* Off chip GS ring buffers are now handled by allocating the global resource table from the command buffer when required. Removes the need to use the largets output for all GS.
* Initial support for OnChip GS. Internal compiler not currently supported due to missing profile. Also seeing some random polys which looks to be an issue with the SDK.
#codereview Marcus.Wassmer
[CL 2239732 by Lee Clark in Main branch]
- Minor fixes, Linux-specific additions (like preferred source code accessor setting or building ForsythTriOO) and tweaks (log level, etc).
#codereview Josh.Adams
[CL 2237893 by Dmitry Rekman in Main branch]
- Material editor preview nodes now work when the editor is in es2 mode
- Make editor primitives work in ES2 mode
- Fix slate font rendering in ES2 mode
- Remove ES2 shader de-gamma when in the editor
- Add a new linear sampler type for linear textures
- Various fixes for dynamic feature level switching
- When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
- Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
- ParticleVertexFactoryPool is now creates feature level specific vertex factories.
[CL 2187558 by Graeme Thornton in Main branch]
Moved console variables to their corresponding cpp files where possible.
#ttp 319909 - UE4: RENDERING: Change the ConsoleManager code over to use the new typed TAutoConsoleVariable
[CL 2116537 by Joe Tidmarsh in Main branch]
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.
[CL 2093556 by Daniel Wright in Main branch]
Necessary for using a distributed compiler on OS X. Updated for recent changes that caused more preprocess problems.
#codereview michael.trepka, jack.porter
[CL 2072853 by Mark Satterthwaite in Main branch]