not being available to change post anim BP compilation

	Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).

	#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected

Change 3198082 on 2016/11/15 by Jurre.deBaare

	CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
	#fix UI and ClampMin to 1
	#jira UE-38587

Change 3198138 on 2016/11/15 by Thomas.Sarkanen

	Expose montage functions to Blueprint

	Made sure to flag appropriate functions as not thread safe.
	Also const-corrected a few functions that should be.

	Github #2918: Blueprint Callable Montage Set/Get Position
	#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position

Change 3198141 on 2016/11/15 by Jurre.deBaare

	Crash from generated Merged Actor with no created lightmap UV
	#fix Always flag UV channel 0 to be occupied
	#jira UE-38520

Change 3198420 on 2016/11/15 by Thomas.Sarkanen

	Move thread-safety check flags to the UAnimBlueprint

	Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
	Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198485 on 2016/11/15 by Thomas.Sarkanen

	Properly fix compile-on-load/cook warnings about anim blueprint thread safety

	Content only re-save.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198622 on 2016/11/15 by Ben.Zeigler

	#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature

[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
Max Chen
888c42933d Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3178529)
#lockdown Nick.Penwarden
#rb none

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

Change 3149443 on 2016/10/03 by Max.Preussner

	MediaAssets: Better parameter names for MediaPlayer BP functions

Change 3149756 on 2016/10/03 by Max.Chen

	Sequence Recorder: Set some settings to be clamped at 0 (sequence length, recording delay, audio gain, audio input buffer size, nearby actor recording proximity)

	#jira UE-35233

Change 3149795 on 2016/10/03 by Max.Chen

	Curve Editor: Set tangent to user when flattening or straightening tangents only when the tangent mode is auto and the interp mode is cubic.

	#jira UE-36734

Change 3150378 on 2016/10/04 by Max.Preussner

	PS4Media: Made video buffer sizes for file and HLS sources configurable (UE-36807)

	#jira UE-36807

Change 3151414 on 2016/10/05 by Max.Chen

	Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.

	#jira UE-35285

Change 3152038 on 2016/10/05 by Max.Preussner

	UdpMessaging: Code & documentation modernization pass

Change 3152471 on 2016/10/05 by Max.Chen

	Cine Camera: Don't enable/disable actor ticking based soley on actor tracking since actor ticking is needed for other purposes. Instead, always enable actor ticking and only update actor tracking on tick if necessary. This fixes a
bug where the cine camera actor won't tick if you hook in event tick.

	#jira UE-36625

Change 3152692 on 2016/10/05 by Max.Preussner

	Messaging: API code & documentation modernization pass

	Mostly removed shared pointer/ref typedefs as they prevent forward declarations and increase include complexity.

Change 3153824 on 2016/10/06 by Max.Preussner

	Messaging: Renamed IConnectionBasedMessagingModule to ITcpMessagingModule and moved it into TcpMessaging

	I recommend that we refactor this API. The dependency should be reversed, i.e. instead of AndroidDeviceDiscovery depending on the TcpMessaging plug-in module, the Engine should provide a central registry that device discovery
modules can notify, and that message transport plug-ins can register with and listen to OnConnectionAdded/Removed events etc. That way it supports an arbitrary number of transport plug-ins, and the Engine is not coupled to any of them. This
functionality is not necessarily related to messaging, and the Messaging API is transport agnostic anyway. I'll think about this some more.

Change 3153826 on 2016/10/06 by Max.Preussner

	Messaging: Removed remaining typedefs in IMessageTracer to enable forward declaration and reduce include dependencies

Change 3153857 on 2016/10/06 by Max.Chen

	Sequencer: Set snap time to dragged key on by default.

Change 3153980 on 2016/10/06 by Max.Preussner

	SessionServices: Removed typedefs; code and documentation modernization pass

Change 3154313 on 2016/10/06 by Max.Chen

	Sequencer: Set the paste keys time to the current time, rather than the mouse time.

Change 3154332 on 2016/10/06 by Max.Chen

	Sequencer: Remove click to rename shot functionality in the shot thumbnail. Added rename shot to the shot context menu.

Change 3154377 on 2016/10/07 by Max.Chen

	Sequencer: Add ability to step to beginning and ends of sections/shots using the hotkeys: , and .

Change 3154788 on 2016/10/07 by Max.Chen

	Sequencer: Fix offsets that created when moving multiple sections. The offsets were being created because section bounds were being generated for all sections except for the current section. Instead, they should be computed for all
sections except for any that aren't being moved.

	#jira UE-29152

Change 3159274 on 2016/10/11 by Max.Preussner

	Core: Documentation fixes

Change 3159275 on 2016/10/11 by Max.Preussner

	UdpMessaging: Added missing header

Change 3160746 on 2016/10/12 by Max.Preussner

	MediaAssets: Added BP functions to query width, height, and aspect ratio of UMediaTexture instances

	#jira UE-37241

Change 3160975 on 2016/10/12 by Max.Preussner

	PS4Media: Better logging for SetRate failures

Change 3160995 on 2016/10/12 by Max.Preussner

	MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)

	#jira UE-37248

Change 3161066 on 2016/10/12 by Max.Preussner

	PS4Media: Enforcing minimum 8 byte alignment for media allocations

Change 3161069 on 2016/10/12 by Max.Preussner

	PS4Media: Fixed log spam when setting play rate to current rate

Change 3162567 on 2016/10/13 by Max.Preussner

	PS4Media: Made track switching code more readable

Change 3163447 on 2016/10/14 by Max.Preussner

	PS4Media: Fixed array out of bounds assertions

Change 3163772 on 2016/10/14 by Max.Preussner

	MfMedia: Fixed a number of timing related issues

Change 3163980 on 2016/10/15 by Max.Chen

	Sequencer: Remove folder name numeric padding so that the naming convention is similar to creating objects in the level.

Change 3164581 on 2016/10/17 by Andrew.Rodham

	Sequencer: Ensure global pre-animated state is restored in reverse order

Change 3164582 on 2016/10/17 by Andrew.Rodham

	Sequencer: Ensure pre animated state is restored for all actor components before saving default state

Change 3164583 on 2016/10/17 by Andrew.Rodham

	Sequencer: Re-enabled support for pre and post roll

Change 3165464 on 2016/10/17 by Max.Chen

	Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.

	Copy from Release-4.14

	#jira UE-37416

Change 3165483 on 2016/10/17 by Max.Chen

	Sequencer: Enable restore state for attach section completion

Change 3165771 on 2016/10/18 by Andrew.Rodham

	Sequencer: Force evaluate when rendering thumbnails

	#jira UE-37321

Change 3166057 on 2016/10/18 by Andrew.Rodham

	Sequencer: Only set defaults for tracks that have no keys, and where the requested default has changed

	#jira UE-37285

Change 3166218 on 2016/10/18 by Max.Preussner

	MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)

	#jira UE-37470

Change 3166247 on 2016/10/18 by Max.Preussner

	WmfMedia: Showing progress bar while media is being resolved

Change 3166289 on 2016/10/18 by Max.Preussner

	MfMedia: Showing progress bar while media is being resolved

Change 3166993 on 2016/10/18 by Max.Preussner

	MfMedia: Fixed info string not reset on media close.

Change 3166999 on 2016/10/19 by Max.Preussner

	Media: Fixed NV12 and NV21 support

Change 3167008 on 2016/10/19 by Max.Preussner

	Media: Removed vertical NV12 alignment

Change 3167029 on 2016/10/19 by Max.Preussner

	WmfMedia: Temp fix for RGB32 encoded AVIs rendering upside-down and too bright (UE-37505)

	#jira UE-37505

Change 3168593 on 2016/10/19 by Max.Chen

	Sequencer: Change paste at time to local time, so that the paste happens in the local time of the sequence rather than the global time if pasting in a shot level sequence.

Change 3168626 on 2016/10/19 by Max.Chen

	Sequencer: Clamp to view bounds should snap to frame if frame snapping is on.

Change 3168627 on 2016/10/19 by Max.Chen

	Sequencer: Initialize working and view range to be 10% larger than playback range.

Change 3168760 on 2016/10/20 by Max.Preussner

	Media: Revamped media texture buffer management to support padded frames

	Added support for Windows bitmap buffers.
	Fixed a number of format, conversion and/or looping issues in WmfMedia and MfMedia.
	Not all shaders have been updated yet.

Change 3169640 on 2016/10/20 by Max.Chen

	Sequencer: Add current camera to FLevelSequencePlayerSnapshot. Adjust DefaultBurnIn to include a few more parameters like focal length and focus distance.

	#jira UE-37407

Change 3170677 on 2016/10/21 by Max.Chen

	Movie Scene Capture: Add toggle to override engine scalability settings to cinematic scalability.

	#jira UE-36560

Change 3170710 on 2016/10/21 by Max.Preussner

	Media: Optimized handling of RGB input

Change 3170712 on 2016/10/21 by Max.Preussner

	Media: Fixed NV21 conversion shader scaling

Change 3170923 on 2016/10/21 by Max.Preussner

	UBT: Copied XboxOne project generator fix from Fortnite CL# 3170868

Change 3171494 on 2016/10/23 by Max.Chen

	Sequencer: Fix fbx export from master sequence not finding bound objects.

	#jira UE-35752

Change 3171506 on 2016/10/23 by Max.Chen

	Sequencer: Draw where in and out points of the shot section are, just like subsequences do. Change to only draw the green starting line if StartOffset is negative.

	#jira UE-35473

Change 3171743 on 2016/10/24 by Andrew.Rodham

	Editor: Added support for detail customizations on root structs
	  - Also added the ability to add external struct data onto a detail category builder, and property type customization.

Change 3171752 on 2016/10/24 by Andrew.Rodham

	Sequencer: Fixed spawnable ownership
	  - Spawnables are no longer destroyed when the cursor leaves the master playback range.
	  - Spawnable ownership now operates as it previously did before the evaluation rework.
	  - bIgnoreOwnershipInEditor has been removed since its existence was a work around for when we didn't evaluate sub sequences from the master sequence.
	  - FMovieSceneSequenceID is now a struct so that it can be used in array properties
	  - Meta data now exists for each segment of an evaluation field. Currently this only includes the sub sequence IDs that exist at that time, but it may be expanded to include all evaluation entities (tracks + sections) in future so
we don't have to calculate that at runtime.

Change 3171756 on 2016/10/24 by Andrew.Rodham

	Sequencer: Added ability to trigger events with parameters
	  - It's now possible to supply an event payload on event track keys which are to be passed to a given event. The structure must match the signature of the event, or a warning will be emitted.
	  - Added a templated TGenericKeyArea, TKeyFrameManipulator and TCurveInterface that allow to generic manipulation of keyframe section data. In time we will port the other key areas over to this representation.
	    - This new architecture affords the common manipulation of time-based keyframes in a value-agnostic manner.

Change 3172935 on 2016/10/24 by Max.Preussner

	MediaPlayerEditor: Fixed MediaPlayer asset not being dirtied when creating media sound wave or texture for it

Change 3173947 on 2016/10/25 by Max.Preussner

	SlateRemote: Disabled plug-in, but enabled server by default

Change 3174510 on 2016/10/26 by Max.Chen

	Sequencer: Fix slomo track crash

	#jira UE-37802

Change 3174698 on 2016/10/26 by Andrew.Rodham

	UMG: Fixed objects bound to a panel slot animating their slot's content instead of the slot itself

	#jira UE-37775

Change 3174780 on 2016/10/26 by Max.Preussner

	MediaAssets: Accepting decoder defined buffer dimensions for RGB buffers

Change 3174789 on 2016/10/26 by Max.Preussner

	MediaPlayerEditor: Showing desired player name instead of current player name if no media loaded

Change 3174817 on 2016/10/26 by Max.Preussner

	WmfMedia: Added support for Motion JPEG (MJPG)

Change 3174825 on 2016/10/26 by Max.Preussner

	WmfMedia: Added support for non-RGB32 uncompressed formats

Change 3174834 on 2016/10/26 by Max.Preussner

	MediaPlayerAssets: Allow pausing while buffering media

Change 3174886 on 2016/10/26 by Andrew.Rodham

	Core: Fixed range test that was testing incorrect behavior

Change 3174889 on 2016/10/26 by Andrew.Rodham

	Sequencer: Fixed AssignActor behavior
	  - Also ensure that cached object state is invalidated when playback context changes

	#jira UE-37798

Change 3174905 on 2016/10/26 by Andrew.Rodham

	Sequencer: Changed assert when failing to create an audio component to a log message
	  - Audio no longer plays when GEngine->UseSound() is false

	#jira UE-37772

Change 3174980 on 2016/10/26 by Andrew.Rodham

	Sequencer: Remove warning when event endpoint could not be found for a given context

	#jira UE-37824

Change 3175001 on 2016/10/26 by Andrew.Rodham

	Sequencer: Evaluate sequence with EMovieScenePlaybackStatus::Jumping on Pause.
	  - Also protect Pause() against reentrancy when being called from an event

Change 3175012 on 2016/10/26 by Max.Chen

	Sequence Recorder: Fixes an empty working and view range after recording.

	On StopRecording() update playback range after nullifying the current sequence so that the playback range isn't empty.
	Added SetViewRange and SetWorkingRange.

	#jira UE-34191

Change 3177760 on 2016/10/28 by Max.Chen

	Sequence Recorder: Don't update the current sequence name if it's already set. This fixes a bug where if you pass in a sequence name to record to, it gets reset to the name in the sequence recorder settings.

	#jira UE-37808

Change 3178529 on 2016/10/28 by Max.Chen

	Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter

	#jira UE-37328
	#2864

[CL 3178562 by Max Chen in Main branch]
2016-10-28 15:04:38 -04:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

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

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

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

Change 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

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

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

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

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

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

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

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

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

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

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
John Pollard
9df0299690 Copying //UE4/Dev-Networking to //UE4/Main (Source: //UE4/Dev-Networking @3095190 )
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3052351 on 2016/07/15 by John.Pollard

	Fix gameplay tags to work better with backwards compatibility in replays

	* We use the net field export group system in the package map to export tag names as a packed index
	* This will allow us to see the names of tags that no longer exists on the remote side

	#rb RyanG

Change 3052977 on 2016/07/17 by John.Barrett

	Fixed dictionary generator crash, when processing capture files where packet data has been written, but PacketCount has not been updated to match.

	#rb none

Change 3057511 on 2016/07/20 by John.Pollard

	Fix header dependency

	#rb none

Change 3058155 on 2016/07/20 by Josh.Markiewicz

	#UE4 - UE-29966 removed log message as its covered by other logging
	#rb none
	#tests qagame pie

Change 3058213 on 2016/07/20 by Josh.Markiewicz

	PR #2546: Make OnlineSubsystemNull use default sockets (Contributed by judgeaxl)
	UE-32616
	#rb none

Change 3061549 on 2016/07/22 by John.Pollard

	Finalize replay version system

	* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
	* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
	* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)

	#rb RyanG

Change 3064114 on 2016/07/25 by Josh.Markiewicz

	#UE4 - UE-33685 OGS-60 UE-31481 FORT-27595
	- fixed rare case where CreateSession would crash in Finalize of async task
	- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
	- *BUG REPRO*
	- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
	- DestroySession would remove the named session while the previous CreateSession was in flight
	- A new CreateSession could be called afterward because the previous named session was removed
	- the first CreateSession would finish and give the session a valid SessionInfo
	- the second CreateSession would finish and assert that the SessionInfo should be invalid
	#rb bob.tellez
	#codereview ben.zeigler, peter.knepley, bob.tellez
	#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more

Change 3066538 on 2016/07/27 by John.Pollard

	Better support for dormancy in replays

	* Remove bPendingCheckpoint from UActorChannel (we now infer this by determining if the PendingCheckpointActors list is non empty)
	* Override flush dormancy for DemoNetDriver so it can manage moving actors on/off dormancy list
	* Added FullyDormantActors to DemoNetDriver, which is used to determine which actors are fully dormant, and removed from the mast list
	* Added PendingCheckpointActors, which is used to determine which actors still need to have their checkpoints saved out

	#rb RyanG

Change 3068464 on 2016/07/28 by John.Pollard

	Merging using FNMain->DevNetworking

	Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player

	#rb none
	#tests FN + Paragon live game + replays

Change 3075666 on 2016/08/03 by John.Pollard

	Merging using DevGeneral->DevNetworking

	FloatingText should be hittest invisible.

	#rb none

Change 3080526 on 2016/08/08 by Bart.Bressler

	- Remove unused oodle script
	- Remove reference to Paragon specific S3 folder from engine-level script, and reference this instead in oodle-specific script

Change 3082396 on 2016/08/09 by John.Pollard

	Support for unmapped objects and relevancy

	* Keep track of unmapped object references as well as mapped dynamic references
	* When dynamic references go away (i.e. channel closing), move mapped reference to unmapped list
	* Use TMap to accelerate finding any replicator referencing a certain object

	#rb RyanG

Change 3082780 on 2016/08/09 by John.Pollard

	Cleanup naming of replicated guid reference tracking

	* Renamed FFastArraySerializerUnmappedItem to FFastArraySerializerGuidReferences
	* FUnmappedGuidMgr to FGuidReferencesMap
	* Made FGuidReferencesMap a typedef (rather than class that embeds the map)
	* Renamed FUnmappedGuidMgrElement to FGuidReferences
	* Renamed GetReferencedGuids to GatherGuidReferences

	#rb RyanG

Change 3085474 on 2016/08/11 by John.Pollard

	PR #2670: Fix Log to show proper class name FInBunch (Contributed by jpl-mac)

	#rb none

Change 3086134 on 2016/08/11 by John.Pollard

	PR #2581: Exclude replay spectator from streaming volumes calculation (Contributed by slonopotamus)

	#rb RyanG

Change 3086487 on 2016/08/11 by John.Pollard

	PR #2656: Bug fix: LastActivityTime in FSocketBSD not initialized. (Contributed by zhiguangwang)

	#rb RyanG

Change 3086492 on 2016/08/11 by John.Pollard

	Fix issue with refresh viewer command failing due to backend congestion

	#rb RyanG

Change 3086495 on 2016/08/11 by John.Pollard

	Replay backwards compatibility crash fix

	#rb RyanG

Change 3089696 on 2016/08/15 by Josh.Markiewicz

	#UE4 - added some debugging features to VOIP
	- OSS.VoiceLoopback 0/1 will enable voice loopback into local audio for testing
	- "Online Voice Dump" will print out information about the various state/switches involved with VOIP
	- added "Online Session Dump" that prints out session information
	#rb sam.zamani

Change 3092072 on 2016/08/17 by John.Pollard

	Fix various issues with remapping objects that lose/gain relevancy

	* Update serialized binary data when the reference changes
	* Properly unmap sub-objects when they get deleted on client

	#rb BartB

Change 3092417 on 2016/08/17 by John.Pollard

	Merging using UT->DevNetworking

	Don't unnecessarily clear weapon attachment fields for characters being spectated when the view changes as that breaks them if the view goes back and the weapons are replicated back in

	#rb none

Change 3093674 on 2016/08/18 by John.Pollard

	Make updating unmapped objects more efficient, usually a 3-4x improvement over old method. Use "net.OptimizedRemapping 0" to disable.

	#rb RyanG

Change 3094258 on 2016/08/18 by John.Pollard

	Fix assert

	#rb none

#lockdown Nick.Penwarden

[CL 3095192 by John Pollard in Main branch]
2016-08-19 15:35:54 -04:00
Ben Marsh
3e80336791 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544)
#lockdown Nick.Penwarden
#rb none

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

Change 3079316 on 2016/08/05 by Ben.Marsh

	Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.

Change 3080579 on 2016/08/08 by Ben.Marsh

	Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.

Change 3080587 on 2016/08/08 by Ben.Marsh

	StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.

Change 3080789 on 2016/08/08 by Ben.Marsh

	Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.

Change 3080815 on 2016/08/08 by Ben.Marsh

	BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.

Change 3081374 on 2016/08/08 by Ben.Marsh

	UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.

Change 3083152 on 2016/08/09 by Ben.Marsh

	PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)

Change 3084039 on 2016/08/10 by Ben.Marsh

	BuildGraph: Add additional markup for parameter attributes. Also improve some documation.

Change 3084240 on 2016/08/10 by Ben.Marsh

	Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.

Change 3084337 on 2016/08/10 by Ben.Marsh

	UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.

Change 3085594 on 2016/08/11 by Ben.Marsh

	Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.

Change 3085999 on 2016/08/11 by Ben.Marsh

	Add some missing #pragma once directives.

Change 3086146 on 2016/08/11 by Ben.Marsh

	Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.

Change 3086172 on 2016/08/11 by Ben.Marsh

	Fixup some C-style header guards to use #pragma once instead.

Change 3087289 on 2016/08/12 by Ben.Marsh

	Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)

Change 3087310 on 2016/08/12 by Ben.Marsh

	Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.

Change 3087341 on 2016/08/12 by Ben.Marsh

	UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.

Change 3087457 on 2016/08/12 by Ben.Marsh

	Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).

Change 3088407 on 2016/08/13 by Ben.Marsh

	Replace use of Windows SIZE_T define with the regular C++ size_t.

Change 3088416 on 2016/08/13 by Ben.Marsh

	Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.

	Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.

	Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.

Change 3088544 on 2016/08/14 by Ben.Marsh

	Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.

Change 3088552 on 2016/08/14 by Ben.Marsh

	Fix compile errors for some modules that don't already include CoreUObject.h.

Change 3088925 on 2016/08/15 by Ben.Marsh

	Remove circular include dependencies from VulkanRHI.

Change 3088926 on 2016/08/15 by Ben.Marsh

	Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.

Change 3088930 on 2016/08/15 by Ben.Marsh

	Remove circular include dependency from PhysX.

Change 3088935 on 2016/08/15 by Ben.Marsh

	OnlineSubsystemUtils: Move CPP files out of public header directory.

Change 3088965 on 2016/08/15 by Ben.Marsh

	Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.

Change 3088966 on 2016/08/15 by Ben.Marsh

	Engine: Move CPP files out of public header directories.

Change 3089520 on 2016/08/15 by Ben.Marsh

	BuildGraph: Change documentation command to output markdown.

Change 3090299 on 2016/08/16 by Ben.Marsh

	D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.

Change 3090303 on 2016/08/16 by Ben.Marsh

	Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.

Change 3091861 on 2016/08/17 by Ben.Marsh

	Remove circular header dependencies, and fix ambiguous include paths in OSVR.

Change 3092068 on 2016/08/17 by Ben.Marsh

	Moving VulkanDynamicRHI into its own header.

Change 3093133 on 2016/08/18 by Ben.Marsh

	EC: Include additional context lines for Clang errors.

Change 3093147 on 2016/08/18 by Ben.Marsh

	UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.

Change 3093228 on 2016/08/18 by Ben.Marsh

	Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.

[CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
Ben Marsh
1ae32843fa Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348)
#lockdown Nick.Penwarden
#rb none

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

Change 2982033 on 2016/05/18 by Chad.Garyet

	Checking in progress on the ue4 BuildGraph conversion.
	Builds and Compiles editor and game on all platforms
	Builds DDC on win64 and mac
	Builds Tools on win64

Change 3047983 on 2016/07/13 by Ben.Marsh

	PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans)

Change 3048267 on 2016/07/13 by Ben.Marsh

	BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics").

Change 3048293 on 2016/07/13 by Ben.Marsh

	BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script.

Change 3048454 on 2016/07/13 by Ben.Marsh

	BuildGraph: Disable output of error messages when just printing the contents of the graph.

Change 3048507 on 2016/07/13 by Ben.Marsh

	BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build.

Change 3049459 on 2016/07/14 by Matthew.Griffin

	Updated location of HTML5 SDKs for Installed Builds
	#jira UE-32171

Change 3049675 on 2016/07/14 by Matthew.Griffin

	Ensured that all platforms are registered when running -validateplatform command
	#jira UE-31082

Change 3049922 on 2016/07/14 by Ben.Marsh

	UBT: Fix path to XML config file in boilerplate message.

Change 3051483 on 2016/07/15 by Ben.Marsh

	EC: Remove code to prettify node names, now that we can have pretty node names explicitly.

Change 3051522 on 2016/07/15 by Ben.Marsh

	BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS.

Change 3051770 on 2016/07/15 by Ben.Marsh

	UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead.

Change 3052990 on 2016/07/17 by Ben.Marsh

	Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC.

Change 3053556 on 2016/07/18 by Ben.Marsh

	BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user).

	Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag.

Change 3053688 on 2016/07/18 by Ben.Marsh

	Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails.

Change 3054039 on 2016/07/18 by Ben.Marsh

	Fix confusing message when compiler isn't installed if the target forces VS2013

Change 3054360 on 2016/07/18 by Ben.Marsh

	Remove GUBP support from EC scripts.

Change 3054399 on 2016/07/18 by Ben.Marsh

	Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h

Change 3055671 on 2016/07/19 by Ben.Marsh

	Remove incomplete UWP integration from UE4.

Change 3055943 on 2016/07/19 by Ben.Marsh

	Remove the WinRT target platform.

Change 3056270 on 2016/07/19 by Ben.Marsh

	Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h

Change 3056390 on 2016/07/19 by Ben.Marsh

	Core: Directly include headers required by default JsonWriter template instantiation.

Change 3057444 on 2016/07/20 by Ben.Marsh

	UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4.

Change 3058337 on 2016/07/20 by Ben.Marsh

	Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry.

Change 3058348 on 2016/07/20 by Ben.Marsh

	Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging.

[CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
Jack Porter
2082f7ec9b Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None

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

Change 3011102 on 2016/06/13 by Steve.Cano

	After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.

	#jira UE-26421
	#ue4
	#android

Change 3015801 on 2016/06/16 by Dmitriy.Dyomin

	Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
	#jira  UE-30878

Change 3015903 on 2016/06/16 by Dmitriy.Dyomin

	Fixed: Levels window has Refresh/UI issues when World Composition is active
	#jira UE-26160

Change 3018352 on 2016/06/17 by Chris.Babcock

	Handle Android media prepare failure (URL without internet for example)
	#jira UE-32029
	#ue4
	#android

Change 3026387 on 2016/06/24 by Jack.Porter

	Remove FFuncTestManager warning about PIE when running on a standalone game binary

Change 3026398 on 2016/06/24 by Jack.Porter

	Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK

Change 3027553 on 2016/06/25 by Niklas.Smedberg

	OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).

Change 3027554 on 2016/06/25 by Niklas.Smedberg

	Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)

Change 3028061 on 2016/06/26 by Jack.Porter

	Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
	Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.

Change 3029220 on 2016/06/27 by Steve.Cano

	Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.

	#jira UE-6135
	#ue4
	#android

Change 3030420 on 2016/06/28 by Jack.Porter

	Fix crash with RenderOutputValidation when running with cooked content

Change 3030426 on 2016/06/28 by Jack.Porter

	Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
	A return value of 0 indicates the connection was shutdown in an orderly manner.

Change 3030973 on 2016/06/28 by Steve.Cano

	Added a landscape downloader background along with the options to change it from within Android settings

	#ue4
	#android
	#jira UE-32318

Change 3031757 on 2016/06/28 by Chris.Babcock

	Remove unused methods from AndroidJNI header
	#ue4
	#android

Change 3032387 on 2016/06/29 by Allan.Bentham

	Rename android es31+aep -> glesdeferred.

Change 3032711 on 2016/06/29 by Allan.Bentham

	Rename GLSL_310_ES_EXT shader define:
	ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
	bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.

Change 3033698 on 2016/06/29 by Jack.Porter

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

Change 3034210 on 2016/06/30 by Steve.Cano

	Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.

	#jira UE-32302

	#ue4
	#android

Change 3034530 on 2016/06/30 by Chris.Babcock

	Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
	#jira UE-32679
	#ue4
	#android

Change 3034612 on 2016/06/30 by Steve.Cano

	Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)

	#jira UE-25325
	#ue4
	#android

Change 3034679 on 2016/06/30 by Chris.Babcock

	Fix tooltip (.command for mac, not .sh)
	#jira UE-32302
	#ue4
	#android

Change 3038881 on 2016/07/05 by Jack.Porter

	Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices

	#jira UEMOB-115

Change 3039240 on 2016/07/06 by Jack.Porter

	TcpMessageTransport - connection-based message bus transport.

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039252 on 2016/07/06 by Jack.Porter

	Enable messaging and session services and functional testing on Android when launched with -messaging
	Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039264 on 2016/07/06 by Jack.Porter

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

Change 3040041 on 2016/07/06 by Chris.Babcock

	Pass proper value to script generator functions
	#jira UE-32861
	#ue4
	#android

Change 3040890 on 2016/07/07 by Allan.Bentham

	Fix shadow crash
	#jira UE-32884

Change 3041458 on 2016/07/07 by Peter.Sauerbrei

	fix for IOS launch on failures

Change 3041542 on 2016/07/07 by Peter.Sauerbrei

	better fix for the multi-device deployment issue

Change 3041774 on 2016/07/07 by Steve.Cano

	Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml

	#jira UE-16992
	#android
	#ue4

Change 3042222 on 2016/07/08 by Dmitriy.Dyomin

	Mobile packaging scenarious
	Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
	Added Archive step to launcher profiles to be able to store build product into specified directory
	Changes to a cooker to be able to pack DLC based with a different flavor to a release App
	Changes to DLC packaging to be able to build streaming data without chunking pak files
	#jira UEMOB-119

Change 3042244 on 2016/07/08 by Dmitriy.Dyomin

	Fixed crash in FTcpMessageTransportConnection::Stop

Change 3042270 on 2016/07/08 by Dmitriy.Dyomin

	GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
	contributed by: EverNewJoy
	#jira UE-29867

Change 3042449 on 2016/07/08 by Dmitriy.Dyomin

	Fixing Mac Editor build erros from CL# 3042222

Change 3042480 on 2016/07/08 by Allan.Bentham

	Add ES3.1 profile & compiler_glsl_es3_1 to shaders.

Change 3042481 on 2016/07/08 by Allan.Bentham

	hlslcc - ES3.1 changes.
	set ES3.1 version number to 310
	Do not use ES2 keywords for ES3.1.
	Generate Layout Locations for ES3.1
	bump version.

Change 3042483 on 2016/07/08 by Allan.Bentham

	Add mobile ES3.1 support.
	Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.

Change 3042485 on 2016/07/08 by Allan.Bentham

	Undo android XGE change.

Change 3042506 on 2016/07/08 by Dmitriy.Dyomin

	One more compile fix from CL# 3042222

Change 3044173 on 2016/07/10 by Dmitriy.Dyomin

	UAT: Added support for building target platforms with multiple cook flavors
	ex: -targetplatform=Android -cookflavor=ETC1+ETC2

Change 3044213 on 2016/07/11 by Dmitriy.Dyomin

	Fixed: Can't stream in a level whose name is a substring of another streaming level
	#jira UE-32999

Change 3044221 on 2016/07/11 by Jack.Porter

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

Change 3044815 on 2016/07/11 by Allan.Bentham

	Corrected NAME_GLSL_ES3_1_ANDROID format string.

Change 3046911 on 2016/07/12 by Chris.Babcock

	Add handling of OnTextChanged for virtual keyboard input on Android
	#jira UE-32348
	#ue4
	#android

Change 3046958 on 2016/07/12 by Chris.Babcock

	Rename some functions with Error in the name to prevent false coloring in the logs
	#jira UE-30541
	#ue4
	#android

Change 3047169 on 2016/07/12 by Chris.Babcock

	Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
	#jira UE-30610
	#pr #2372
	#ue4
	#android

Change 3047406 on 2016/07/12 by Jack.Porter

	Add missing import to GameActivity.java

Change 3047442 on 2016/07/13 by Dmitriy.Dyomin

	Added: Mobile custom post-process
	Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
	#jira UEMOB-147

Change 3047466 on 2016/07/13 by Dmitriy.Dyomin

	Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices

Change 3047746 on 2016/07/13 by Jack.Porter

	Rename FBasePassFowardDynamicPointLightInfo

Change 3047778 on 2016/07/13 by Jack.Porter

	Missing file for rename FBasePassFowardDynamicPointLightInfo

Change 3047788 on 2016/07/13 by Allan.Bentham

	Fix incorrect TargetPlatformDescriptor string generation.

Change 3047790 on 2016/07/13 by Allan.Bentham

	Fixed half3x3 matrix use with ES3.1 glsl
	Fixed couple of interpolator precision mismatch.
	Fixed ES3.1 support detection issues

Change 3047816 on 2016/07/13 by Allan.Bentham

	Remove AndroidGL4 remnants.

Change 3048926 on 2016/07/13 by Chris.Babcock

	Added detection of Amazon Fire TV to disable requiring virtual joysticks
	#ue4
	#android

Change 3049335 on 2016/07/14 by Dmitriy.Dyomin

	Fixing UAT crash when packaging project for iOS

Change 3049390 on 2016/07/14 by Jack.Porter

	Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
	This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.

	#code_review: Ben.Marsh

Change 3049391 on 2016/07/14 by Jack.Porter

	Fixed incorrect comment order in CL 3049390

Change 3049545 on 2016/07/14 by Dmitriy.Dyomin

	Reworking some code from CL#3047442 to make static analizer happy

Change 3049626 on 2016/07/14 by Allan.Bentham

	Automatic CSM shader toggling
	#jira UE-27429

Change 3051574 on 2016/07/15 by Jack.Porter

	Support for lighting channels on Mobile
	- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
	- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
	- No channel limitations for dynamic point lights

	Notes:
	Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
	Separate uniform buffers for mobile directional light are generated for each lighting channel.
	CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.

	#code_review Daniel.Wright
	#jira UEMOB-110

Change 3051699 on 2016/07/15 by Steve.Cano

	Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).

	#jira UE-20320
	#ue4
	#android

Change 3051744 on 2016/07/15 by Chris.Babcock

	Fix Android Vulkan include path checks (contributed by kodomastro)
	#jira UE-33311
	#PR #2602
	#ue4
	#android

Change 3052023 on 2016/07/15 by Chris.Babcock

	Fix shadowed variables

Change 3052110 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- missing template
	- accessor function for MobileDirectionalLights from scene

Change 3052242 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- removed dependency on C++14 feature

Change 3052730 on 2016/07/16 by Dmitriy.Dyomin

	Win32 build fix

Change 3053041 on 2016/07/17 by Jack.Porter

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

Change 3053054 on 2016/07/17 by Jack.Porter

	Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()

Change 3053055 on 2016/07/17 by Jack.Porter

	Fixed local variable aliasing in unity build

Change 3053206 on 2016/07/18 by Jack.Porter

	Support ExecuteJavascript on iOS and Android
	Expose ExecuteJavascript to widget blueprint
	Fix ExecuteJavascript unicode string support on desktop platforms

	#jira UEMOB-152

Change 3053323 on 2016/07/18 by Dmitriy.Dyomin

	Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
	#jira UEMOB-107

Change 3053723 on 2016/07/18 by Jack.Porter

	Fix for UnrealTournamentProto.Automation.cs build errors

Change 3055090 on 2016/07/19 by Dmitriy.Dyomin

	Junk OnlineBlueprintSupport module binaries

[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Robert Manuszewski
f4fb4b8596 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 2996057)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2975196 on 2016/05/12 by Robert.Manuszewski

	Garbage Collector will no longer be responsible for generating class token stream, instead the token stream will be generated on startup or when a class has finished loading.

	- This way we can avoid very long GC times after new blueprints have been loaded.
	- Temporarily enabled CLASS_TokenStreamAssembled check in development builds (for testing purposes)

Change 2993960 on 2016/05/30 by Robert.Manuszewski

	Fixing leaked linkers created by blocking load requests during async loading.

Change 2959398 on 2016/04/28 by Steve.Robb

	TMap references are strong and cannot be nulled by pending kill.  This makes references in values strong too, even though we only really care about keys, which will corrupt the map when nulled.

	#jira UE-20828

Change 2960723 on 2016/04/29 by Graeme.Thornton

	Fix for texture asset import data being ignored when async loaded

Change 2960938 on 2016/04/29 by Robert.Manuszewski

	Nulling out sql db handle after closing it.

Change 2967127 on 2016/05/05 by Steve.Robb

	Move constructors explicitly disabled in generated code.

Change 2967143 on 2016/05/05 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2967164 on 2016/05/05 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer

Change 2968650 on 2016/05/06 by Steve.Robb

	Fix for HotReload copying module manager.

Change 2968915 on 2016/05/06 by Robert.Manuszewski

	Fixing spelling of SetImageIntegrityStatus function name.

Change 2970406 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	Function uses '...' bytes of stack:  exceeds /analyze:stacksize '81940'.  Consider moving some data to heap.

Change 2970419 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.
	warning C6011: Dereferencing NULL pointer '...'.
	warning C6385: Reading invalid data from '...':  the readable size is '...' bytes, but '...' bytes may be read.
	warning C6386: Buffer overrun while writing to '...':  the writable size is '...' bytes, but '...' bytes might be written.

Change 2970431 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	warning C6299: Explicitly comparing a bit field to a Boolean type will yield unexpected results.

Change 2972032 on 2016/05/10 by Steven.Hutton

	Workflow fixes to bugg / crashgroup filtering. Filters should now correctly persist across queries.

Change 2972085 on 2016/05/10 by Steve.Robb

	Const-correctness fix for FLogCategoryBase::IsSuppressed.

Change 2972087 on 2016/05/10 by Steve.Robb

	ELogVerbosity moved into its own header.

Change 2972090 on 2016/05/10 by Steve.Robb

	Redundant ensure removed.

Change 2972103 on 2016/05/10 by Steve.Robb

	Removal of redundant use of USING_CODE_ANALYSIS.

Change 2972139 on 2016/05/10 by Steve.Robb

	Fix for ensure macros throwing C6326 warnings during static analysis.

Change 2972147 on 2016/05/10 by Steve.Robb

	Fix for UE_LOG_ACTIVE macro throwing C6326 warnings during static analysis.

Change 2972162 on 2016/05/10 by Steve.Robb

	SCOPE_CYCLE_COUNTER_GUARD removed.

Change 2972168 on 2016/05/10 by Steve.Robb

	Compile error fix for logOrEnsureNanError in static analysis builds.

Change 2973084 on 2016/05/10 by Chris.Wood

	Crash Report Server performance tweak

Change 2974030 on 2016/05/11 by Steve.Robb

	Fix for IPropertyHandle::SetValue - used to take a non-const reference to a const UObject*, now it takes const references to both non-const and const UObject*.

Change 2974053 on 2016/05/11 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2974191 on 2016/05/11 by Steve.Robb

	Fix for template instantiation error in VS2013.

Change 2975298 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.

Change 2975318 on 2016/05/12 by Steve.Robb

	Fix for hot reload info being reported as warnings.

	#jira UE-30586

Change 2975447 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.  Did you intend to use the bitwise-and operator?
	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.  Did you intend to use the bitwise-and operator?
	warning C6285: (<non-zero constant> || <non-zero constant>) is always a non-zero constant.  Did you intend to use the bitwise-and operator?
	warning C6286: (<non-zero constant> || <expression>) is always a non-zero constant.  <expression> is never evaluated and might have side effects.
	warning C6289: Incorrect operator:  mutual exclusion over || is always a non-zero constant.  Did you intend to use && instead?
	warning C6316: Incorrect operator:  tested expression is constant and non-zero.  Use bitwise-and to determine whether bits are set.

Change 2975478 on 2016/05/12 by Steve.Robb

	Static analysis fixes for lots of redundant <zero constant> and <non-zero constant> warnings.

Change 2975538 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'StaticResource'

Change 2976640 on 2016/05/13 by Robert.Manuszewski

	Fixing crashes caused by token stream generation changes. Making sure the token stream gets re-generated when a class gets re-linked.

	#jira UE-30675

Change 2978320 on 2016/05/16 by Steve.Robb

	Fix for static analysis warnings in XNA headers.

Change 2978329 on 2016/05/16 by Steve.Robb

	Static analysis fixes:

	warning C6334: sizeof operator applied to an expression with an operator might yield unexpected results:  Parentheses can be used to disambiguate certain usages.

Change 2980222 on 2016/05/17 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'.
	warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.

Change 2980458 on 2016/05/17 by Chris.Wood

	Attempt to fix crash report submission problems from CRP to CR website
	[UE-30257] - Crashreports are sometimes missing file attachments

	Passing crash GUID so that website can easily check for duplicates in future
	Increased request timeout for AddCrash to be longer than website database timeout
	Logging retries for future visibility
	CRP v.1.1.6

Change 2980639 on 2016/05/17 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'.
	warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.

Change 2981750 on 2016/05/18 by Steve.Robb

	check()s in ContainerAllocationPolicies.h changed to checkSlow()s, as they only exist to check that the container has been written correctly.

Change 2982106 on 2016/05/18 by John.Mahoney

	Fixed a crash caused by loading two stat capture files simultaneously in the profiler.
	If the user tries to load a capture file while another load is in progress, the previous load is now cancelled and cleaned up before proceeding with the new load.
	Made the delegates in FNewStatsReader explicitly specify which profiler instance they are loading data for, instead of relying on the current value of LoadConnection->InstanceId.
	This also fixes a crash that occurs when selecting a different capture file in the "Stats dump browser" pane of the profiler (after using Load Folder) while another file is still loading.
	Cleaned up some weak pointer usage in the profiler window.

	#jira UE-30741

Change 2983366 on 2016/05/19 by Steven.Hutton

	Changes for passing crash type directly from CRP to CRW.

Change 2983394 on 2016/05/19 by Steven.Hutton

	Minor changes to add crash with more error reporting

Change 2984685 on 2016/05/20 by Robert.Manuszewski

	Merging //UE4/Dev-Main @ 2984626 to Dev-Core (//UE4/Dev-Core)

Change 2985143 on 2016/05/20 by Steve.Robb

	Missing semi-colons.

Change 2986463 on 2016/05/23 by Steve.Robb

	CopyTemp added to make it clear that you want to make a copy (rather than a move, or an accidental copy) at the call site of a function taking rvalue refs.

Change 2986475 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6313: Incorrect operator:  zero-valued flag cannot be tested with bitwise-and.

Change 2986476 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6313: Incorrect operator:  zero-valued flag cannot be tested with bitwise-and.

Change 2986480 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant

Change 2986515 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6340: Mismatch on sign: 'X' passed as _Param_(N) when some unsigned type is required in call to 'Func'

Change 2986680 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'Ptr':  the writable size is 'X' bytes, but 'Y' bytes might be written.
	warning C6387: 'Ptr' could be '0':  this does not adhere to the specification for the function 'Func'
	warning C6031: Return value ignored: 'snprintf'.
	warning C6340: Mismatch on sign: 'const unsigned int' passed as _Param_(4) when some signed type is required in call to 'snprintf'.

Change 2986865 on 2016/05/23 by Robert.Manuszewski

	Removing redundand AddReferencedObjects functions

Change 2987968 on 2016/05/24 by Robert.Manuszewski

	Removing redundant UPROPERTY macros from intrinsic classes.

Change 2987979 on 2016/05/24 by Steve.Robb

	Optimization of some FString and FPaths operations to produce fewer temporaries.

Change 2988297 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 2988430 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6385: Reading invalid data from 'var':  the readable size is 'X' bytes, but 'Y' bytes may be read.

Change 2988461 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.

Change 2988464 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6262: Function uses 'X' bytes of stack:  exceeds /analyze:stacksize 'Y'.  Consider moving some data to heap.

Change 2988494 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6237: (<zero> && <expression>) is always zero.  <expression> is never evaluated and might have side effects.

Change 2989411 on 2016/05/25 by Robert.Manuszewski

	Splitting GC cluster index and intenral object flags to allow more UObjects in editor builds.

Change 2989429 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6387: '_Param_(X)' could be '0':  this does not adhere to the specification for the function 'Func'.

Change 2989982 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6001: Using uninitialized memory 'LODPlanesMin'.

Change 2990018 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'X'

Change 2990077 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2990114 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.

Change 2990125 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.

Change 2990162 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6294: Ill-defined for-loop:  initial condition does not satisfy test.  Loop body not executed.

Change 2990193 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C28182: Dereferencing NULL pointer. 'type' contains the same NULL value as 'type->base_type' did.
	warning C6011: Dereferencing NULL pointer 'Semantic'.

Change 2991006 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C28113: Accessing a local variable dummy via an Interlocked function:  This is an unusual usage which could be reconsidered.

Change 2991012 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6031: Return value ignored: 'InitializeCriticalSectionAndSpinCount'.

Change 2991013 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 2991016 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.

Change 2991017 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2991019 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6292: Ill-defined for-loop:  counts up from maximum.

Change 2991023 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6322: Empty _except block.
	warning C28251: Inconsistent annotation for 'WinMain': this instance has no annotations.

Change 2991070 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C28182: Dereferencing NULL pointer. 'Ptr1' contains the same NULL value as 'Ptr2' did.

Change 2991416 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2992738 on 2016/05/27 by Steve.Robb

	Revert changes to FString::MatchesWildcard.

Change 2992916 on 2016/05/27 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2992960 on 2016/05/27 by Chris.Wood

	Optimized P4 access in Crash Report Process and MinidumpDiagostics.

Change 2992964 on 2016/05/27 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2993956 on 2016/05/30 by Robert.Manuszewski

	Fixing a crash after adding a new C++ class in the editor - made sure new classes have the token stream assembled after hot-reload.

	#jira UE-31309

Change 2993977 on 2016/05/30 by Robert.Manuszewski

	Don't wait for all packages to finish loading before PostLoading those which already have.

Change 2994206 on 2016/05/31 by Robert.Manuszewski

	PR #2429: Three bug fixes required for script support to work properly (Contributed by pluranium)

#lockdown Nick.Penwarden

[CL 2996251 by Robert Manuszewski in Main branch]
2016-06-01 12:08:56 -04:00
Ben Marsh
6af6c038ea Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2982165)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2963214 on 2016/05/02 by Ben.Marsh

	BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.

Change 2972295 on 2016/05/10 by Ben.Marsh

	EC: Remove spacing in notification emails to reduce size, and help prevent gmail from truncating messages. Also allow mailing notification emails when doing a dry run, and reading stream settings from another branch.

Change 2976096 on 2016/05/12 by Ben.Marsh

	EC: Store properties for the last succeeded builds, including the list of users that were notified about it.

Change 2976390 on 2016/05/12 by Ben.Marsh

	EC: Add a separate line to the notification email summary with a link to edit settings, and pass the missing ec-update parameter to set the last build status.

Change 2976441 on 2016/05/12 by Ben.Marsh

	UAT: Remove log file copy on builders after UAT failure. This is done outside the EC step that originally did it now.

Change 2976456 on 2016/05/12 by Ben.Marsh

	BuildGraph: Catch exceptions thrown by child processes failing when building or running UAT commands, and return failure normally without dumping callstacks.

Change 2978440 on 2016/05/16 by Ben.Marsh

	EC: Age out entries from the "latest builds" list after a week. There's no obvious way to tell if a node has been removed, but a periodic cleanup should keep the build notifications list in check.

Change 2979446 on 2016/05/16 by Ben.Marsh

	Rename ambiguous headers which exist with the same name in different paths.

Change 2979839 on 2016/05/16 by Ben.Marsh

	UE4: Renaming HTML5 SocketSubsystem files to eliminate ambiguities.

Change 2979852 on 2016/05/16 by Ben.Marsh

	UE4: Use explicit relative paths for public headers in PortalServiceInterfaces modules which do not have unique names

Change 2980113 on 2016/05/17 by Ben.Marsh

	UE4: Fix include paths for HTML5 SocketSubsystem files.

Change 2980117 on 2016/05/17 by Ben.Marsh

	UE4: Remove reference to private PCH from Oculus common code.

Change 2980186 on 2016/05/17 by Ben.Marsh

	UAT: Add a -StopOnErrors parameter to UE4Build, which is propagated to XGE.

Change 2980879 on 2016/05/17 by Ben.Marsh

	UE4: Fixup Lightmass to use LightmassPCH.h rather than stdafx.h

Change 2981117 on 2016/05/17 by Ben.Marsh

	Portal: Use a unique name for the Portal PCH, rather than just calling it PrivatePCH.h

Change 2981839 on 2016/05/18 by Ben.Marsh

	Replace ambiguous D3D11/D3D12 includes with direct includes for the current platform.

#lockdown Nick.Penwarden

[CL 2982178 by Ben Marsh in Main branch]
2016-05-18 13:26:45 -04:00
Max Chen
142978d6a4 Copying CL#2956821 from Max.Preussner to Dev-Main:
Sockets: Fixed incorrect socket timeout when value < 1 ms

#lockdown Nick.Penwarden

[CL 2960904 by Max Chen in Main branch]
2016-04-29 10:41:14 -04:00
Chris Babcock
2b886e2c93 Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2911743 on 2016/03/16 by Allan.Bentham

	Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
	Cleaned up some ronin integration hacks from ronin.

Change 2912053 on 2016/03/16 by Peter.Sauerbrei

	disable Vulkan in Win32 builds for now
	#codereview rolando.caloca
	#jira UE-28465

Change 2914512 on 2016/03/18 by Dmitriy.Dyomin

	Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled

Change 2914944 on 2016/03/18 by Allan.Bentham

	Fix es2 tonemap flip. Fixes UE-25148

Change 2915248 on 2016/03/18 by Chris.Babcock

	Updates to support NDK r11
	#jira UE-28529
	#ue4
	#android

Change 2919192 on 2016/03/22 by Chris.Babcock

	NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
	#jira UE-28408
	#ue4
	#android
	#codereview Jack.Porter

Change 2919591 on 2016/03/23 by Allan.Bentham

	Merge ronin's Gaussian DoF to 4.11's dof changes.

	Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
	Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.

	#codereview martin.mittring

Change 2920758 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: shifting lighting samples octree
	https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html

Change 2920793 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
	#jira UE-26426

Change 2920981 on 2016/03/24 by Dmitriy.Dyomin

	GPU particles support for iOS Metal (A8+ only)
	#jira UE-11067
	#jira UE-28514
	#codereview Jack.Porter

Change 2921383 on 2016/03/24 by Allan.Bentham

	Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
	#codereview jack.porter

Change 2925694 on 2016/03/29 by Dmitriy.Dyomin

	Fixed: GPU particles and bloom on S7 Mali

Change 2927065 on 2016/03/29 by Chris.Babcock

	Set the DT_SONAME field in linker (stops warning toast)
	#ue4
	#android
	#codereview Jack.Porter

Change 2927375 on 2016/03/30 by Jack.Porter

	Fixed localization for placement mode Cube, Sphere, Cylinder and Cone

Change 2928643 on 2016/03/30 by Jack.Porter

	Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF

	#code_review: allan.bentham

Change 2932773 on 2016/04/04 by Jack.Porter

	Reapply android Vulkan version fixes

Change 2932853 on 2016/04/05 by Jack.Porter

	Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion

Change 2932998 on 2016/04/05 by Jack.Porter

	Native web browser widget on iOS

	#jira UEMOB-20

Change 2933420 on 2016/04/05 by Chris.Babcock

	Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
	#jira UE-29066
	#pr #2236
	#ue4
	#android

Change 2934315 on 2016/04/05 by Chris.Babcock

	Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
	#jira UE-23937
	#PR #1820
	#ue4
	#android
	#codereview Ryan.Gerleve

Change 2935038 on 2016/04/06 by Chris.Babcock

	Fix OpenGLES31 compile error
	#ue4
	#android
	#codereview Jack.Porter

Change 2936288 on 2016/04/07 by Allan.Bentham

	Planar reflection captures for mobile. (UE-27426)
	Added mobile planar reflection flag to material.

	#codereview jack.porter, daniel.wright

Change 2936297 on 2016/04/07 by Allan.Bentham

	Missed file. Planar reflection captures for mobile. (UE-27426)
	#codereview jack.porter, daniel.wright

Change 2937763 on 2016/04/08 by Dmitriy.Dyomin

	Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
	GitHub #2031
	#jira UE-26576
	#codereview Jack.Porter

Change 2937863 on 2016/04/08 by Jack.Porter

	Merged Ronin CLs 2840392, 2860028

	Allow vertex texture fetches on ES2 (requires absolute mip level)

Change 2938461 on 2016/04/08 by Chris.Babcock

	Write Android uninstall batch files
	#ue4
	#android

Change 2939679 on 2016/04/11 by Allan.Bentham

	Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
	renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects

	#codereview jack.porter, daniel.wright

Change 2939887 on 2016/04/11 by Chris.Babcock

	Android ARM64 libraries
	#jira UEPLAT-1268
	#ue4
	#android

Change 2940125 on 2016/04/11 by Chris.Babcock

	Added requirements to Arm64 and x86_64 tooltips

Change 2941051 on 2016/04/12 by Allan.Bentham

	Fix for inverted RG channels when using filmic tonemapper with ES2.
	#codereview jack.porter

Change 2942523 on 2016/04/13 by Chris.Babcock

	Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
	#ue4
	#android
	#codereview Josh.Adams

Change 2942578 on 2016/04/13 by Chris.Babcock

	Add cxademangle dependency to Core for Android
	#ue4
	#android
	#codereview Josh.Adams

Change 2942997 on 2016/04/13 by Chris.Babcock

	Run Ant with -quiet first and run again without if there is an error for the log
	#ue4
	#android
	#codereview Josh.Adams

Change 2943320 on 2016/04/14 by Jack.Porter

	Fixed planar reflection merge errors

Change 2943352 on 2016/04/14 by Jack.Porter

	Fix NAME_VULKAN_ES3_1_ANDROID shader format name

	#codereview: Rolando.Coloca

Change 2943367 on 2016/04/14 by Dmitriy.Dyomin

	Added cvars to add or strip specific GL extensions from a driver reported extensions string
	#jira UE-29467

Change 2943425 on 2016/04/14 by Dmitriy.Dyomin

	Better logging of MobileHDR mode

Change 2943461 on 2016/04/14 by Dmitriy.Dyomin

	Fixing HDR rendering and bloom on Galaxy S7

Change 2943493 on 2016/04/14 by Dmitriy.Dyomin

	Better HDR fix for devices with ES3 support

Change 2943855 on 2016/04/14 by Allan.Bentham

	Mobile planar reflections.
	 - currently only supports opaque materials
	#codereview jack.porter

Change 2944721 on 2016/04/14 by Chris.Babcock

	Allow Vulkan-only Android builds
	#ue4
	#android
	#codereview Allan.Bentham,Jack.Porter

Change 2944771 on 2016/04/14 by Dmitriy.Dyomin

	Fixed: mesh particles crash in ES2

Change 2944827 on 2016/04/15 by Dmitriy.Dyomin

	Fixed: GPU particles not working on S6 with Android 6.0.1

Change 2944836 on 2016/04/15 by Jack.Porter

	Disable FX system calls in forward renderer when particles showflag is off

Change 2944840 on 2016/04/15 by Jack.Porter

	Re-enabled non-radial TDeferredLightVS on ES2 for planar and put  #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4  around the radial shader code which was tripping up ES2.

	#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright

Change 2944914 on 2016/04/15 by Jack.Porter

	Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode

Change 2945020 on 2016/04/15 by Gareth.Martin

	Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.

	Change 2943560 on 2016/04/14 by Gareth.Martin

	        Added ability to expand landscape bounds
	        #jira UE-28928
	        #jira UE-25230

	Change 2943538 on 2016/04/14 by Gareth.Martin

	        Fix a crash with saving a level >2GB in size.
	        There may still be other crashes with >2GB levels.

	Change 2943477 on 2016/04/14 by Gareth.Martin

	        Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
	        Also moved all the LOD settings together in LandscapeProxy.h because it was messy

	Change 2942113 on 2016/04/13 by Gareth.Martin

	        Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.

	Change 2941030 on 2016/04/12 by Gareth.Martin

	        Cleanup and commenting

	Change 2940994 on 2016/04/12 by Gareth.Martin

	        Implement random scale option for Landscape Grass.
	        #jira UE-25743

	Change 2940993 on 2016/04/12 by Gareth.Martin

	        Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent

	Change 2940150 on 2016/04/11 by Gareth.Martin

	        Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform

	Change 2940101 on 2016/04/11 by Gareth.Martin

	        Additional checks for bad static mesh when building the HISMC tree

Change 2945560 on 2016/04/15 by Rolando.Caloca

	DM - Fix for newer Vulkan sdks

Change 2945638 on 2016/04/15 by Chris.Babcock

	Fix permissions on uninstall script on Mac
	#jira UE-29236
	#ue4
	#android
	#lockdown Jack.Porter

Change 2945856 on 2016/04/15 by Rolando.Caloca

	DM - vk - Fix mapped allocations on mobile

#lockdown nick.penwarden

[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
Max Chen
41e5062f30 Copying //UE4/Dev-Sequencer to //UE4/Main (Source: //UE4/Dev-Sequencer @ 2945541)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2837601 on 2016/01/20 by Thomas.Sarkanen

	Sequencer: Exposed bool, byte, event, fade, float, slomo, and visibility section keys in context menu

Change 2840895 on 2016/01/23 by Thomas.Sarkanen

	Sequencer: Moved key proxy handling from section into key area; added support for grouped keys; exposed color properties in context menu.

Change 2901092 on 2016/03/09 by Thomas.Sarkanen

	Sequencer: Fixed ensure() and crash when exiting PIE & then playing back in editor

	Made sure that instances that are playing that have active montages can re-connect to a playing montage if it is already active. We dont stop/start preview/non-
preview playback when switching modes right now so I've just made the system robust to the switch when playing back animation.
	Ensured that instances are kept up to date by hooking into EndPlayMapDelegate. This fires slightly later than OnEndPIE, so it allows us to pick up when instances
have been deleted from the world. OnEndPIE is fired before the worlds are shutdown so instances can still be bound to valid (but nearly dead) actors at this point.

	#jira UE-27898
	#jira UE-27899

Change 2901159 on 2016/03/09 by Chris.Bunner

	Allow EXR frames from SaveHighResScreenshot to be uncompressed (r.SaveUncompressedEXRFrames).

Change 2903123 on 2016/03/10 by Max.Chen

	Sequencer: Add snapping for the in/out range.

Change 2903126 on 2016/03/10 by Max.Chen

	Sequencer: Fix split and trim for cinematic shot sections so that the start offset value is set.

Change 2903132 on 2016/03/10 by Max.Chen

	Sequencer: Create camera here and set it as the current camera cut.

Change 2903138 on 2016/03/10 by Max.Chen

	Sequencer: Improve mechanism for adding objects to Sequencer. Hold down shift while dragging from content browser to add as a spawnable. Hold down ctrl while
dragging from content browser to add as a possessable.

Change 2903143 on 2016/03/10 by Max.Chen

	Sequencer: Add 4k to movie capture dialog.

	#jira UE-28147

Change 2903157 on 2016/03/10 by Max.Chen

	Sequencer: Pop out of locked camera when popping out of the sequence.

	#jira UE-27662

Change 2908097 on 2016/03/14 by Andrew.Rodham

	Sequencer: Added default viewport type onto the viewport types menu
	  - The activation command for a given viewport type no longer toggles it if it's already active, it will just do nothing.
	  - Switching back to the default viewport type can be achieved with SHIFT+D

Change 2911869 on 2016/03/16 by Max.Preussner

	Editor: Caching device proxy manager, so the UI doesn't constantly poll for the TargetDeviceServices module

Change 2917943 on 2016/03/22 by Thomas.Sarkanen

	Sequence Recording: Added "Record New Sequence From Current Player" to sub-sequence track menu

	This option is only available in PIE. When selected it primes a new seciton for recording against the pawn that is currently being controlled by the player.

Change 2917946 on 2016/03/22 by Max.Chen

	Sequencer: Automatically add and attach a cine camera when dropping a crane or rail.

Change 2917954 on 2016/03/22 by Thomas.Sarkanen

	Fix anim dynamics going crazy on time skips

	Added new API to FAnimNode_Base: NeedsDynamicReset and ResetDynamics.
	This allows nodes that subscribe to this interface to be reset on teleport/time skips.
	Call through to ResetDynamics on zero timestep (ie. skips) in the preview path in Sequencer.

Change 2917961 on 2016/03/22 by Frank.Fella

	Sequencer - Sequencer - Update the color track code to match the behavior in matinee, also remove empty light color tracks from the sequence, and add a missing
particle parameter track.

Change 2917984 on 2016/03/22 by Max.Chen

	Sequencer: Fix crash on deleting object binding nodes multiple times.

Change 2917986 on 2016/03/22 by Max.Chen

	Sequencer: Fix if adding multiple camera cuts at the same time with the same duration as an existing camera cut. The camera is replaced in this case.

Change 2917994 on 2016/03/22 by Jeff.Farris

	Support for scene depth picker. Used for focus depth sampling in cine cams.

Change 2918003 on 2016/03/22 by Max.Chen

	Sequencer - Fix selection issues related to keying an undo by moving the selection clear on rebuild to after the tree selection state has been cached by path.

Change 2920371 on 2016/03/23 by Max.Preussner

	UnrealEd: Added a file import path that doesn't load the entire file into memory prior to importing

	UFactory::StaticImport will now call FactoryCreateFile for both text and binary files. The default implementation will load the file into a buffer/string and call
FactoryCreateBinary/FactoryCreateText to preserve legacy behavior. New factories may override FactoryCreateFile to perform their own file processing instead.

Change 2923359 on 2016/03/25 by Max.Preussner

	UnrealEd: Refactored out StaticImportObject code into ImportObject

Change 2924887 on 2016/03/28 by Jeff.Farris

	Sequencer: Camera Anim and Camera Shake tracks now support PostProcess changes in the CameraAnim

Change 2927283 on 2016/03/30 by Max.Chen

	Sequencer: Fix crash resetting default in audio track in sequencer. Fix audio track rename when adding another audio.

	#jira UE-28836, UE-28859

Change 2928290 on 2016/03/30 by Max.Preussner

	ContentBrowser: Disabling 'Show in Explorer' context menu option for newly created/unsaved asset(s)

Change 2928480 on 2016/03/30 by Max.Preussner

	AssetTools: Added built-in type category for Media assets

Change 2928498 on 2016/03/30 by Max.Preussner

	AssetTools: Sorting asset type categories alphabetically

Change 2932326 on 2016/04/04 by Frank.Fella

	Sequencer - Add "paste from matinee" support for audio tracks, and add volume support to audio sections in sequencer.

Change 2933917 on 2016/04/05 by Max.Preussner

	Core: Added microseconds support to FTimespan

Change 2933920 on 2016/04/05 by Max.Preussner

	Sockets: Simplified socket timeout assignments

Change 2935434 on 2016/04/06 by Max.Chen

	Sequencer: Deselect possessable before converting it to a spawnable and deleting it. Also, make sure the newly converted spawnables are selected. This fixes a bug
where the transform gizmo remains after adding a spawnable.

	Also, consolidate code for adding possessables to sequencer so that the newly added possessable node will be selected in the widget tree.

	#jira UE-28215

Change 2935590 on 2016/04/06 by Jeff.Farris

	Made crane rig preview mesh at the tip move as expected and appear in a reasonable place.

Change 2936082 on 2016/04/07 by Max.Chen

	Sequencer: Attach should use default attach component of the actor if it exists. This fixes a bug where trying to attach to a camera crane rig attaches to the
proper component.

Change 2936118 on 2016/04/07 by Max.Chen

	Sequencer: Adding crane/rail with shift now adds the crane/rig as a spawnable and the attached cine camera as a spawnable. An attach track is created for the cine
camera spawnable.

	#jira UE-28308

Change 2937226 on 2016/04/07 by Max.Chen

	Sequencer: Add invalidation when levels are added or removed.This fixes a bug were if you have a level sequence open and then add a sublevel that the level
sequence operates on, it correctly updates the actors from the new sub level.

	#jira UE-27595

Change 2937263 on 2016/04/07 by Frank.Fella

	Sequencer - Changed the matinee to sequencer conversion tools so that curve keys set to "clamped auto" import as user tangents since we don't support clamped auto
in sequencer.

Change 2937273 on 2016/04/07 by Max.Chen

	Sequencer: No longer experimental/betal and now enabled by default.

	#jira UETOOl-625

Change 2937694 on 2016/04/08 by Max.Chen

	Curve Editor: Separate out input and output snapping.

	#jira UE-27209

Change 2937852 on 2016/04/08 by Andrew.Rodham

	Sequencer: Spawnables no longer use generated classes

	  - Spawnables now store a template actor instance, rather than a generated class
	  - All relevant code has been converted to use this new approach
	  - Spawnable defaults are now harvested directly from any spawned instances when the movie scene is saved, or when the object is de-spawned. We only do this for
spawnables *in the currently active sequence instance*. This approach ensures that instance components and other properties persist.
	    - Currently we don't mark the package as dirty when the defaults are changed. This needs to be addressed.
	  - Some fixes have been made to AActor and Actor Iterators to ensure that actors not contained within a level do not crash.
	  - Spawning optimisations to follow

Change 2937956 on 2016/04/08 by Max.Preussner

	Sequencer: Added selection range commands to general toolbar menu

Change 2937981 on 2016/04/08 by Max.Preussner

	Sequencer: Refactored GetKeyHandles to take a time range for filtering keys

Change 2938007 on 2016/04/08 by Max.Preussner

	Sequencer: Implemented selection range key selection

Change 2938184 on 2016/04/08 by Max.Chen

	Sequencer: Find in Content Browser is now in the top level menubar.

	#jira UE-21598

Change 2938665 on 2016/04/08 by Frank.Fella

	UMG - Add support for material animation.

Change 2939048 on 2016/04/10 by Max.Chen

	CineCamera: Change current position on rail to normalize position.

Change 2939067 on 2016/04/10 by Max.Chen

	Sequencer: Add paste color from matinee

Change 2939587 on 2016/04/11 by Andrew.Rodham

	Sequencer: Fixes to spawnable rework
	  - Removed commented out code.
	  - Fixed particle system components not disabling auto activate.
	  - Instance Components are now correctly registered on spawn.
	  - Removed ability to set the editable flag on actors in favor of a delegate assigned to SActorDetails to disable property editing on actors spawned from outside
of the currently focused sequence.

Change 2939666 on 2016/04/11 by Andrew.Rodham

	Sequencer: Fixed active sequence ID not being set on creation

Change 2940663 on 2016/04/12 by Andrew.Rodham

	Sequencer: Spawnable object templates now always have the RF_ArchetypeObject flag

	#jira UE-29337, UE-29339

Change 2940742 on 2016/04/12 by Thomas.Sarkanen

	Improvements to sequence recording API

	Sequence recording is now more extensible.
	Moved the majority of recorders into a seperate module.
	Cleaned up recorder API, removed bRecord that was only really used once.
	Added factory class as a modular feature that allows users to register and implement their own recorders.
	Recorders can supply their own settings classes. These are incorporated into the UI via a details customization so they appear to be seamlessly integrated.
	Exposed components to record as an advanced setting. Users can use this to gate the components and actors that are recorded.

	#jira UE-28850 - Update sequence recording API for better extensibility

Change 2940828 on 2016/04/12 by Max.Chen

	Level Editor: Clear the camera preview if the level viewport is locked to the same camera.

	#jira UE-27489

Change 2941090 on 2016/04/12 by Frank.Fella

	Sequencer - Fix inconsistencies with the level visibility track.
	+ Add an option to update a track instance when it stops playing due to it's parent movie scene being deactivated as a sub-scene.
	+ Reset level visibility state when the section ends, or when it's parent subsection ends.

Change 2941427 on 2016/04/12 by Andrew.Rodham

	Sequencer: Fixes for recorded dynamic components
	  - Dynamic components are now named uniquely within their owner actor, and are no longer re-bound to new object tracks when detached/re-attached
	  - New dynamic components are created every time a new component is detected on an actor, regardless of whether it was once attached before. This affords
recording externally managed components from a component pool.
	  - Section recorders for components that are no longer attached to the actor are now disabled correctly.

Change 2941760 on 2016/04/12 by Max.Preussner

	Editor: Setting up correct material expresions when creating material from normal map texture

Change 2941819 on 2016/04/13 by Max.Chen

	Sequencer: Fire named events in all sublevels.

	#jira UE-28843

Change 2942052 on 2016/04/13 by Andrew.Rodham

	Sequencer: Fixed not being able to add dynamic material parameter tracks to spawnables when the object is not spawned

	#jira UE-24287

Change 2942223 on 2016/04/13 by Max.Preussner

	Editor: Using built-in function to assign sampler format

Change 2942833 on 2016/04/13 by Max.Chen

	Sequencer: More copy matinee helpers.

	- Make some sections infinite.
	- Fix FindPossessableObjectId
	- Expose FindGroupByName

Change 2942944 on 2016/04/13 by Max.Chen

	Sequencer: Fix anim copy so that it doesn't create an animation clip longer than the next clip's start position.

Change 2943313 on 2016/04/14 by Max.Chen

	Sequencer: Initial matinee to level sequence asset converter. Right click on a matinee actor in the level and choose "Convert to Level Sequence"

	Current supports:
	 - movement tracks
	 - generic property tracks
	 - particle tracks
	 - anim control tracks
	 - event tracks
	 - audio tracks
	 - visibility track
	 - director track (fade, slomo, camera cuts)

	Possible todos:
	- Relative scale3D
	- Option to create spawnables instead of possessables
	- Create shots per director track camera cut instead of a direct translation to the camera cut track

	#jira UETOOL-467

Change 2943596 on 2016/04/14 by Andrew.Rodham

	Editor: Fixed placement mode scrollbar visibility not working for custom content

	#jira UE-27191

Change 2943651 on 2016/04/14 by Max.Chen

	Sequencer: Invalidate the audio waveform when the source changes.

	#jira UE-29394

Change 2943674 on 2016/04/14 by Max.Chen

	Sequencer: Store/restore playback state when rebuilding.

	#jira UE-29452

Change 2943993 on 2016/04/14 by Max.Chen

	Sequencer: Convert slot name from matinee to level sequence.

Change 2944156 on 2016/04/14 by Frank.Fella

	Sequencer - Fix undo when moving items into folders, and when deleting folder.

	#jira UE-27368

Change 2944227 on 2016/04/14 by Max.Chen

	Sequencer: Show curves in the curve editor if one of the parent nodes is selected. For example, if Location is selected, show Location.X, Location.Y, and
Location.Z

Change 2945057 on 2016/04/15 by Andrew.Rodham

	Editor: Fixed placement mode scrollbar visibility not working for custom content

	#jira UE-27191

#lockdown nick.penwarden

[CL 2945551 by Max Chen in Main branch]
2016-04-15 14:50:58 -04:00
Marc Audy
b8d61c189f Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden

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

Change 2899855 on 2016/03/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785

Change 2926689 on 2016/03/29 by Jeff.Farris

	AAIController::SetFocus() will now implicitly clear any location focus at the same priority.

	UE-27975

	#rb john.abercrombie

Change 2926690 on 2016/03/29 by Jeff.Farris

	Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)

Change 2926691 on 2016/03/29 by mason.seay

	Content for testing collision on scaled components

Change 2926692 on 2016/03/29 by Jeff.Farris

	- FixupDeltaSeconds now considers time dilation when clamping.
	- Acceptable range for time dilation values is now a config parameter on WorldSettings
	- Acceptable range for undilated frame times is now a config parameter on WorldSettings

	(UE-27815)

	#rb marc.audy

Change 2926711 on 2016/03/29 by Ori.Cohen

	Fix constraint rendering when scaling a cosntraint actor

	#JIRA UE-28691, UE-28700
	#rb Lina.Halper

Change 2926745 on 2016/03/29 by Lukasz.Furman

	navigation filters can now be instantiated per querier - usually AI agent
	required for FORT-21372

Change 2926789 on 2016/03/29 by Ori.Cohen

	Downgrade check to ensure for 2d physics during a hard shutdown

	#rb Michael.Noland

Change 2926859 on 2016/03/29 by Ori.Cohen

	Fix red herring warnings of not locking physx scenes during hard shutdown.

	#JIRA UE-28747
	#rb Michael.Noland

Change 2927444 on 2016/03/30 by Thomas.Sarkanen

	Fixed Blueprint compiler errors when resetting timer handles

	Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
	Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
	Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.

	#rb Maciej.Mroz (and a few others!)
	#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite

Change 2927520 on 2016/03/30 by Jurre.deBaare

	Should not allow skeletal mesh components mobility to be set to static, but detach instead

	#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
	#jira UE-26364

Change 2927533 on 2016/03/30 by Jurre.deBaare

	Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
	#fix Material index remapping was part of if-clause where it shouldn't be
	#jira UE-23827

	Static Mesh Merge tool, failed to combine physics data if using complex
	#fix Required copying the SectionInfoMap from source static meshes

	HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
	#fix had to re-order function calls
	#jira UE-28316

	#rb James.Golding

Change 2927535 on 2016/03/30 by Ori.Cohen

	Make sub-stepping run on game thread

	#JIRA UE-24011
	#rb Gil.Gribb

Change 2927537 on 2016/03/30 by Jurre.deBaare

	Warning message when HLOD mesh > 65536 vertices

	#jira UE-22365
	#fix added messages when building proxy mesh

Change 2927691 on 2016/03/30 by Jeff.Farris

	Fixed potential PlayerState leak (UE-22700)

Change 2927692 on 2016/03/30 by Lina.Halper

	Allow it to select any name they want other than just restrict to what we have.

	- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.

	- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.

	- I think we should just allow them to choose if they don't like it but with suggestions.

	#rb: Ori.Cohen
	#jira UE-27786
	#code review: Benn.Gallagher

Change 2927853 on 2016/03/30 by Lina.Halper

[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
Matthew Griffin
bdd611cee2 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
==========================
MAJOR FEATURES + CHANGES
==========================

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

	Added UE4.natvis to Visual Studio Projects

	#jira UE-27153

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

	Fix custom stencil shaders on Xbox One

	#jira UES-1387

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

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

	#jira UE-20945

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

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

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

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

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

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

	#jira UE-25034
	#rb Lukasz.Furman

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

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

	#jira UE-21895

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

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

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

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

	Changes to support building UHT plugins with the binary release.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	SteamVR camera late-update fix

	#jira UE-27254

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

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

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

	PSVR HMD Server support

	#jira UE-27262

[CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
Josh Adams
db43da290b Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main)
Change 2783376 on 2015/11/30 by Nick.Shin

	upgrading emscripten SDK to 1.35.9
	following instruction from the README file

Change 2787414 on 2015/12/02 by Nick.Shin

	upgrading emscripten to 1.35.0
	removing old SDK and tools for Mac and Win64

Change 2790218 on 2015/12/04 by Nick.Shin

	merge (CL: #2790164) from //UE4/Dev-Physics to //UE4/Dev-Platform
	PhysX HTML5 bc files

Change 2794786 on 2015/12/08 by Nick.Shin

	merge CL #2794757 part 1 of 2
	from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5
	to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/

Change 2794789 on 2015/12/08 by Nick.Shin

	merge CL #2794758 part 2 of 2
	from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5
	to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/

Change 2799151 on 2015/12/10 by Dmitry.Rekman

	Guarantee XGE.xml sorting order for 10+ builds.

	- A licensee pointed out the problem that AutomationTool.UE4Build.FindXGEFiles() sorts the files by filename, so e.g. UBTExport.10.xge.xml takes priority over UBTExport.2.xge.xml.

	#codereview Ben.Marsh

Change 2799440 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2790251: Temporarily revert some of the changes for Mac mouse cursor locking as they were causing more problems than they solved.

Change 2799441 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2796111 & #2796158: Fix cooking shader cache files - it wasn't being enabled despite a cached shader format being listed.

Change 2799442 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2797758: Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2799601 on 2015/12/11 by Mark.Satterthwaite

	Implement background reading of NSPipe's in Mac ExecProcess to avoid the sub-process blocking trying to write to the meagre 8kb internal buffers. This may fix problems with SVN on Mac.

Change 2799657 on 2015/12/11 by Mark.Satterthwaite

	Remove the hlslcc major version from the Metal and OpenGL shader formats to ensure that there are enough bits to represent the different version components. There's no expectation that the major version of hlslcc will change and it will soon be removed entirely.

Change 2799691 on 2015/12/11 by Mark.Satterthwaite

	Merging final internal-only changes from WWDC.

Change 2800182 on 2015/12/11 by Mark.Satterthwaite

	Capture the system.log contents from the moment we boot to the point we crash to report GPU restarts and other system errors not written into our own logs.

Change 2801395 on 2015/12/14 by Mark.Satterthwaite

	Fix the Metal shader compiler so that it properly reports the number of sampler objects in use, not the number of textures as Metal separates its 16 samplers and up-to 128 textures in a single shader stage, like D3D and unlike OpenGL. This fixes a lot of material compile errors in newer projects which aren't being designed for obsolete OpenGL.

Change 2801653 on 2015/12/14 by Daniel.Lamb

	Load package differ can now diff header part of packages.
	Changed the way IsChildCooker is handled improves performance of multiprocess cooker.

Change 2801655 on 2015/12/14 by Daniel.Lamb

	Added cooker warning to resave packages if they don't have collision data for their static meshes.
	Added NavCollision creation on static mesh import so that we save out the NavCollision.

Change 2801923 on 2015/12/14 by Daniel.Lamb

	Fix compilation error with CreateLoader.

Change 2802076 on 2015/12/14 by Daniel.Lamb

	Remove some debugging assistance code.

Change 2803207 on 2015/12/15 by Mark.Satterthwaite

	Add missing Metal formats for PF_R16_SINT/UINT.

Change 2803254 on 2015/12/15 by Mark.Satterthwaite

	Add additional uint/2/3/4 overrides for SV_Target(x) to MetalUtils and when generating the output variable look for an exact type match before restoring to the first match with the correct number of elements. This ensures that we generate uint/2/3/4 writes when required for CopyStencilToLightingChannelsPS without breaking anything else.

Change 2803259 on 2015/12/15 by Mark.Satterthwaite

	Fix stencil texture swizzle for Metal which uses .x not .g for stencil value.

Change 2803262 on 2015/12/15 by Mark.Satterthwaite

	Fix FMetalRHICommandContext::RHISetScissorRect  handling 0 sized rects when RHISetScissorRect is called before RHISetViewport.

Change 2803321 on 2015/12/15 by Mark.Satterthwaite

	Duplicate CL #2786291: Fix Metal validation errors caused by incorrect instance count and also a crash-bug caused by accessing a defunct depth-stencil texture. This should be enough to ensure Metal works even if you've been playing previously with OpenGL.

Change 2803413 on 2015/12/15 by Mark.Satterthwaite

	Workaround the Material Editor's unfortunate habit of rendering tiles without a depth/stencil-buffer attached despite tiles wanting to write to depth - in Metal we have to create a temporary Depth-Stencil texture so that we don't crash the driver because it won't rewrite the shaders for us (unlike D3D/GL).

Change 2806247 on 2015/12/16 by Daniel.Lamb

	Fixed UParticleRequiredModule deterministic cook issue.
	#codereview Olaf.Piesche

Change 2806834 on 2015/12/17 by Mark.Satterthwaite

	Temporarily work around absence of Checked & Shipping APEX/PhysX binaries on Mac.

Change 2807017 on 2015/12/17 by Mark.Satterthwaite

	Handle the shader cache being initialised for cooking multiple times until I can sort out the implementation properly.

Change 2807027 on 2015/12/17 by Daniel.Lamb

	Enabled DDC stats.
2016-01-19 09:54:25 -05:00