no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez
[CL 2236313 by Martin Mittring in Main branch]
1) Micro-optimizations when building the tile vertex buffer.
2) Added unsafe FP32 -> FP16 conversion that doesn't perform checks. This is now used when building a GPU particle vertex buffer because the inputs are known to be within [0,1].
Integrated from GitHub pull requests 102 and 122 by Pablo Zurita
[CL 2176157 by Nick Penwarden in Main branch]
Originated from here: https://answers.unrealengine.com/questions/57349/tbigint-has-issues-shifting-by-multiples-of-32-bit.html
#add Added some tests for multiple-of-32-bits shifts.
#add Added compile-time NumWords constant for everywhere that was duplicating the same calculation.
#change Changed the IsEqual function to be less weird.
#fix Implemented a rotating implementation for shifts of exactly a multiple of the word bits.
#fix ToString was writing out incorrectly for zeroes in the lower-order words.
#codereview robert.manuszewski
[CL 2113862 by Steve Robb in Main branch]
#add Added a new FUICommandList::ProcessCommandBindings overload, which can be called from a Viewport Client's InputKey() method (in the absence of an FKeyboardEvent object).
#add Fixed key binding handling in SplineComponentVisualizer so that it works through the FUICommandList, instead of being hardcoded.
#change USplineComponent - changed method by which spline reparam table is created (now uses the old method of splitting each segment into a fixed number of steps, instead of using fixed arc length reparameterization, which doesn't lead to such good results where the distance between control points varies largely throughout the spline). The ReparamStepsPerSegment parameter remains, although I'd like to remove it when I can hit upon a better way to adaptively step through the spline. Merged UpdateSplineReparamTable and AutoSetTangents into a single UpdateSpline method.
#add Added a parameter to FInterpCurve::AutoSetTangents - bStationaryEndpoints - which determines whether the endpoints should be assigned zero tangents, or whether the tangents should be set in order to extrapolate the curve beyond the endpoints, essentially providing a constant velocity at the start/end.
#add Added bStationaryEndpoints as an editable parameter to USplineComponent. Use this if you only wish to traverse the spline at constant velocity, as it will lead to more accurate results.
#codereview James.Golding, Michael.Noland
[CL 2112073 by Richard TalbotWatkin in Main branch]
Added explicit constructor for FRotator which takes a single float
Added FAISystem::IsValidRotation
Added BlackboardKeyType_Rotator
Allow to filter by FRotator in FBlackboardKeySelector
Added Get/Set rotator functions in BlackboardComponent
Fixed typo
Updated BlackBoardComponent to check type of the key in the functions which take the keyid and not the FName
GitHub pull request #227https://github.com/EpicGames/UnrealEngine/pull/227
reviewed by Lukasz.Furman
[CL 2108992 by Thomas Sarkanen in Main branch]
Also aligned normalization threshold value w/ PhysX, so we speak the same language.
Normalize LocalAtoms and SpaceBases transforms before they leave the internals of the animation system. Repetitive concatenation introduces errors (long bone chains transformed from local to world space). We don't want to pass that to PhysX, gameplay, etc.
Made vector and quaternion normalization thresholds explicit defines, so we can better manage them and make sure different code paths don't get out of sync.
#codereview lina.halper
[CL 2097705 by Laurent Delayen in Main branch]