#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
3306447 Joe.Wilcox
Fix typo introduced in SWebBrowser
3306444 Joe.Wilcox
Added a way for games to restrict the context menu on Chromium Embedded Framework
-in fullscreen the window switch would cause a minimize
3306305 Peter.Knepley
Give gamestate a notification when async loading has succeeded for a package
3306275 Peter.Knepley
Fix netspeed in local replay situations
3267864 Peter.Knepley
Fix crash in AGameModeBase::GenericPlayerInitialization (may already be fixed in main)
3258890 Matt.Oelfke
Discard all navigation updates caused by octree construction needed to be moved up
3245388 Steve.Polge
DeltaTime parameter for HandleSwimmingWallHit
3245385 Steve.Polge
Added HandleSwimmingWallHit() to CharacterMovementComponent
3245011 Peter.Knepley
Extra safety for GetMoviePlayer() and slate loading thread
3242810 Joe.Wilcox
Made SSlider::CommitValue virtual
3235608 Peter.Knepley
Fix crash in APlayerController::Reset (may already be in main)
3224903 Joe.Wilcox
SC_CLOSE should translate to WM_CLOSE to fix corner cases with mouse focus and ALT+F4
3223132 Peter.Knepley
GetOutdatedFiles needs to be exported for non-monolithic builds to be able to link to it
[CL 3368714 by Peter Knepley in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
* Untangle mutual dependencies between objects and constructor order (OPP-3858):
* FWebBrowserWindow no longer keeps a reference to FWebBrowserHandler.
* CefBrowserWindow is created before creating FWebBrowserWindow and passed to its constructor.
* FWebBrowserViewport no longer has a reference back to the viewport widget.
* Cleaned how some platform specific paths were defined during module initialization.
* Sets current thread name (back) to GameThread after initializing CEF (UE-5165)
* Adopted changes from UT (with some modifications):
* Enable on-disk caching and persisting cookies when requested by server.
* Added product name and engine version to user agent request header.
* Ensure UStruct parameters passed by value to FWebJSFunctions are copied when constructing the argument list and not just their address.
*SWebBrowser scripting: Add support for passing TMap<FString, T> to FWebJSFunction objects.
Note: since the struct serializer does not yet support maps, this only works for arguments passed directly to the function object and not UStruct members nor function return values. OPP-3861
* Add support for passing a reference to the JS promise object implicitly created when calling UFunctions to provide for a way to report runtime errors back to it instead of just passing the return value.
* This also allows for implementing async functionality as the promise object can be saved and used after the UFunction has returned.
Merging CL#2633955, CL#2634077, CL#2634226, CL#2635540, CL#2636167, and CL#2636262 using UE4-To-UE4-LauncherDev
[CL 2636308 by Keli Hlodversson in Main branch]
Merging CL#2608123 LauncherDev->Main
change summary:
- Popup features/settings are now passed to when requesting creation of new browser window.
- Web browser handler now implements DoClose()
- Added support for overriding web browser close functionality.
- Launcher specific test for spawning browser windows with dynamic content.
[CL 2611451 by Wes Fudala in Main branch]
The feature has never been included in an official release, so removing it should not cause a bw compatibility problem.
[CL 2606030 by Keli Hlodversson in Main branch]
Implement JS integration via a subset of UObject scripting functionality and custom CEF Messages
JIRA: OPP-3240
rb: Justin.Sargent
[CL 2601283 by Keli Hlodversson in Main branch]
Merging CL#2582871 LauncherDev->Main
change summary:
- Web browser modified to allow users to pass in a callback function that will handle window creation.
[CL 2586148 by Wes Fudala in Main branch]