mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
80918bea22bee2afbaa7d3d8d26063e022d9992d
66 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
8fc25ea18e |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4676797 by Chris Gagnon in Dev-Editor branch] |
||
|
|
46e3285149 |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4543237 by Matt Kuhlenschmidt in Dev-Editor branch] |
||
|
|
d90da4ab1a |
Merge to Dev-Main for 4.20 @ 4090813
#rb #rnx #lockdown Nick.Penwarden [CL 4091081 by Marc Audy in Main branch] |
||
|
|
19f8663b5a |
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3821754 by Jamie.Dale
[Python] Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
Change 3833107 by Patrick.Boutot
Added functions to fill an existing DataTable from an existing CSV/JSON file.
Change 3835044 by Aaron.Carlisle
Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.
Change 3835466 by Patrick.Boutot
Hide function from Python that need special compile command to be executed by the VM.
Change 3839237 by Jamie.Dale
Added a way to inspect the full chain of properties that are currently being serialized by an archive
You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).
Change 3839974 by Jamie.Dale
Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else
Change 3842311 by Jamie.Dale
Fixing potential null level assert
Change 3842313 by Jamie.Dale
Updated settings editor to handle external properties
Change 3842316 by Jamie.Dale
Allowing a console command to be given to GEditor/GEngine even if there's a player
CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.
Change 3842867 by Jamie.Dale
Added a way to generate diffs from editor transactions
The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.
These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.
Change 3844428 by Patrick.Boutot
Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.
Change 3845966 by Jamie.Dale
Added support for minimal game RPC worlds
These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)
Change 3848844 by Patrick.Boutot
Expose EComponentMobility to blueprint.
Change 3854616 by Patrick.Boutot
Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.
Change 3856650 by Jamie.Dale
Fixed a bug where transaction finalization could miss changes since the last snapshot
Change 3864951 by Patrick.Boutot
Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.
Change 3867158 by JeanMichel.Dignard
UBT
- Added the ability for dll programs to export symbols.
#jira UEENT-541
Change 3872342 by Jamie.Dale
Merging static analysis fixes from 4.19
Change 3879305 by Jamie.Dale
Improved the processing of py files from exec commands
The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.
Change 3879306 by Jamie.Dale
Added a minimal commandlet for invoking Python scripts
Change 3881631 by Jamie.Dale
Added basic RTTI to Python meta-data types
Change 3885384 by Jamie.Dale
[Python] Prevent glue code using reserved names
Change 3888957 by Patrick.Boutot
In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.
Change 3888961 by Patrick.Boutot
Fix FInterval::IsValid return type.
Change 3888980 by Patrick.Boutot
Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.
Change 3889165 by Patrick.Boutot
Fix build. Missing include for Timespan. Introduce with CL 3888980.
Change 3889261 by Jamie.Dale
[Python] Fixing some more name conflicts in generated code
Change 3889504 by Darren.Pegg
Add option to change PreferredPixelFormat
Change 3891193 by Patrick.Boutot
Fix build. Missing include for Interval. Introduce with CL 3888980.
Change 3897108 by Patrick.Boutot
TTinterval use it own traits. Create a Interval traits for Timespan.
#jira UEENT-947
Change 3899669 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
Change 3900692 by Jamie.Dale
Removed some boilerplate associated with wrapping a basic type to Python
You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)
Change 3901066 by conan.reis
UE4 editor script bindings (Cobra) and helper functions for version control
- exposed SourceControl class with common source control methods and associated SourceControlState structure
- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
- commands store any errors in a shared error text object which is optionally printed to the error log
- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.
Change 3901388 by Jamie.Dale
Minimal Slate hooks for Python
Change 3901456 by Jamie.Dale
Added missing file
Change 3901549 by Jamie.Dale
Removing some more Windows defines that were causing build issues
Change 3904518 by conan.reis
Source Control
- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider
Change 3905612 by Francis.Hurteau
Optimize RemoveDuplicates somewhat using a TSet
#jira UEENT-217
Change 3912626 by Jamie.Dale
Fixed ShouldExcludeDerivedClasses option not working
RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.
Change 3917739 by Jamie.Dale
Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget
Change 3917744 by Jamie.Dale
Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name
Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.
Change 3918832 by Jamie.Dale
Removed field iteration from Python function calls
We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.
Change 3920648 by Patrick.Boutot
Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.
Change 3921396 by Jamie.Dale
Split up the generated type data to correspond to the type being wrapped
A lot of types can just use the minimal set, but classes and structs have some extra data.
Change 3921619 by conan.reis
- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
- also added result info to FSourceControlWindows::PromptForCheckin()
#jira UE-55255
Change 3921624 by conan.reis
Removed Source Control common files from pre compiled header
- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
- remaining files have includes changed to accomodate
Change 3921958 by conan.reis
Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619
Change 3922740 by conan.reis
Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
They were previously removed in CL3921624
Change 3923375 by Jamie.Dale
Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings
Change 3926547 by Jamie.Dale
Added support for struct method "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.
Change 3927050 by conan.reis
Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers
#JIRA UE-55256
Change 3929268 by conan.reis
- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
- removed Perforce error message about file folders outside of the workspace client mappings
- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()
#JIRA UE-55254
Change 3931024 by Rex.Hill
Expose FBX and Texture import to python
Change 3931273 by Rex.Hill
Hide re-import slate notification pop-up during python automated asset import
Change 3931368 by Jamie.Dale
Stopped bools coercing to numeric types in Python nativization
Change 3931374 by Jamie.Dale
Added support for struct math operator "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.
Change 3932586 by Rex.Hill
Removed file read into unused memory buffer during Fbx import
Change 3934308 by Jamie.Dale
Added a public interface for the Python plugin
Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.
Change 3935088 by conan.reis
- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.
#JIRA UE-55257
Change 3936668 by Rex.Hill
#jira UE-55985
Avoid re-allocation of memory buffer holding file bytes during asset import
Change 3940596 by Rex.Hill
#jira UE-55989 Optimize skeletal mesh import performance scaling
Overlapping vertex check was O (N^2)
100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds
Change 3942629 by Rex.Hill
#jira UE-55995 Read fbx file only once during import
Fixes a memory leak of FbxScene and reduces wait time during import.
Change 3942884 by Rex.Hill
Python asset import can now customize destination asset name
Change 3946278 by Jamie.Dale
Added stricter conversion for math operator arguments
PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.
This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).
Change 3948455 by Jamie.Dale
Added generic Tick function to FPythonScriptPlugin
This can also handle init logic for after the engine is fully initialized
Change 3948888 by Jamie.Dale
Added settings for the Python plugin
You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).
Change 3948982 by Jamie.Dale
Fixed Python 3 build error caused by CObject being removed in Python 3.2
Change 3949614 by Francis.Hurteau
Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
#jira UEENT-1053
Change 3950829 by Rex.Hill
Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION
Change 3953452 by Jamie.Dale
Fixed some dependencies
Change 3953645 by Jamie.Dale
Fixed Python parameter packing treating bool output paramers as potential return values
void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.
Change 3953850 by Jamie.Dale
Fixed doc string generation for a function with multiple output paramters and no return value
Change 3954279 by Jamie.Dale
Initial support for exposing deprecated properties and functions to Python
This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.
Change 3954922 by Rex.Hill
Expose UnloadPackages to python
Change 3955209 by Jamie.Dale
Initial support for exposing deprecated classes to Python
Change 3955248 by Jamie.Dale
Added a way to load Unreal modules via Python
unreal.load_module("modulename")
Change 3955561 by Rex.Hill
Expose asset export to python
Change 3956068 by Rex.Hill
Linux compile fix.
Change 3960449 by Rex.Hill
Fix automated test using bCombineMeshes
Change 3960495 by Patrick.Boutot
Add a temporary menu to show the MetaData of an asset.
The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.
Change 3961599 by Rex.Hill
Reduced peak memory during import of meshes related to duplicate vertex tracking
Change 3962104 by Rex.Hill
Disable import mesh overlapping corners memory optimization to because it can change uv generation
Change 3962507 by Rex.Hill
Fix uv generation
Change 3965285 by Rex.Hill
Add support for FBX export as ASCII
#jira UE-56465
Change 3965287 by Rex.Hill
Forgotten file, fbx export as ascii
Change 3966772 by Simon.Tourangeau
Fix MaterialExpressionFunctions for ExternalTexture support
Change 3967014 by Jamie.Dale
Added a way to get the CDO in Python
Wrapped objects now have a get_default_object class method
Change 3967151 by Jamie.Dale
Added stats to track Python generation time
Change 3968006 by Simon.Therriault
Media Samples
- Removed Locks and Min/Max SampleTime from queues
- Added methods to fetch NextSampleTime and SampleCount in queues
- Added MediaSource base class for players that want to be time synchronized
#jira UEENT-948
Change 3969119 by Patrick.Boutot
Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.
[CL 3972277 by Simon Tourangeau in Main branch]
|
||
|
|
7a0f229e8d |
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden #rnx #rb none [CL 3903710 by Marc Audy in Main branch] |
||
|
|
30f891786a |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3805828 by Gil.Gribb UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works. Change 3806784 by Ben.Marsh UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT. Change 3807549 by Graeme.Thornton Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it. Change 3807727 by Graeme.Thornton Unhide the text asset format experimental editor option Change 3807746 by Josh.Engebretson Remove WER from iOS platform Change 3807928 by Robert.Manuszewski When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet Change 3808221 by Steve.Robb GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule() ^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway. Change 3809233 by Graeme.Thornton TBA: Misc changes to text asset commandlet - Rename mode to "loadsave" - Add -outputFormat option which can be assigned "text" or "binary" - When saving binary, use a differentiated filename so that source assets aren't overwritten Change 3809518 by Ben.Marsh Remove the outdated UnrealSync automation script. Change 3809643 by Steve.Robb GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value #jira UE-53037 Change 3809862 by Steve.Robb GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately #jira UE-42593 Change 3811190 by Graeme.Thornton Add support for writing specific log channels to their own files Change 3811197 by Graeme.Thornton Minor updates to output formatting and timing for the text asset commandlet Change 3811257 by Robert.Manuszewski Cluster creation will now be time-sliced Change 3811565 by Steve.Robb Define out non-monolithic module functions. Change 3812561 by Steve.Robb GitHub #3886 : Enable Brace-Initialization for Declaring Variables Incorrect semi-colon search removed after discussion with author. Test added. #jira UE-48242 Change 3812864 by Steve.Robb Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins. See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html #jira UE-53089 Change 3820358 by Ben.Marsh PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist) Change 3822594 by Ben.Marsh UAT: Improvements to log file handling. - Always create log files in the final location, rather than writing to a temp directory and copying in later. - Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX. - Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is. - Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location. Change 3823695 by Ben.Marsh UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk). Now always queries changes up to the last change for which zipped binaries are available. Change 3823845 by Ben.Marsh UBT: Exclude C# projects for unsupported platforms when generating project files. Change 3824180 by Ben.Marsh UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes). #jira Change 3825777 by Steve.Robb Fix to return value of StringToBytes. Change 3825810 by Ben.Marsh UBT: Reduce length of include paths for MSVC toolchain. Change 3825822 by Robert.Manuszewski Optimized PIE lazy pointer fixup. Should be up to 8x faster now. Change 3826734 by Ben.Marsh Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency. Change 3827730 by Steve.Robb Try to avoid decltype(auto) if it's not supported. See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html Change 3827745 by Steve.Robb Initializer list support for TMap. Change 3827770 by Steve.Robb GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType() #jira UE-53813 Change 3829189 by Ben.Marsh UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off. Change 3830444 by Steve.Robb BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library. This should be revisited when Core has its own JSON library. Change 3830718 by Ben.Marsh Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups. The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip. For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it. When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk. #jira UE-53845 Change 3831064 by Ben.Marsh Fix log file contention when spawning UBT recursively. Change 3832654 by Ben.Marsh UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it. Change 3832680 by Ben.Marsh UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade. Change 3832695 by Ben.Marsh UGS: Invert the options in the 'Show Changes' submenu for simplicity. Change 3833528 by Ben.Marsh UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write]. Change 3833543 by Ben.Marsh UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules. Change 3834354 by Robert.Manuszewski Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks. #jira UE-52035 Change 3834400 by Robert.Manuszewski Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup. #jira UE-52035 Change 3834947 by Steve.Robb USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal. Change 3835004 by Ben.Marsh Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL. Change 3835340 by Ben.Marsh Fix errors making installed build from directories with spaces in the name. Change |
||
|
|
13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
||
|
|
d162beedcc |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change |
||
|
|
aa969f9931 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3386262 on 2017/04/10 by Ben.Marsh
Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path.
Change 3386999 on 2017/04/10 by Ben.Marsh
Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on.
Change 3387073 on 2017/04/10 by Ben.Marsh
Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin.
Change 3387988 on 2017/04/11 by Steve.Robb
Comments added to clarify the role of DestructItem and DestructItems.
Change 3388085 on 2017/04/11 by Ben.Marsh
UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT.
Change 3390048 on 2017/04/12 by Richard.Hinckley
#jira UE-43876
Fixed description of Streaming settings (within Project Settings).
Change 3390697 on 2017/04/12 by Steve.Robb
CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed.
Change 3390711 on 2017/04/12 by Steve.Robb
AGRESSIVE_ARRAY_FORCEINLINE removed.
Change 3392167 on 2017/04/13 by Robert.Manuszewski
UObject can be added to GC cluster only if all of its Outers can also be added to it.
Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.
#jira UE-42948
Change 3392309 on 2017/04/13 by Robert.Manuszewski
When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.
Change 3392620 on 2017/04/13 by Ben.Marsh
UGS: Only check for updates every 5 minutes.
Change 3392623 on 2017/04/13 by Ben.Marsh
UGS: Only poll for new changes every 60 seconds.
Change 3392744 on 2017/04/13 by Ben.Marsh
UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load.
Change 3392874 on 2017/04/13 by Ben.Marsh
UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc...
Change 3392878 on 2017/04/13 by Ben.Marsh
Update UGS to version 1.96
Change 3395635 on 2017/04/17 by Ben.Marsh
UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command.
Change 3395655 on 2017/04/17 by Ben.Marsh
UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded.
Change 3396989 on 2017/04/17 by Wes.Hunt
CrashReporter configurable tweaks.
* Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min).
- When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min.
- Zero means never alert.
* Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day).
- Interval by which to report disk space availability.
- Default is never (Zero)
* Updated config file to match production config.
#codereview:jin.zhang
Change 3397656 on 2017/04/18 by Ben.Marsh
UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file.
Change 3397677 on 2017/04/18 by Robert.Manuszewski
PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym)
Change 3397722 on 2017/04/18 by Robert.Manuszewski
PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist)
Change 3397739 on 2017/04/18 by Richard.Hinckley
#jira UE-44100
Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating.
Change 3398023 on 2017/04/18 by Ben.Marsh
PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist)
Change 3398095 on 2017/04/18 by Ben.Marsh
PR #3051: Generate map file from UAT (Contributed by projectgheist)
Change 3398212 on 2017/04/18 by Ben.Marsh
PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist)
Change 3399304 on 2017/04/19 by Ben.Marsh
UGS: Prevent editor target files being removed when running custom tools.
Change 3399306 on 2017/04/19 by Robert.Manuszewski
Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe
Change 3399729 on 2017/04/19 by Steve.Robb
Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array.
RemoveAtSwap() now simply decrements the count instead of calling RemoveAt().
Checks for a positive count added to RemoveAt() and RemoveAtSwap().
Change 3399750 on 2017/04/19 by Jin.Zhang
Order branch alphabetically #RB
Change 3400186 on 2017/04/19 by Steve.Robb
Per-header generated code.
Change 3401458 on 2017/04/20 by Steve.Robb
Static log categories moved out of headers to prevent duplicates when the header is included multiple times.
#jira UE-37507
Change 3401657 on 2017/04/20 by Gil.Gribb
UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.
Change 3401735 on 2017/04/20 by Gil.Gribb
UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.
Change 3403362 on 2017/04/21 by Steve.Robb
Algo::Sort() fixed to support C arrays.
Size+count versions of Also::IsSorted() deprecated.
Algo::IsSortedBy() added.
Algo::FindBy() added to allow an element to be found by projection.
Simplifications and generalizations.
Change 3404017 on 2017/04/21 by Ben.Marsh
Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins.
Change 3405299 on 2017/04/24 by Steve.Robb
Clarified the class of the incompatible function in the error message about incompatible BP event specifiers.
#jira UE-35106
Change 3405302 on 2017/04/24 by Ben.Marsh
UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file.
Change 3405629 on 2017/04/24 by Ben.Marsh
Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name.
Change 3406431 on 2017/04/24 by Ben.Marsh
UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present.
Change 3406670 on 2017/04/24 by Ben.Marsh
UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang).
Change 3407080 on 2017/04/25 by Gil.Gribb
UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull.
Change 3407486 on 2017/04/25 by Gil.Gribb
UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads.
Change 3407495 on 2017/04/25 by Gil.Gribb
UE4 - Tweaked out XBox and Windows low level file IO.
Change 3407497 on 2017/04/25 by Gil.Gribb
UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads.
Change 3407705 on 2017/04/25 by Ben.Marsh
Removing most of the junk in DotNETUtilities.
Change 3409701 on 2017/04/26 by Ben.Marsh
Disable another static analyzer warning for third party libraries.
Change 3410074 on 2017/04/26 by Daniel.Lamb
Network platform file runs heart beats and responds to modified file changes.
Cook on the fly server in the editor (COTS) now detects changes to content and notifies client.
Fixed issue with network platform file not using correct sandbox.
#test cook on the side shootergame
Change 3411131 on 2017/04/27 by Steve.Robb
TIsTriviallyDestructible now supports forward-declared enums.
Change 3411186 on 2017/04/27 by Steve.Robb
Fix for #includes in generated code for Within classes which are in a different module from the generated class.
Change 3411917 on 2017/04/27 by Steve.Robb
Fixes to pushing/popping the CPP macro.
Change 3411966 on 2017/04/27 by Steve.Robb
Include spam reduced in generated code.
Change 3412155 on 2017/04/27 by Ben.Marsh
Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians.
Change 3412223 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Calling SetHelperA.Num() twice.
Change 3412273 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Duplicated variable name.
Change 3412511 on 2017/04/27 by Ben.Marsh
PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff)
Change 3412582 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code
Change 3413136 on 2017/04/28 by Robert.Manuszewski
Helper functions for dissolving specific GC clusters
Change 3413310 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code.
Change 3413341 on 2017/04/28 by Gil.Gribb
UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame.
Change 3413351 on 2017/04/28 by Ben.Marsh
Include code analysis macros directly from Platform.h, so that macros are available to everything.
Change 3413352 on 2017/04/28 by Ben.Marsh
Fixing a few more PVS studio warnings.
Change 3413437 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Comparison is always true.
Change 3413759 on 2017/04/28 by Ben.Marsh
Suppressing warnings for PVS-Studio.
Change 3413784 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning.
Change 3413898 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: Same conditional is checked twice.
Change 3413915 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: LHS of expression is identical to RHS.
Change 3413989 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block.
Change 3414053 on 2017/04/28 by Ben.Marsh
More PVS-Studio fixes.
Change 3414062 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed.
Change 3414070 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Fix incorrect condition.
Change 3414071 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Array index is always zero.
Change 3414116 on 2017/04/28 by Ben.Marsh
BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute.
Change 3414160 on 2017/04/28 by Ben.Marsh
Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.
Change 3414237 on 2017/04/28 by Ben.Marsh
EC: Allow disabling and enabling the log preprocessor via special markers in the log.
To disable: <-- Suspend Log Parsing -->
To enable: <-- Resume Log Parsing -->
Change 3414343 on 2017/04/28 by Ben.Marsh
UBT: Exclude ThirdParty folders from PVS output.
Change 3414392 on 2017/04/28 by Ben.Marsh
Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory.
Change 3414459 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Object goes out of scope without being freed.
Change 3414495 on 2017/04/28 by Ben.Marsh
Suppress some more PVS-Studio warnings.
Change 3414514 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead.
Change 3414526 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Variable assigned to itself has no effect.
Change 3415183 on 2017/04/29 by Ben.Marsh
Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS.
Change 3415765 on 2017/05/01 by Ben.Marsh
Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not.
Change 3415853 on 2017/05/01 by Ben.Marsh
EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created.
Change 3416138 on 2017/05/01 by Ben.Marsh
Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that.
Change 3416309 on 2017/05/01 by Ben.Marsh
Build: Fix node names for static analysis.
Change 3416360 on 2017/05/01 by Ben.Marsh
UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows.
Change
|
||
|
|
111ec7adc5 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change
|
||
|
|
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] |
||
|
|
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] |
||
|
|
e2ba04378b |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3077573 on 2016/08/04 by Nick.Darnell
Removing some unused code, adding additional needed modules to editor tests.
#rb none
Change 3077580 on 2016/08/04 by Nick.Darnell
Removing the test plugins, going to be recreating them in EngineTest.
Change 3082659 on 2016/08/09 by Nick.Darnell
Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.
#rb none
Change 3082766 on 2016/08/09 by Jamie.Dale
Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings
ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.
#jira UE-33971
#rb James.Hopkin
Change 3083067 on 2016/08/09 by Nick.Darnell
Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.
#rb none
Change 3084475 on 2016/08/10 by Richard.TalbotWatkin
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
#codereview Matt.Kuhlenschmidt
#rb none
Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt
Added grayscale texture importing support
#rb none
Change 3084774 on 2016/08/10 by Cody.Albert
Adding controller support for ComboBox widget
#jira UE-33826
#rb nick.darnell
Change 3085716 on 2016/08/11 by Nick.Darnell
UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.
#rb none
Change 3085733 on 2016/08/11 by Nick.Darnell
UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.
#rb none
Change 3085734 on 2016/08/11 by Nick.Darnell
Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.
#rb none
Change 3085736 on 2016/08/11 by Nick.Darnell
Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.
#rb none
Change 3085737 on 2016/08/11 by Nick.Darnell
Editor - code organization.
#rb none
Change 3085875 on 2016/08/11 by Nick.Darnell
UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer.
#rb none
Change 3086209 on 2016/08/11 by Ben.Salem
Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
#rb adric.worley, william.ewen
Change 3086515 on 2016/08/11 by Nick.Darnell
Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case.
#rb Matt.Kuhlenschmidt
Change 3087216 on 2016/08/12 by Jamie.Dale
Fixed an issue where re-scanning a package file may leave old assets in the asset registry
We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.
This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).
#rb Andrew.Rodham
Change 3087219 on 2016/08/12 by Jamie.Dale
Updated TextRenderComponent to support multiple font pages
It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).
#rb Matt.Kuhlenschmidt
Change 3087308 on 2016/08/12 by Alex.Delesky
#jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added.
#rb Matt.Kuhlenschmidt
Change 3089140 on 2016/08/15 by Jamie.Dale
We now abort a directory watch if we lose access to the directory in question
This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.
#jira UE-30172
#rb Andrew.Rodham
Change 3089148 on 2016/08/15 by Alexis.Matte
Allow fbx export of any actor type.
#rb none
#codereview dmitriy.dyomin
Change 3089211 on 2016/08/15 by Jamie.Dale
Unified access to the parent window for external dialogs
A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.
You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.
#rb Andrew.Rodham
Change 3089640 on 2016/08/15 by Jamie.Dale
Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc
#rb none
Change 3089661 on 2016/08/15 by Nick.Darnell
Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see.
#rb none
Change 3089667 on 2016/08/15 by Cody.Albert
Updating RoutePointerUpEvent to call OnDrop for touch events when dragging
#jira UE-34709
#rb nick.darnell
Change 3089694 on 2016/08/15 by Jamie.Dale
Applied a fix to the ExcludeClasses setting in the loc gather
#rb none
Change 3089889 on 2016/08/15 by Nick.Darnell
Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.
#rb none
Change 3090256 on 2016/08/16 by Nick.Darnell
Automation - working on screenshots.
#rb none
Change 3090322 on 2016/08/16 by Nick.Darnell
Automation - Adding modified screenshot function.
#rb none
Change 3090335 on 2016/08/16 by Nick.Darnell
Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins.
#rb none
Change 3090881 on 2016/08/16 by Nick.Darnell
Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.
#rb none
Change 3090884 on 2016/08/16 by Nick.Darnell
Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.
#rb none
Change 3090911 on 2016/08/16 by Nick.Darnell
Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.
#rb none
Change 3090913 on 2016/08/16 by Jamie.Dale
Optimization and usability improvements of the MemoryProfiler2 tool
- Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
- The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
- The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
- The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.
- Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).
#jira UETOOL-948
#jira UETOOL-949
#rb James.Hopkin
Change 3090962 on 2016/08/16 by Jamie.Dale
Fixed double assignment of filter functions
#rb none
Change 3090989 on 2016/08/16 by Nick.Darnell
Editor - Attempting to fix the build, non-unity issue I suspect.
#rb none
Change 3091754 on 2016/08/17 by Nick.Darnell
FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.
#rb none
#codereview Alexis.Matte
Change 3091758 on 2016/08/17 by Nick.Darnell
Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.
#rb none
#codereview Nick.Atamas,Matt.Kuhlenschmidt
Change 3091829 on 2016/08/17 by Nick.Darnell
Build - Attempting to repair the build.
#rb none
Change 3091920 on 2016/08/17 by Nick.Darnell
Build - Another attempt at fixing the mac build.
#rb none
Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt
Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying
#rb none
Change 3094474 on 2016/08/19 by Jamie.Dale
Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled
#jira UETOOL-951
#rb James.Hopkin
Change 3094581 on 2016/08/19 by Jamie.Dale
Added missing allocator filter needed by PS4 profiles
#rb none
Change 3094681 on 2016/08/19 by Richard.TalbotWatkin
Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
#rb none
Change 3095163 on 2016/08/19 by Trung.Le
#jira UE-20849: Added tooltips to the inputs of the Material final result node
#rb matt.kuhlenschmidt
Change 3095285 on 2016/08/19 by Trung.Le
#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
#rb none
Change 3095344 on 2016/08/19 by Alexis.Matte
#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).
#rb none
#codereview matt.kuhlenschmidt
Change 3096162 on 2016/08/22 by Alexis.Matte
#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
#rb none
#codereview matt.kuhlenschmidt
Change 3096261 on 2016/08/22 by Alexis.Matte
#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.
#rb lina.halper
#codereview lina.halper
Change 3096344 on 2016/08/22 by Jamie.Dale
NSString conversion fix for UTF-32 strings containing characters outside of the BMP
#jira UE-33971
#rb Peter.Sauerbrei, James.Hopkin
Change 3096605 on 2016/08/22 by Alex.Delesky
#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.
#rb Matt.Kuhlenschmidt
Change 3096615 on 2016/08/22 by Alex.Delesky
#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.
#rb Matt.Kuhlenschmidt
Change 3096619 on 2016/08/22 by Alex.Delesky
#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.
#rb Matt.Kuhlenschmidt
Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2729: Fix a typo in the comment (Contributed by adcentury)
#rb none
Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2726: Undef unused macros (Contributed by shrimpy56)
#rb none
Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt
Guard against crash when details panels rebuild when their customizations have been torn down
https://jira.ol.epicgames.net/browse/UE-35048
#rb none
Change 3097757 on 2016/08/23 by Alex.Delesky
#jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap
#rb Matt.Kuhlenschmidt
Change 3098164 on 2016/08/23 by Alexis.Matte
#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
#rb none
#codereview matt.kuhlenschmidt
Change 3098502 on 2016/08/23 by Alexis.Matte
#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
#rb none
#codereview matt.kuhlenschmidt
Change 3099986 on 2016/08/24 by Jamie.Dale
Fixing non-editor builds
#rb none
Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt
Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)
#rb none
Change 3101280 on 2016/08/25 by Jamie.Dale
Fixed crash when counting memory over internationalization meta-data
- The serialization code only used to handle loading or saving, now it handles loading or not loading.
- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.
#rb James.Hopkin
Change 3101283 on 2016/08/25 by Jamie.Dale
MProf2 platform and symbol parsing improvements
- Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
- Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
- Removed all the V3 file format support and legacy platform handling.
- Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.
#rb James.Hopkin
Change 3101586 on 2016/08/25 by Jamie.Dale
Small code cleanup and path normalization
#rb James.Hopkin
Change 3101837 on 2016/08/25 by Alexis.Matte
#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
#rb none
#codereview matt.kuhlenschmidt
Change 3102537 on 2016/08/26 by Jamie.Dale
Fix for potential crash in FICUCamelCaseBreakIterator
In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.
#rb James.Hopkin
Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt
Log the freetype version when it starts up (for debugging purposes)
#rb none
Change 3102657 on 2016/08/26 by Alexis.Matte
#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
#review-3101585 @uriel.doyon
#rb matt.kuhlenschmidt
Change 3102704 on 2016/08/26 by Jamie.Dale
Added symbol meta-data support to MProf2
You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.
PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.
#rb James.Hopkin
Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt
Added support for outline fonts
- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
#rb jamie.dale
Change 3102879 on 2016/08/26 by Jamie.Dale
Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files
#rb none
Change 3102960 on 2016/08/26 by Alexis.Matte
build fix
#rb none
Change 3103032 on 2016/08/26 by Jamie.Dale
Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting
#jira UE-34936
#rb Matt.Kuhlenschmidt
Change 3103278 on 2016/08/26 by Jamie.Dale
Fixing Clang warnings
#rb none
Change 3104211 on 2016/08/29 by Ben.Marsh
Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.
#rb none
Change 3104290 on 2016/08/29 by Alex.Delesky
Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.
#rb Matt.Kuhlenschmidt
Change 3104292 on 2016/08/29 by Alex.Delesky
#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.
#rb Matt.Kuhlenschmidt
Change 3104294 on 2016/08/29 by Alex.Delesky
#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget
#rb Matt.Kuhlenschmidt
Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt
PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)
#rb none
Change 3104296 on 2016/08/29 by Alex.Delesky
#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.
#rb Matt.Kuhlenschmidt
Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt
Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out.
#rb none
Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt
Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it.
#rb none
#jira UE-31865
Change 3104396 on 2016/08/29 by Ben.Marsh
Fix incrorrect agent names for running automated tests
Change 3104610 on 2016/08/29 by Alex.Delesky
Fix for AutomationTool compile editor from changes introduced today.
#rb None
Change 3104611 on 2016/08/29 by Michael.Dupuis
#jira UETOOL-253
#rb Alexis.Matte
Change 3105826 on 2016/08/30 by Gareth.Martin
Added console variables to discard grass and/or scalable foliage data on load
#jira UE-35086
#rb Benn
Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt
Eliminated bad code duplication between retainer widgets and element batcher
#rb none
#codereview nick.darnell
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
#rb Alexis.Matte
Change 3106966 on 2016/08/30 by Jamie.Dale
Fixed FApp::IsAuthorizedUser not considering the SessionOwner override
#rb Max.Preussner
Change 3107687 on 2016/08/31 by Michael.Dupuis
Checkout/Make Writable on proper config file
#rb Matt Kuhlenschmidt
Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt
Fixed mode typos in the lerp instruction
#rb none
Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt
Logging and guard against UEditorEngine::TeardownPlaySession crash.
#rb none
https://jira.ol.epicgames.net/browse/UE-35325
Change 3107912 on 2016/08/31 by Alex.Delesky
#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.
#rb Matt.Kuhlenschmidt
Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt
Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.
#rb none
Change 3108027 on 2016/08/31 by Chris.Wood
Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".
#rb none - just a comment in a cpp file
#codereview wes.hunt
Change 3108580 on 2016/08/31 by Mike.Fricker
Deleted the "Live Editor" plugins from UE4
- These were undocumented, buggy and never finished, and we have no plans to complete them
- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files
#codereview matt.kuhlenschmidt
#rb matt.kuhlenschmidt
Change 3108604 on 2016/08/31 by Mike.Fricker
Added new "MIDI Device" plugin (disabled by default)
- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer
- Currently only input is supported. In the future we might allow for output, as well.
- In Blueprints, here's how to use it:
- Look for "MIDI Device Manager" in the Blueprint RMB menu
- Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available.
- Then call "Create MIDI Device Controller" for the device you want. Store that in a variable.
- On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive.
- Process the data passed into the Event to make your project do stuff!
- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)
#codereview matt.kuhlenschmidt
#rb none
Change 3108760 on 2016/08/31 by Alexis.Matte
#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
#rb none
#codereview matt.kuhlenschmidt
Change 3109006 on 2016/08/31 by Alex.Delesky
#ignore Source Control rename test - initial commit
Change 3109044 on 2016/08/31 by Alex.Delesky
#ignore Testing asset rename from P4 to observe correct behavior.
#rb none
Change 3109048 on 2016/08/31 by Alex.Delesky
#ignore Testing P4 rename to identify correct behavior
#rb none
Change 3110044 on 2016/09/01 by Gareth.Martin
Fixed painting foliage on blocking "query" actors not working
#jira UE-33852
#rb Allan.Bentham
Change 3110133 on 2016/09/01 by Alexis.Matte
Fix crash in function GetForceRecompileTextureIdsHash
#rb none
#codereview jamie.dale
Change 3111848 on 2016/09/02 by Mike.Fricker
MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
- Fixed bad enum cast
#rb none
Change 3111995 on 2016/09/02 by Michael.Dupuis
#jira UE-35263
Do not try selecting the actor if the actor is in the blueprint
Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process
#rb Alexis Matte
Change 3112280 on 2016/09/02 by Michael.Dupuis
Call MakeWritable if source control fail
#rb Alexis Matte
Change 3112335 on 2016/09/02 by Cody.Albert
Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode
#jira UE-35306
#rb none
Change 3112478 on 2016/09/02 by Alexis.Matte
#jira UE-20059 Use a base material to import fbx material.
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#1468 Github pull request number
Change 3113912 on 2016/09/06 by Michael.Dupuis
#jira UE-32288 Fixed Console params display
#rb Alexis Matte
Change 3114026 on 2016/09/06 by Alex.Delesky
#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.
#rb Matt.Kuhlenschmidt
Change 3114032 on 2016/09/06 by Alex.Delesky
PR #2733: Improved the project launcher progress page (Contributed by projectgheist)
#jira UE-34027
#rb Matt.Kuhlenschmidt
Change 3114034 on 2016/09/06 by Alex.Delesky
#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable
#rb Matt.Kuhlenschmidt
Change 3114071 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114109 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114562 on 2016/09/06 by Nick.Darnell
Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.
#rb none
Change 3114701 on 2016/09/06 by Michael.Dupuis
#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
#rb Alexis Matte
Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt
Prevent non-thread safe slate code from running on the slate loading thread
#rb none
Change 3115698 on 2016/09/07 by Nick.Darnell
Make sure the commands are available - during functional testing that was found to not always be the case.
#rb none
Change 3115719 on 2016/09/07 by Nick.Darnell
Adding an IsRegistered command to commands.
#rb none
Change 3115721 on 2016/09/07 by Nick.Darnell
Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.
#rb none
Change 3115722 on 2016/09/07 by Nick.Darnell
IsBindWidgetProperty now returns false if the property passed in is null.
#rb none
Change 3115734 on 2016/09/07 by Alexis.Matte
#jira UE-30166 Support fbx sdk 2017
#rb none
Change 3115737 on 2016/09/07 by Nick.Darnell
Adding an image comparer for screenshots. Removing some content from EngineTest.
#rb none
Change 3115743 on 2016/09/07 by Nick.Darnell
Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing!
#rb none
Change 3115748 on 2016/09/07 by Nick.Darnell
Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.
#rb none
Change 3115789 on 2016/09/07 by Jamie.Dale
We now favor Traditional Chinese for Hong Kong and Macau
#rb James.Hopkin
Change 3115799 on 2016/09/07 by Jamie.Dale
Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped
#rb James.Hopkin
Change 3115826 on 2016/09/07 by Nick.Darnell
Adding missing files.
#rb none
Change 3115838 on 2016/09/07 by Nick.Darnell
Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
#rb none
Change 3116007 on 2016/09/07 by Alexis.Matte
build fix
#rb none
Change 3116057 on 2016/09/07 by Jamie.Dale
Fixed widget snapshot messages so they appear in the message debugger
#rb none
Change 3116112 on 2016/09/07 by Nick.Darnell
Removing the FbxAutomationBuilder file that go recreated on a merge from main.
#rb none
Change 3116365 on 2016/09/07 by Michael.Dupuis
#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
#codereview Matt.Kuhlenschmidt
#rb Alexis.Matte
Change 3116622 on 2016/09/07 by Alexis.Matte
#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
#rb matt.kuhlenschmidt
Change 3116638 on 2016/09/07 by Jamie.Dale
Ensured that manifests and archives don't try and load data that they can't parse
#rb none
Change 3117397 on 2016/09/08 by Gareth.Martin
Added rotate and blend support to the landscape mirror tool
#jira UE-34829
#rb Jack.Porter
Change 3117459 on 2016/09/08 by Gareth.Martin
Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
#jira UE-35301
#rb Jack.Porter
Change 3117462 on 2016/09/08 by Gareth.Martin
Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
#jira UE-35494
#rb Benn.Gallagher
Change 3117583 on 2016/09/08 by Nick.Darnell
Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.
#rb none
Change 3117595 on 2016/09/08 by Nick.Darnell
Updating the build script for AutomatedTests, going to see if this works!
#rb none
Change 3117808 on 2016/09/08 by Nick.Darnell
Adding header includes for async.
#rb none
Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt
Partially taken from Pr 2381
Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.
#rb none
Change 3117851 on 2016/09/08 by Jamie.Dale
Silenced some redundant P4 errors that could be generated when running a stat update on a file
Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.
#rb Ben.Marsh
#codereview Thomas.Sarkanen
Change 3117853 on 2016/09/08 by Gareth.Martin
Clean up landscape includes and PCH
#rb steve.robb
Change 3117859 on 2016/09/08 by Alex.Delesky
#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.
#rb Nick.Darnell
Change 3117997 on 2016/09/08 by Nick.Darnell
Updating the automation tests build script to use Editor-Cmd
#rb none
Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt
Properly reference graph node on material expressions so they are not GC'd while an expression still uses them
#jira UE-35362
#rb none
Change 3118043 on 2016/09/08 by Alex.Delesky
#jira UE-30649 - Removed unnecessary returns from UWidget API.
PR #2377: fix widget bug. (Contributed by dorgonman)
#rb none
Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt
Guard against crash saving config during level editor shutdown
#rb none
#jira UE-35605
Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt
PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)
#rb none
Change 3118078 on 2016/09/08 by Michael.Dupuis
#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
#rb Alexis.Matte
Change 3118080 on 2016/09/08 by Michael.Dupuis
#jira UE-31131 Do not show a contextual menu if the menu is empty
#rb Alexis.Matte
Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt
Constify this method
#rb none
Change 3118166 on 2016/09/08 by Nick.Darnell
Trying additional command options for the build machine for automation.
#rb none
Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt
Fix actor delete during mesh paint not working during undo
#rb none
#jira UE-35684
Change 3118298 on 2016/09/08 by Alexis.Matte
#jira UE-35302 Export all LODs for static mesh when there is no force LOD
#rb uriel.doyon
Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt
Fixed reset to default not appearing for slate brushes
#rb none
#jira UE-34958
Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt
Guard against crash with an invalid world trying to be opened from the content browser
#rb none
https://jira.ol.epicgames.net/browse/UE-35712
Change 3119433 on 2016/09/09 by Nick.Darnell
Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.
#rb Matt.Kuklenschmidt
#jira UE-35789
Change 3119448 on 2016/09/09 by Alex.Delesky
When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.
#rb Nick.Darnell
Change 3119522 on 2016/09/09 by Jamie.Dale
Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true
#rb Matt.Kuhlenschmidt
Change 3119528 on 2016/09/09 by Jamie.Dale
Some UI re-work to the localization dashboard
This makes a better use of the available space, and will make it easier to make some other planned changes in the future.
#rb James.Hopkin
Change 3119861 on 2016/09/09 by Michael.Dupuis
#jira UE-9284 Added the Play/Stop button on the thumbnail
#rb Alexis.Matte
Change 3120027 on 2016/09/09 by Alexis.Matte
incorporate some fixes from licensee for LOD group re-import workflow
#jira UE-32268
#rb uriel.doyon
#codereview matt.kuhlenschmidt
Change 3120845 on 2016/09/12 by Gareth.Martin
Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
#jira UE-35850
#rb Allan.Bentham
Change 3120980 on 2016/09/12 by Nick.Darnell
Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager.
#rb none
Change 3120992 on 2016/09/12 by Alex.Delesky
#jira UE-35575 - TScriptInterface UProperties now have asset picker support.
#rb Matt.Kuhlenschmidt
Change 3121074 on 2016/09/12 by Michael.Dupuis
#jira UE-30092
Added path length in error message when typing
Added display of current filepath lenght for cooking
#rb Alexis.Matte
Change 3121113 on 2016/09/12 by Nick.Darnell
Adding some placeholder examples to show people how to author tests in EngineTest.
#rb none
Change 3121152 on 2016/09/12 by Gareth.Martin
Added TElementType, TIsContiguousContainer traits
Added GetData(), GetNum() generic functions
#rb Steve.Robb
Change 3121702 on 2016/09/12 by Jamie.Dale
Optimized a loop over a sorted list to instead use a binary search
This speeds up the short-lived allocation view generation.
We also now dump the exception information to the Trace log when in a non-debug build.
#rb James.Hopkin
Change 3121721 on 2016/09/12 by Jamie.Dale
We now set the window mode first when resizing the game viewport to ensure that the work area is correct
Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.
#jira UE-32842
#rb Matt.Kuhlenschmidt
Change 3122578 on 2016/09/13 by Jamie.Dale
Small code clean up
Removed a use of the placement new style array addition.
#rb none
Change 3122634 on 2016/09/13 by Jamie.Dale
We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick
#jira UE-34865
#rb James.Hopkin
Change
|
||
|
|
67a0d73fa0 |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch] |
||
|
|
bf66aaa497 |
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
========================== MAJOR FEATURES + CHANGES ========================== Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 Change 2955617 on 2016/04/25 by Dmitriy.Dyomin Better fix for: Post processing rendering artifacts Nexus 6 this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment #jira: UE-24067 Change 2955522 on 2016/04/25 by Max.Chen Sequencer: Fix crash when resolving object guid and context is null. #jira UE-29916 Change 2955504 on 2016/04/25 by Alexis.Matte #jira UE-29926 Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do. Change 2955500 on 2016/04/25 by Dan.Oconnor Integration of 2955445 from Dev-BP #jira UE-29012 Change 2955234 on 2016/04/25 by Lina.Halper Fixed tool tip of twist node #jira : UE-29907 Change 2955211 on 2016/04/25 by Ben.Marsh Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default. #jira UE-29842 Change 2955155 on 2016/04/25 by Jamie.Dale Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit #jira UE-28756 Change 2955144 on 2016/04/25 by Jamie.Dale Fixed a case where editable text controls would fail to select their text when focused There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped. #jira UE-29818 #jira UE-29772 Change 2955136 on 2016/04/25 by Chad.Taylor Merging to 4.12: Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed. #jira UE-22581 Change 2955134 on 2016/04/25 by Lina.Halper Removed code that blocks moving actor when they don't have physics asset #jira : UE-29796 #code review: Benn.Gallagher Change 2955130 on 2016/04/25 by Zak.Middleton #ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps. (copy of 2955001 in Main) #jira UE-29531 #lockdown Nick.Penwarden Change 2955098 on 2016/04/25 by Marc.Audy Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client #jira UE-7539 Change 2955049 on 2016/04/25 by Richard.TalbotWatkin Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds. #jira UE-29753 - Add ability to display a SplineComponent in-game Change 2955040 on 2016/04/25 by Chris.Gagnon Fixed Initializer Order Warning in hot reload ctor. #jira UE-28811, UE-28960 Change 2954995 on 2016/04/25 by Marc.Audy Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors #jira UE-29909 Change 2954970 on 2016/04/25 by Peter.Sauerbrei fix for openwrite with O_APPEND flag #jira UE-28417 Change 2954917 on 2016/04/25 by Chris.Gagnon Moved a desired change from Main to 4.12 Added input settings to: - control if the viewport locks the mouse on acquire capture. - control if the viewport acquires capture on the application launch (first window activate). #jira UE-28811, UE-28960 parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this) Change 2954908 on 2016/04/25 by Alexis.Matte #jira UE-29478 Prevent modal dialog to use 100% of a core Change 2954888 on 2016/04/25 by Marcus.Wassmer Fix compile issue with chinese locale #jira UE-29708 Change 2954813 on 2016/04/25 by Lina.Halper Fix when not re-validating the correct asset #jira : UE-29789 #code review: Martin.Wilson Change 2954810 on 2016/04/25 by mason.seay Updated map to improve coverage #jira UE-29618 Change 2954785 on 2016/04/25 by Max.Chen Sequencer: Always spawn sequencer spawnables. Disregard collision settings. #jira UE-29825 Change 2954781 on 2016/04/25 by mason.seay Test map for Audio Occlusion trace channels #jira UE-29618 Change 2954684 on 2016/04/25 by Marc.Audy Add GetIsReplicated accessor to AActor Deprecate specific GameplayAbility class implementations that was exposing bReplicates #jira UE-29897 Change 2954675 on 2016/04/25 by Alexis.Matte #jira UE-25430 Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs Change 2954669 on 2016/04/25 by Alexis.Matte #jira UE-29507 Import of rigid mesh animation is broken Change 2954579 on 2016/04/25 by Ben.Marsh Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later. #jira UE-29842 Change 2954556 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class Change 2954552 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Deleting BP class Change 2954498 on 2016/04/25 by Ryan.Gerleve Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server. Transition actors to the new level in a second pass after non-transitioning actors are handled. #jira UE-29213 Change 2954446 on 2016/04/25 by Max.Chen Sequencer: Fixed spawning actors with instance or multiple owned components - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved #jira UE-29774, UE-29859 Change 2954430 on 2016/04/25 by Marc.Audy Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling #jira UE-29118 #jira UE-29747 Change 2954292 on 2016/04/25 by Richard.TalbotWatkin Replicated from //UE4/Dev-Editor CL |
||
|
|
6d921f179a |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771249 on 2015/11/18 by Joe.Tidmarsh Ensure that UCircularThrobber's Radius determines the widget's desired size when a child of UCanvasPanelSlot. #jira UE-23186 Change 2794402 on 2015/12/08 by Joe.Tidmarsh Reverting recent changes to Circular throbber. It's unintuative to enforce Size To Content. Will find some other solution. Change 2803507 on 2015/12/15 by Richard.TalbotWatkin BSP poly extrusion can now only be done in the normal direction of the poly. #jira UE-24168 - BSP face breaks off when extruding on Y or Z axes Change 2803510 on 2015/12/15 by Richard.TalbotWatkin Building new static mesh LODs now initializes override vertex colors based on LOD0. #jira UE-23747 - CLONE - if LODs are generated for meshes with vertex colors in a level the vertex colors dont propagate to the LOD in the level Change 2808877 on 2015/12/18 by Alexis.Matte Make sure the delta scale sign is swap when we have multiple axis with different sign current axis value #jira UE-21574 #codereview nick.darnell Change 2810114 on 2015/12/21 by Alexis.Matte #jira UE-23769 We now expose a message telling the user that we found some mesh that are not reference by any scene node in the fbx file. #codereview nick.darnell Change 2810211 on 2015/12/21 by Richard.TalbotWatkin Fixed issue with Show Only Selected not showing members of actor groups. #jira UE-24453 - CLONE - Show Selected is broken for certain Orion meshes Change 2811035 on 2015/12/22 by Alexis.Matte #jira UE-24671 Polish UI #codereview nick.darnell Change 2811123 on 2015/12/22 by Alexis.Matte #jira UE-21936 We now can decide which fbx sdk compatibility version we can use when exportting to a fbx file. #codereview nick.darnell Change 2812830 on 2015/12/28 by Richard.TalbotWatkin Prevent engine assets' properties from having project assets assigned to them. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2812854 on 2015/12/28 by Richard.TalbotWatkin Fixed issue where floating windows were having their border size erroneously added again and again. Allowed PIE windows to not respect work area bounds if they are created centered, so that they can overlap off the edge of the screen. #jira UE-24465 - 10 Pixels Added to Width & Height of Floating Editor Windows Each Time Project is Reopened #jira UE-24364 - "Always Center Window to Screen" No Longer Functioning in New Editor Window (PIE) Change 2812875 on 2015/12/28 by Alexis.Matte #jira ue-22237 first implementation for skeletal mesh scene import and reimport. Small refator to remove duplicate code in different fbx list ui. #codereview nick.darnell Change 2813172 on 2015/12/29 by Alexis.Matte #jira ue-21656 Partial submit, the base code is there to add all light type with there properties. #codereview nick.darnell Change 2813403 on 2015/12/30 by Richard.TalbotWatkin PIE in New Editor Window now respects the Game Gets Mouse Control setting. This provides a workaround for UE-24824 where attempting to drag a PIE window fails due to the viewport capturing and locking the mouse to itself in FSceneViewport::OnFocusReceived. Change 2813429 on 2015/12/30 by Alexis.Matte #jira ue-21656 -spotlight and point light support fbx attenuation -fix the light orientation so now directional and spotlight point to the same direction of the fbx #codereview nick.darnell Change 2813456 on 2015/12/30 by Alexis.Matte #jira ue-21656 -Import the camera from fbx #codereview nick.darnell Change 2813457 on 2015/12/30 by Richard.TalbotWatkin Fixed issues with the code which determines whether the user is attempting to assign a game asset/class to an engine asset's property. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2813475 on 2015/12/30 by Richard.TalbotWatkin Removed erroneous debug code. Change 2814451 on 2016/01/04 by Joe.Tidmarsh Fixed Tint colour for circular throbber. #jira UE-24445 Change 2814546 on 2016/01/04 by Richard.TalbotWatkin Force Message Log to update its category list if a new category is added while it is open. #jira UE-24266 - Message Log not updating Categories in Real-Time Change 2814613 on 2016/01/04 by Alexis.Matte [CL 2851481 by Nick Darnell in Main branch] |
||
|
|
b51555abf7 |
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806454 on 2015/12/16 by Bob.Tellez #UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive. #rb Ben.Zeigler #codereview Dmitry.Rekman Change 2805502 on 2015/12/16 by Ben.Zeigler #UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time. As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569 #codereview mike.beach, bob.tellez Change 2805288 on 2015/12/16 by David.Nikdel #HTTP #HttpRetry - Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors. - Changed HTTP retry logic a little bit * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty) * If a response was not received and we did not send a full request, automatically retry * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent) - Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization) * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case. - Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally. * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis #RB: Sam.Zamani #CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro #Fixes: FORT-17804 Change 2803864 on 2015/12/15 by Bob.Tellez #UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server. #rb Dmitry.Rekman #codereview Nick.Darnell Change 2803677 on 2015/12/15 by Billy.Bramer - Expose equality and inequality operators for gameplay attributes #rb Todd.Eckert Change 2802881 on 2015/12/14 by Bob.Tellez #UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting. #rb Phillip.Kavan, Maciej.Mroz #codereview Phillip.Kavan, Maciej.Mroz Change 2801636 on 2015/12/14 by Bob.Tellez #UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages. #codereview Graeme.Thornton Change 2800400 on 2015/12/11 by Jonathan.Lindquist Submitting a new Pivot Painter Edition - now renders to textures - improved workflow - greater capabilities Change 2799579 on 2015/12/11 by John.Abercrombie [AUTOMERGE] Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4 Fixes FORT-18649 - Patrols don't spawn consistently - The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire #rb me (this code was written by MieszkoZ) (removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile) -------- Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11. Change 2799018 on 2015/12/10 by Bob.Tellez #UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag. #rb Fred.Kimberley #codereview Peter.Knepley Change 2798926 on 2015/12/10 by Bob.Tellez #UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture. #jira FORT-18514 #codereview Martin.Mittring Change 2797758 on 2015/12/10 by Mark.Satterthwaite Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal. Change 2781204 on 2015/11/25 by Dmitry.Rekman Linux: use jemalloc by default if available. - Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM. #rb Bob.Tellez #codereview Bob.Tellez, Ben.Zeigler Change 2779398 on 2015/11/24 by Mark.Satterthwaite Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support). |
||
|
|
bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
||
|
|
9abcacfd1b |
Merging Engine code from Orion at CL2744789 through //depot/UE4-To-//UE4/Main
[CL 2745726 by Andrew Grant in Main branch] |
||
|
|
9d134e7464 |
#ENGINE - Integrating automation test flags refactor
- New filter flags in automationtest.h - Compile time errors if proper flags are not specified - Existing tests converted to new flags - New "disabled" flag - Filter dropdown in automation UI replaces Smoke Tests button - Automation features are no longer compiled out in Test configuration at runtime (except in Shipping) - Enabled automation tests to be triggered from in-game console in non-editor builds (automation controller is enabled) NOTE: This will force licensees who use automation to update their tests. #codereview: jason.bestimt, mike.fricker, ben.salem [CL 2672561 by Adric Worley in Main branch] |
||
|
|
cbac34aabd |
Deprecated delegate code removed.
Some fixes for deprecated code. #codereview robert.manuszewski [CL 2617562 by Steve Robb in Main branch] |
||
|
|
38dba1e666 |
Added delegates to notify you when the source control provider is changed
[CL 2610444 by Jamie Dale in Main branch] |
||
|
|
e45a27eb40 |
Guard against source control crashes if a provider becomes null
[CL 2584035 by Matt Kuhlenschmidt in Main branch] |
||
|
|
f26a552270 |
Added an option to create Slate window without a close button and used it for Source Control Login window, replacing a custom title bar it was using that didn't look well on Mac
[CL 2521044 by Michael Trepka in Main branch] |
||
|
|
789ab2faa3 |
Removed redundant function parameters
[CL 2517507 by Andrew Rodham in Main branch] |