#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Remove the outdated UnrealSync automation script.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 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3441680 by Uriel.Doyon
Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
New point light actors now configure the intensity in candelas by default.
Replaced viewport exposure settings by an EV100 slider.
Hidding the tone mapper in the show flag now still applies the exposure.
Added a new AutoExposure method called EV100 which allows to specify :
- MinEV100, MaxEV100
- Calibration Constnat
- Exposure Compensation
#jira UE-42783
Change 3454934 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3512118 by Marc.Olano
Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points
Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing
Change 3512129 by Benjamin.Hyder
Fixing up content in TM-SobolNoise
Change 3512151 by Rolando.Caloca
DR - Fixed some layouts that were general
- Added some extra dump information
Change 3512160 by Benjamin.Hyder
Still Fixing TM-Sobol
Change 3512180 by Marc.Olano
PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod.
Change 3512261 by Michael.Lentine
Move Subsurface to shared properties.
Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output.
#jira UE-44405
Change 3512288 by Rolando.Caloca
DR - Fix issue when recycling image handles
Change 3512338 by Michael.Lentine
Fix precision if user enters a multiple of 90 degree rotation for transforms.
This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7.
#jira UE-46137
Change 3512424 by Michael.Lentine
Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set.
#jira UE-44315
Change 3512686 by Brian.Karis
Fix for quadric assert in infiltrator. Due to bad tangents in source mesh.
Change 3512696 by Brian.Karis
Unrevert TAA. Fixed DOF NaN artifacts
Change 3512717 by Marcus.Wassmer
PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4)
Change 3513112 by Richard.Wallis
Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving.
Fix includes:
- Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at).
- Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required.
- Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt.
#jira UE-45657
Change 3513357 by Richard.Wallis
Windows compile fix.
Change 3513375 by Guillaume.Abadie
Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D.
Change 3513685 by Richard.Hinckley
#jira UEDOC-3822
Fixing a comment that refers to a non-existent function, for documentation purposes.
Change 3513705 by Marc.Olano
Updates to Sobol test levels in RenderTest project
Change 3513730 by Rolando.Caloca
DR - Fix mip size copying resolve targets
- Fix compute fence
- Fix descriptor set texture layout
- More dump info
Change 3513742 by Marc.Olano
Texture-free numeric print for shader debugging
Change 3513777 by Daniel.Wright
Handled edge case where no furthest samples are found in precomputed visibility
Change 3514852 by Rolando.Caloca
DR - Fix -directcompile on SCW
Change 3515049 by Rolando.Caloca
DR - hlslcc dump crash fix
Change 3515167 by Rolando.Caloca
DR - hlslcc - Fix bogus string pointer
- Allow reading from non-scalar UAVs
Change 3515745 by Rolando.Caloca
DR - Linux compile fix
Change 3515862 by Rolando.Caloca
DR - Remove old reference to CCT
- Link with hlslcc debug libs on SCW debug config for easier debugging
Change 3516292 by Rolando.Caloca
DR - glslang exe fixes
Change 3516568 by Rolando.Caloca
DR - hlslcc - Copy fix for *Buffer as functionparameters
Change 3516659 by Marcus.Wassmer
Fix some d3derrors with distance fields
Change 3516801 by Daniel.Wright
Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor.
Change 3516825 by Rolando.Caloca
DR - Some initial fixes for structured buffers
Change 3516843 by Rolando.Caloca
DR - Fix for Vulkan dist fields
Change 3516869 by Marcus.Wassmer
Add format to the createrendertarget blueprint node
Change 3516957 by Daniel.Wright
Fixed bUsesDistortion being editable
Change 3516965 by Daniel.Wright
Still mark the distance field task completed, even if the static mesh has been deleted
Change 3517039 by Yujiang.Wang
GitHub #2655: Optimization for shadow map resolution selection for spot lights
* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius
Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly
#jira UE-33982
Change 3517069 by Yujiang.Wang
Fix for ScissorRect settings in d3d11 being lost under certain scenarios
* Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled)
* However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents)
* Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does
#jira UE-45465 UE-44760
Change 3517134 by Yujiang.Wang
CIS fix
Change 3517662 by Rolando.Caloca
DR - Execute upload Vulkan cmds on the RHI thread
- Fix crash with structured buffer
Change 3517677 by Rolando.Caloca
DR - Update/copy textures on RHI thread
Change 3517680 by Rolando.Caloca
DR - Copy texture bulk data on rhi thread
Change 3517748 by Marcus.Wassmer
temporary workaround for one class of GPU crashes
Change 3518832 by Rolando.Caloca
DR - Copy & extend 3518077
- Fix for movable skylight shader missing on simple forward (low lighting quality mode)
Change 3519973 by Richard.Wallis
Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt.
#jira UE-46505
Change 3520849 by Uriel.Doyon
Fixed issue with investigate texture command and dynamic component entries.
Change 3521064 by Guillaume.Abadie
Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk.
Change 3521834 by Rolando.Caloca
DR - Fix decals on Vulkan
Change 3521892 by Rolando.Caloca
DR - Fix Vulkan texture streaming
Change 3523181 by Rolando.Caloca
DR - Copy from 3523176
UE4.17 - Fix Vulkan scissor causing text to not clip
Change 3523534 by Yujiang.Wang
UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU
* A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders
* Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations
* The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame
#jira UE-46631
Change 3524552 by Yujiang.Wang
Fix iteration number calculation of LongGPUTask
Change 3524975 by Joe.Graf
Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath
Added SSE versions using _mm_popcnt_u64 for platforms that support it
Added a SSE check to gracefully exit when missing the instruction and it was expected to be there
#CodeReview: arciel.rekman, brian.karis
Change 3525306 by Daniel.Wright
Fixed ensure from LPV
Change 3525346 by Rolando.Caloca
DR - Fix linking issue
Change 3525459 by Daniel.Wright
Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog
* Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features.
* New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb.
* Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels.
* Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps.
* A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell.
* Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors
* The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups.
* A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms
* Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving.
* Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available
* New Visualization show flag for Volumetric Lightmap sample points
* Level streaming of volume light data is not currently supported with this method
Change 3525461 by Daniel.Wright
Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference).
Change 3526459 by Rolando.Caloca
DR - Fix validation error
Change 3526474 by Rolando.Caloca
DR - Integrate from GV
Change 3526487 by Daniel.Wright
Disabled Volumetric Lightmap filtering with neighbors due to artifacts
Fix linux compile errors
Change 3526833 by Rolando.Caloca
DR - Workaround for hlslcc
Change 3526991 by Uriel.Doyon
Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike.
Change 3527574 by Rolando.Caloca
DR - Added some missing resource entries for SCW direct mode
Change 3527625 by Rolando.Caloca
DR - Copy from 3527113
UE4.17 - Fix Vulkan not calling Present
Change 3528461 by Brian.Karis
Support larger hash sizes. Added uint list hashing function.
Change 3528780 by Rolando.Caloca
DR - Default Vulkan resources
Change 3528818 by Rolando.Caloca
DR - glslang - Added missing accessor
Change 3528839 by Rolando.Caloca
DR - Fix virtual path issue when using non-engine relative absolute paths
Change 3528900 by Daniel.Wright
Fixed variable shadowing
Change 3529039 by Rolando.Caloca
DR - Read Spirv reflection data (not used yet)
Change 3529040 by Joe.Graf
Fixed the 32bit compile failures for the popcnt optimization
#CodeReview: arciel.rekman
Change 3529060 by Rolando.Caloca
DR - hlslcc - New flag for keeping resource names
Change 3529344 by Rolando.Caloca
DR - Delete unused file
Change 3529723 by Brian.Karis
Fixed static analysis cleaner.
Change 3531357 by Michael.Trepka
Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future.
Change 3531517 by Joe.Graf
Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc
#CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca
Change 3531626 by Joe.Graf
Mac version of the popcount optimization
Changed Linux version to use the same builtin
#CodeReview: mark.satterthwaite, arciel.rekman
Change 3531837 by Chris.Bunner
SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect.
#jra UE-46753
Change 3533415 by Joe.Graf
Renamed the SSSE3 checks per feedback
#CodeReview: arciel.rekman
Change 3533480 by Michael.Lentine
Use more accurate descriptions for shader recompile options
Change 3533511 by Joe.Graf
Updated the GenericPlatformMisc to match the SSSE3 name change
#CodeReview: arciel.rekman
Change 3533521 by Marcus.Wassmer
Fix scenerenderer leak when updating out of view planar reflections
Change 3533528 by Joe.Graf
Updated comments
#CodeReview: n/a
Change 3533608 by Mark.Satterthwaite
New manual Xcode project for glslang so that we include all the necessary code and can link again.
Change 3534260 by Mark.Satterthwaite
Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3.
Change 3535789 by Yujiang.Wang
Fix for wrong hair shading in forward shading
* IBL reflections should be turned off for hairs
Change 3537059 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537060 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3538297 by Michael.Lentine
Add shader comparison test.
Adding the basic test case.
Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default)
Adding more exported functionality to automation for use in the shader test.
Change 3538309 by Michael.Lentine
Add missing file from Shader Test CL.
Change 3538751 by Michael.Lentine
Add missing pragma once.
Change 3539236 by Michael.Lentine
Do not ignore return values.
Change 3539237 by Michael.Lentine
Check in the correct file
Change 3540343 by Rolando.Caloca
DR - Added t.DumpHitches.AllThreads
Change 3540661 by Yujiang.Wang
Fix spot tube light direction
* The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched
* A new LightTangent is added to FDeferredLightData
* Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere
Change 3541129 by Rolando.Caloca
DR - vk - Copy all Vulkan fixes from 4.17
Change 3541347 by Yujiang.Wang
Fix wrong ViewFlags being set between objects when rendering shadow depth maps
* Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state
* Now SetViewFlagsForShadowPass recalculates and sets the flags on each call
Change 3542603 by Rolando.Caloca
DR - vk - Allow sharing samplers on Vulkan
Change 3542639 by Jian.Ru
Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection
#RB Marcus.Wassmer
Change 3543167 by Michael.Lentine
Fix naming for the shader comparison tests.
Change 3543210 by Uriel.Doyon
Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
In that case, we used the default settings for texture streaming (assuming a scale of 1).
Change 3543221 by Brian.Karis
Simplifier optimizations
Change 3543239 by Arciel.Rekman
hlslcc: remove FCustomStd* workarounds.
- This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system).
- The same problem has been resolved by bundling libc++.
Change 3543946 by Michael.Lentine
Add comparison output.
Change 3544277 by Brian.Karis
Fixed uninitialized var error
Change 3544404 by Rolando.Caloca
DR - Fix broken textures
Change 3544503 by Jian.Ru
Ensure lighting failure delegates are always called
#RB Marcus.Wassmer,Daniel.Wright
#3689
Change 3545241 by Daniel.Wright
Fixed spotlight whole scene shadows using a radius 2x too long
Change 3545347 by Daniel.Wright
Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
Change 3546196 by Marcus.Wassmer
Fix minor typo
Change 3546459 by Daniel.Wright
ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package.
Change 3546469 by Jian.Ru
Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation
Change 3546804 by Daniel.Wright
[Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events
Change 3546814 by Daniel.Wright
[Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows
Change 3546815 by Daniel.Wright
[Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation
Change 3546817 by Daniel.Wright
[Copy] Warmup time warning
Change 3546828 by Daniel.Wright
[Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch
Change 3546836 by Daniel.Wright
[Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data
Change 3546849 by Rolando.Caloca
DR - vk - Fix missing samplerstates
- Fixes for structured buffers
- Add missing Draw and Dispatch Indirect
Change 3547516 by Brian.Karis
Linear time 5-coloring for planar graphs.
Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.
Change 3547542 by Brian.Karis
Linear time 5-coloring for planar graphs.
Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.
Change 3547563 by Brian.Karis
Fixed some compiler warnings and hopefully some errors.
Change 3547610 by Brian.Karis
Replaced macros with inlined functions
Change 3547620 by Brian.Karis
Clean up includes
Change 3547770 by Marcus.Wassmer
GPU Crash for MTBF analytics
Change 3547773 by Marcus.Wassmer
Updated doxygen comment for new analytic
Change 3548244 by Rolando.Caloca
DR - Fix for translucency
Change 3548352 by Yujiang.Wang
Added soft source radius for point and spot lights
* Soft source radius controls how 'blurry' the shape of specular lighting looks
* Implemented by LobeRoughness modification
* Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method
* Suppoted LightTangent in forward shading
Change 3548530 by Brian.Karis
Fix for mac build
Change 3548770 by Rolando.Caloca
DR - vk - Prereq work for Vulkan parallel RHI contexts
Change 3548772 by Jian.Ru
Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer
Change 3548865 by Daniel.Wright
With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible.
Change 3548952 by Rolando.Caloca
DR - Allow separate samplers in the shaders on Vulkan
Change 3549197 by Marcus.Wassmer
Fix DX12 PIx not working in cooked builds
Change 3549209 by Daniel.Wright
Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries.
Change 3549943 by Ben.Marsh
Include better diagnostic information when a modified build product is detected after running a build step.
Change 3550546 by Rolando.Caloca
DR - Fix merge issue
Change 3550962 by Marcus.Wassmer
EarlyZ Masking requires full depth prepass, so just force it to.
Change 3551062 by Daniel.Wright
Handle NULL skylight
Change 3551104 by Rolando.Caloca
DR - vk - Remove assert to match other platforms
Change 3551221 by Rolando.Caloca
DR - vk - Add mirror clamp to edge extension
- Fix framebuffer deletion
Change 3551224 by Daniel.Wright
Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold.
Change 3551495 by Rolando.Caloca
DR - vk - Intiial support for async queue
Change 3552101 by Rolando.Caloca
DR - vk - Fix for async
Change 3552102 by Rolando.Caloca
DR - SkinCache - Fix potential leak on staging buffers for recompute tangents
- Integrate changes from 4.17 for memory optimizations
Change 3552104 by Rolando.Caloca
DR - vk - Support for SRVs for index buffers
Change 3552838 by Rolando.Caloca
DR - vk - Enable debug markers if found
Change 3553106 by Rolando.Caloca
DR - vk - Fixes for index buffer SRVs
Change 3553107 by Rolando.Caloca
DR - vk - Enable recompute tangents on Vulkan
Change 3553154 by Rolando.Caloca
DR - vk - Fix crash with null uav
Change 3553342 by Yujiang.Wang
Fix redundant skylights in AdvancedPreviewScene
* PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading
* AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene
Change 3553481 by Rolando.Caloca
DR - Integrate fix for D3D12 support of index buffers SRVs
#jira UE-47674
Change 3553715 by Rolando.Caloca
DR - Fix crash when launching PC with -featureleveles31
Change 3553725 by Rolando.Caloca
DR - Redo fix
Change 3553803 by Rolando.Caloca
DR - Shader compile fixes for ES3.1
Change 3553963 by Rolando.Caloca
DR - vk - Remove extra IRDump
Change 3554741 by Ben.Marsh
CIS fix.
Change 3555222 by Rolando.Caloca
DR - vk - static analysis fix
Change 3555362 by Rolando.Caloca
DR - vk - Prep work for separate present queue
Change 3556800 by Daniel.Wright
Fixed screenshot for simple volume material doc
Change 3556942 by Brian.Karis
Fixed Bokeh DOF regression.
Change 3556959 by Rolando.Caloca
DR - vk - Rework staging buffer peak usage
Change 3557497 by Daniel.Wright
Better display name for Unbound property on post process volume
Change 3557499 by Daniel.Wright
Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData.
Change 3557068 by Olaf.Piesche
Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further.
IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change.
#tests QAGame test maps
Change 3558123 by Rolando.Caloca
DR - vk - static analysis fix
Change 3558685 by Yujiang.Wang
Github #3323: Two sided foliage lightmap directionality fix
* Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one
* Now it uses a constant directionality value
#jira UE-42523
Change 3559052 by Brian.Karis
Hopefully fix static analysis
Change 3559113 by Rolando.Caloca
DR - Fix crash witrh planar reflections
Change 3559275 by Yujiang.Wang
Fix race condition on several scalability CVars between rendering thread and game thread
Change 3559612 by Rolando.Caloca
DR - vk - SM5 with uniform buffers backend support
Change 3559716 by Rolando.Caloca
DR - hlslcc - Fix linker warning on SCW debug
Change 3559768 by Rolando.Caloca
DR - vk - Keep ub names for bindings
Change 3560195 by Rolando.Caloca
DR - accessor
Change 3560275 by Rolando.Caloca
DR - vk - Support for uniform buffers
Change 3560913 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3561145 by Rolando.Caloca
DR - Don't crash if out of resource table bits
Change 3561194 by Rolando.Caloca
DR - vk - Integrate timestamp fixes
Change 3562009 by Rolando.Caloca
DR - vk - Workaround for bad UTexture data
Change 3563884 by Chris.Bunner
VK_NULL_HANDLE fix.
Change 3563885 by Jian.Ru
Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner
Change 3565943 by Jian.Ru
Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner
Change 3569479 by Michael.Lentine
Integrate rhino shader changes to dev-rendering
Change 3569511 by Michael.Lentine
Fix formating and string out on windows.
Change 3569572 by Yujiang.Wang
Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs
Change 3569614 by Yujiang.Wang
Flush rendering commands before measuring the long GPU task's excution time to get accurate results
Change 3570524 by Jian.Ru
Add extra parentheses to avoid compilation warning #rb Chris.Bunner
Change 3570722 by Chris.Bunner
Static analysis workaround - same code, just validating compile-time assumptions a little further.
Change 3570880 by Jian.Ru
Add small depth offset to avoid depth test failing during velocity pass
#jira UE-37556
Change 3572532 by Jian.Ru
Disable a warning to let tests pass
#jira UE-48021
Change 3573109 by Michael.Lentine
Checkin Michael.Trepka's fix for external dynamic libraries on mac.
This is needed to make the build go green on mac.
Change 3573995 by Jian.Ru
Move an include out of define to let nightly build pass
Change 3574777 by Chris.Bunner
Continued merge fixes.
Change 3574792 by Rolando.Caloca
DR - Rename todo
Change 3574794 by Chris.Bunner
Re-adding includes lost in a pre-merge merge.
Change 3574879 by Michael.Trepka
Disabled a couple of Mac deprecation warnings
Change 3574932 by Chris.Bunner
Merge fix.
Change 3575048 by Michael.Trepka
Fixed iOS compile warnings
Change 3575530 by Chris.Bunner
Duplicating static analysis fix CL 3539836.
Change 3575582 by Chris.Bunner
Fixed GetDimensions return type in depth resolve shaders.
Compile error fix.
Change 3576326 by Chris.Bunner
Static analysis fixes.
Change 3576513 by Michael.Trepka
Updated Mac MCPP lib to be compatible with OS X 10.9
Change 3576555 by Richard.Wallis
Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT.
#jira UE-47549
Change 3576562 by Chris.Bunner
OpenGL SetStreamSource stride updates.
Change 3576589 by Michael.Trepka
Fixed Mac CIS warnings and errors in Dev-Rendering
Change 3576708 by Jian.Ru
Fix cascade preview viewport background color not changing
#jira UE-39687
Change 3576827 by Rolando.Caloca
DR - Minor fix for licensee
Change 3576973 by Chris.Bunner
Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan).
Change 3577729 by Rolando.Caloca
DR - Fix for info on SCW crashes
Change 3578723 by Chris.Bunner
Fixed issue where custom material attribute was using display name as hlsl function name.
Change 3578797 by Chris.Bunner
Fixed pixel inspector crashing on high-precision normals gbuffer format.
#jira UE-48094
Change 3578815 by Yujiang.Wang
Fix for UE-48207 Orion cooked windows server crash on startup
* Crash caused by rendering features not available in a dedicated server build
* Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender()
#jira UE-48207
Change 3578828 by Daniel.Wright
Disable volumetric lightmap 3d texture creation on mobile
Change 3579473 by Daniel.Wright
Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps.
Change 3580088 by Jian.Ru
Fix QAGame TM-CharacterMovement crashing on PIE
#jira UE-48031
Change 3580388 by Daniel.Wright
Fixed shadowed light injection into volumetric fog fallout from Rhino merge
Change 3580407 by Michael.Trepka
Updated Mac UnrealPak binaries
Change 3581094 by Michael.Trepka
Fix for ScreenSpaceReflections not working properly on iOS 11
Change 3581242 by Michael.Trepka
Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame
#jira UE-48255
Change 3581489 by Olaf.Piesche
Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475
#jira FORT-47068, FORT-49705
Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data.
#tests FN LastPerfTest
Change 3581544 by Simon.Tovey
Fix for ensure accessing cvar from task thread.
#tests no more ensure
Change 3581934 by Chris.Bunner
Fixed ConsoleVariables.ini break from merge.
Change 3581968 by Jian.Ru
Fix QAGame TM-ShaderModels PIE crash when resizing game viewport
#jira UE-48251
Change 3581989 by Richard.Wallis
Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before.
#jira UE-46955
Change 3582632 by Chris.Bunner
Resolved merge error.
Change 3582722 by Rolando.Caloca
DR - Workaround for PF_R8G8B8A8_UINT on GL
#jira UE-48208
Change 3584096 by Rolando.Caloca
DR - Fix for renderdoc crashing in shipping
#jira UE-46867
Change 3584245 by Jian.Ru
Fix System.Promotion.Editor.Particle Editor test crash
#jira UE-48235
Change 3584359 by Yujiang.Wang
Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion
* Caused by dot(N, V) being negative
* Clamp to (0, 1)
#jira UE-48315
Change 3587864 by Mark.Satterthwaite
Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer.
#jira UE-48342
Change 3587866 by Mark.Satterthwaite
Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong.
Change 3588168 by Mark.Satterthwaite
Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes.
Change 3588192 by Rolando.Caloca
DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled
Change 3588291 by Rolando.Caloca
DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers
#jira UE-48299
Change 3590134 by Michael.Trepka
Copy of CL 3578963
Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out.
Change 3590405 by Rolando.Caloca
DR - hlslcc - support for sqrt(uint)
Change 3590436 by Mark.Satterthwaite
Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes.
Change 3590674 by Rolando.Caloca
DR - vk - Integration from working branch
- Fixes distance field maps
- Compute pipelines stored in saved file
- Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets
Change 3590699 by Rolando.Caloca
DR - Fix distance fields mem leak
Change 3590815 by Rolando.Caloca
DR - vk - Fixes for uniform buffers and empty resource tables
Change 3590818 by Mark.Satterthwaite
Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code.
Change 3590905 by Mark.Satterthwaite
For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this.
#jira UE-48163
Change 3590961 by Mark.Satterthwaite
Submitted on Richard Wallis's behalf as he's on holiday:
Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead.
There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms.
#jira UE-46688, UE-39256, UE-47215
Change 3590965 by Mark.Satterthwaite
Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems.
Change 3590969 by Mark.Satterthwaite
Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision.
Change 3591871 by Rolando.Caloca
DR - Enable PCSS on Vulkan & Metal
- Enable capsule shadows on Vulkan
Change 3592014 by Mark.Satterthwaite
Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround.
Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally.
Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering.
Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler.
Change 3592171 by Rolando.Caloca
DR - CIS fix
Change 3592753 by Jian.Ru
repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present)
Change 3594595 by Rolando.Caloca
DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely
Change 3594794 by Michael.Trepka
Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app
Change 3594999 by Mark.Satterthwaite
Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size).
While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header.
#jira UE-48342
Change 3595004 by Mark.Satterthwaite
Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10.
#jira UE-48342
Change 3595386 by Mark.Satterthwaite
Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms.
Change 3595394 by Rolando.Caloca
DR - Added function for tracking down errors in the hlsl parser
- Added support for simple #if 0...#endif
Change 3599352 by Rolando.Caloca
DR - Fixes for HlslParser
- Added missing attributes for functions
- Fixed nested assignment
Change 3602440 by Michael.Trepka
Fixed Metal shader compilation from Windows with remote compilation disabled
#jira UE-48163
Change 3602898 by Chris.Bunner
Resaving assets.
Change 3603731 by Jian.Ru
fix a crash caused by a material destroyed before the decal component
#jira UE-48587
Change 3604629 by Rolando.Caloca
DR - Workaround for PF_R8G8B8A8_UINT on Android
#jira UE-48208
Change 3604984 by Peter.Sauerbrei
fix for orientation not being limited to that specified in the plist
#jira UE-48360
Change 3605738 by Chris.Bunner
Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history).
#jira UE-48748
Change 3606009 by Mark.Satterthwaite
Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have.
- When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to.
- The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit.
- Move the shader vertex layer clip-distance to index 2 to avoid conflicts.
- Don't default initialise the debug code string for Metal shaders or it won't print out the actual code....
#jira UE-47663
Change 3606108 by Mark.Satterthwaite
Temporary hack to avoid a crash in AVPlayer.
#jira UE-48758
Change 3606121 by Mark.Satterthwaite
Fix Windows compilation.
Change 3606992 by Chris.Bunner
Static analysis fix.
[CL 3608256 by Marcus Wassmer in Main branch]
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain
#wex - Put the change to sort the CookedAssetRegistry back in.
#jira WEX-5841
Back out changelist 3437412
Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.
#jira WEX-5841
Back out changelist 3437372
Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Sort the cooked asset registry on save to fix nondeterministic cook.
#jira WEX-5841
Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.
#jira WEX-5841
Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-General.
#jira WEX-5841
Merging
//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp
Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor
#jira WEX-5841
Merging
//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...
to //WEX/Main/Engine/Source/Runtime/MovieScene/...
Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.
#jira WEX-5841
Merging
//UE4/Dev-Framework/Engine/Source/Editor/...
to //WEX/Main/Engine/Source/Editor/...
Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Upload Crashlytics symbols after succesful build by build machine
#jira none
Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved more assets to fix nondeterministic cooks.
#jira WEX-5841
Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main
fix for thinking Android is always on WiFi even when it is on LTE
#jira none
Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX
fix for loading a null object when the object is just pending kill
not happy with this fix, but it works
#jira WEX-6265
Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
#jira WEX-6319
Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Make sure file handle is valid for flush
#jira none
Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
- Added IFileHandle::Flush() to get the full pre-init log
#jira WEX-6311
Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for missing logs when crashing in crash reporter
#jira none
Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6248, WEX-6285
- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
- Generalized some of the item selection logic from B_HexGrid_Heroes.
- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.
Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main
fix for no symbols on the crashreport site
#jira none
Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Enable CL as store version for Android
#jira WEX-5432
#ue4
#android
Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Crashlytics for Android
- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
#jira WEX-5785
Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
another pass at deprecation warnings
#jira none
Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
write out the UUID for the dSYM when generating the debug symbols
#jira none
Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main
fix for deprecation warnings on IOS
#jira none
Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for resetting the load status when attempting a second load of an asset
#jira WEX-6226
Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
made an extra change I didn't need
#jira none
Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main
fix for crash reports from build machine builds not symbolicating
#jira none
Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.
Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
[NULL MERGE]
make it so we are back to 100MB
temporary fix until I can either download the symbol file or symbolicate on the server
#jira WEX-6142
Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain
#wex - Resaved Entry.umap to fix nondeterministic cooks.
#jira WEX-5841
Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for debug symbols not showing up in the ipa
#jira none
Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main
fix for some more warnings
#jira none
Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
fix for build warning
#JIRA none
Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main
crashreporter part 2, now sending reports to the database on successive run
#jira WEX-5531
Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-6037
- Added support for alert-less local notifications on iOS.
Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX
#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
#JIRA: WEX-5829
Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
fix for new warnings from CrashDebugHelper in IOS
#jira none
Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main
initial crash reporter changes (pt. 1)
* client side to generate the crash report
* inclusion of the debug symbols in the ipa
#jira WEX-5531
Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main
update to the dSymExporter to handle IOS
#jira none
Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex
OpenSSL 1.0.2g updates from //UE4/Main
Fixes prompt asking user to insert a disk on a removable drive
#jira WEX-6136
Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main
update to the chunk data to allow characters to have some duplicate data in their chunks
this increases the installed size only slightly
#jira WEX-6118
#jira WEX-5996
Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
#jira WEX-6071
Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better Android web browser closing
#jira WEX-5871
#ue4
#android
Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
revert out the lock free list change, was bleed over from a memory test
#jira WEX-6077
Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main
#WEX
#JIRA: WEX-5669
- Exposed binadable OnRowReleased delegate for UListView.
- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.
Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY
#WEX
#JIRA: WEX-5669
- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).
Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix copy-paste bug
#jira WEX-5871
Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Better behavior for Android LaunchURL
#jira WEX-5871
#ue4
#android
Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main
Xcode 8.3 compiler fixes
#jira none
Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.may
#WEX
#JIRA: WEX-5966
- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.
Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera. The widgets should now show up in the right locations.
#reimplementing CL# 3371590 from Dev-Editor
#jira None
Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moving Android Facebook SDK to NFL directory
#jira OGS-636
Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
use pngs for iconbs in the plist
properly copy icon pngs
#jira none
Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add missing keycodes for Android keyboard
#jira WEX-5777
#android
Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX
#Android: (from ChrisB)
- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
- We don't need this token anyway so band-aiding it out
#JIRA: WEX-5730
Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers
trimmed include to only include what is needed
#jira none
Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX
Fix Android build error.
fallout from 3358094
#jira WEX-5193
#rb none
Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5675
- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.
Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - java toolchain changes for OnlineSubsystemGoogle
- update google auth to 9.8.0
- update required sdk to 25
#jira none
Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers
added CSV output w/ class type
skip /Script/ dependencies
#jira n/a
Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Android newkeyboard support
* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
* Calculating the area covered by the virtual keyboard
* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
#jira WEX-5675
Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.
Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538
- Added FPlatformMisc::IsPluggedIn().
- Block battery drainage tracking when the device is plugged in.
Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archives having truncated directory names
#jira none
Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix Android password hiding
#jira WEX-5159
#ue4
#android
#rb Peter.Sauerbrei
Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5538, WEX-5591
- Added FPlatformMisc::GetBatteryLevel().
- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().
Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#WidgetComponent
- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
#JIRA: none
Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX
#Engine #ActorComponents: Pasting components
- Try to respect the pasted component's name if possible.
- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
- Scroll into view after pasting
#JIRA: none
Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.
Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: None
Reverted my change that reversed Cascade's LOD ordering.
Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some changes to track down this rare streaming crash
#jira WEX-5631
Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for IOS 8 crash when trying to link Facebook
addition of IOSVersionCompare to FIOSPlatformMisc
#jira WEX-5613
Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
#jira WEX-5193
Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX
Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
Android links with -gc-sections to remove unused code/data
Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
Add support to generate a map file with android.
#rb chris.babcock
#jira WEX-5193
Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5286
- Promoted r.ParticleLODBias to a full-blown scalability setting.
- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
- Reversed the Cascade's LOD ordering to be consistent with other systems.
Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: perforce is the devil
#JIRA: none
Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
#JIRA: none
Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Fix for a bug in run-local-mcp-main.bat
#JIRA: none
Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
#JIRA: none
Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
- removed wex's run-release.bat (won't be necessary)
- removed the product_version param (going off stream name now)
#JIRA: none
Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX
#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
#JIRA: none
Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
compile fix
#jira none
Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
pull chunk 1 back out
#jira WEX-4037
Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
#jira WEX-4037
Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5526
- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.
Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
move some of the onboarding data in to the IPA
#jira WEX-4037
Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for splash screen disappearing on iPhone 5s and iPod Touch
#jira none
Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPod Touch 6 splash screen
#jira WEX-5482
Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for portrait only not being respected
#jira WEX-5517
Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix target value 1.5 obsolete warning
#android
#jira: none
Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add new notification icons
#jira WEX-5173
#ue4
#android
Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update script version for CarefullyRedist (need to use jdk1.8)
#jira: none
#android
Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#GooglePlay #Android #IAP: compile fix
#JIRA: WEX-5479
Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX
#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
#JIRA: WEX-5479
Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Update handling of device and advertiser IDs for Android
- remove GetUniqueDeviceId() - deprecated
- add GetLoginId() - uses GUID approach
- remove fallback from GetUnqiueAdvertisingId()
- changed CreateUserId
- don't send Attribution and UniqueDeviceId from USERLOGIN
#jira WEX-5461
#ue4
#android
#rb Wes.Hunt
Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX
#Engine #JSON
- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
#JIRA: none
Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Added background transparency support for AndroidWebBrowserWidget.
Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Support large OBB files in APK
- moved over since it also reduces process space used because OBB previously was mmapped
#jira: none
Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5367
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
- Added background transparency support for IOSWebViewWrapper.
Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Online Subsystem consistency cleanup
- all OSS classes use the instance name passed into the CreateFactory function
- nothing should be using the default constructor
- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
#JIRA none
Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Google sign-in first pass
- discovery service query
- user consent screen
- token exchange for access/refresh token
- retrieve user profile
- logout
#JIRA WEX-5103
Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers
added GDF export support
#JIRA n/a
Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers
Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.
The format of the Json is
array<Packages>
InclusiveSize
ExclusiveSize
Name
array<string> DirectlyReferencing
array<string> DirectlyReferencedBy
array<string> AllReferences
allowing easy graph building and digestion of data.
Usage example
C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering
#JIRA n/a
Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to using jpgs for icons and splash screens
Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
remove all duplicate data from the paks
Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for low resolution on iPad Pro
#jira WEX-5157
Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY
#WEX
#JIRA: WEX-5278
- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).
Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro
#WEX
- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.
Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
check for png and then jpg for splash screens
Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX
Ignore AAR/JAR dependencies with scope "test"
#android
Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Last of the facebook cleanup
- moved profile fields to common
- added facebook profile picture to profile and friends structures
- moved FacebookError to OnlineSubsystemFacebookTypes.h
Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Remove eglSwapInterval causing S6 to freeze
#jira WEX-5147
#android
Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Java toolchain fix for Facebook SDK
- hack per ChrisB
@codereview Chris.Babcock
Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook SDK for Android enabled
Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX
#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.
Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook TPS files for iOS and Android latest SDKs
Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Fixes for Facebook SDK changes
- Fix for comment in DefaultPlatformService ini entry
Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Android toolchain changes
Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook IOS
Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook Common
Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-5114, WEX-5116
- Buttons now only respond to first finger touch events.
Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX
enable compile for size on iOS
Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Implement GetUniqueDeviceId for Android
- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
#android
Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)
Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX
#Android #AdvertisingId
Merging shelf CL 3195079 for Chris.Babcock
Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY
#WEX
- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.
Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex
ShaderCache will use up to 16 samplers
#rb jack.porter
Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro
#WEX
#JIRA: WEX-5019
- Fixed "washed out" UMG widget coloring on iOS.
Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Clear for viewport instead of drawing quad on top, when scene rendering is disabled
#rb Jack.Porter
Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Update invalidation panel to account for a new LayoutToRenderTransform
Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Invalidation panel fixes.
Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
Updating scissor rect inside cached elements.
Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream
Added support for runtime change of the Android GT and RT affinity masks at the console.
eg "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all
#rb Dmitriy.Dyomin
Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
Iinvalidation panel fixes
#rb nick.darnell
Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"
Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for iOS build failure
Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on PLCrashReporter for iOS
Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
built PLCrashReporter for IOS
Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Updated Java files that look like were missed in merge
#rb none
Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2
UE-41567 Fixes for duplicating sound assets
Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
re-enable pak pre-cache
Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Bump shader version, hopefully will make WEX-4517 go away...
#rb none
Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX
Prevent UI materials producing encoded results.
#jira WEX-4975
#rb Jack.Porter
Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
#jira WEX-5046
#rb Max.Preussner
Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX
add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
enabled in WEX for android low end devices.
add mosaic state to android window's resolution cache conditions.
#jira WEX-4927
#rb chris.babcock, jack.porter
Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
Fixed ordering of CommanderBar image in B_HeroIcon
Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)
Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - cleaned up some dev garbage in Facebook module file
Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Temporarily limit GMaxTextureSamples to 16 for Android
#jira WEX-5051
#rb Peter.Sauerbrei
Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
LocalMcp run script:
- Remove quotes from output.
- Display progress bar when downloading artifact.
- Output MongoDB data directory.
Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
turn off logging in test builds in release stream
Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017
#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)
Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
better fix for the app name in the archive
Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for archive failure
Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly naming the dSYM for uploading
#rb none
Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - Facebook changes to get Windows/iOS up to date
- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
-- store values in generic key value pairs
- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events
Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
[NULL MERGE]
potential fix for dSYM not uploading properly
#rb none
Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fix for web browser crash on Android distribution (from 4.15)
#jira WEX-4947
#rb none
Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex
[Engine]
Add support for uberjar MCPs in LocalMcp scripts.
[WEX]
Use uberjar when launching local MCP.
Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX
Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
#jira WEX-4517.
#rb jack.porter
Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
pull over the metal state rasterizer fix from main
#jira WEX-4855
Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX
More GCM work
- platform=ANDROID for registration URL (case-sensitive)
- hooked up registration through FPlatformMisc like iOS
- removed old retrigger for delegates (not needed)
- stubbed in unregister for later
- added notification generation on message (disabled for now)
Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main
Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node. Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.
Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for double add to manifests
Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for iOS build failure
Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for animation crash
#jira WEX-4906
Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the parallelism of the packaging step to alleviate strain on Mac
Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
#jira WEX-4862
Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-4634
- Attempt to re-hide the navigation bar when we detect a few different events
Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable pak precaching as it seems to be causing crashes
Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Fixes for GoogleCloudMessaging
- moved registration later to correct issues with engine not ready
- save registration status message and token for later retrigger
- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)
Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main
UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name
Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX
#WEX: performance tracking analytics tags
- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
- changed #if to regular if so inner code gets compiled in all cases
#JIRA: WEX-4838
Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing virtual keyboard
#jira WEX-4859
Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
#UE4 - Facebook iOS upgrade to 4.18
IdentityInterface should be using proper in app dialogs now
Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO
Facebook SDK 4.18
Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for tower collision
Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging
//UE4/Release-4.15/Engine/Source/Runtime/...
to //WEX/Main/Engine/Source/Runtime/...
Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
- fixes plugins not printing proper log levels if initialized too early
#rb gil.gribb
Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add GoogleCloudMessaging plugin for Android
Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX
Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs
This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).
#rb Peter.Sauerbrei
Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX
#Json: Adding MapProperty support to JsonObjectConverter
- Only TMaps with FString keys are allowed (to match JSON spec)
- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)
Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when trying to pre-cache a pak file smaller than the cache granularity
Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX
Avoid unneeded stencil clear in mobile renderer.
#rb jack.porter
Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for non-unity compile failures
Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for another warning
Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
some warning fixes
Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.
#rb none
Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
#rb none
Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main
#WEX
#JIRA: WEX-4685
- Scale boxes now default to single pass
Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Enabled shader cache on Android
Also added recorded shader cache from my play session (need to record more complete cache later)
#rb jack.porter
#jira WEX-4691
Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#WebBrowser: Fix field initialization order warning.
Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX
#Engine #WebBrowser:
- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
- Changed locally generated requests to use PostData instead.
- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
- Default mime type to text/html to support the old behavior
Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
turn on test logging
DO NOT SUBMIT THIS TO UE4/MAIN
#rb none
Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.
#rb none
Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode. This mode is not the default, but it can save a considerable amount of time in
the right situation. Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.
#rb none
Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.
#rb none
Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Slate pixel shaders will use half precision where possible on mobile
#rb jack.porter
Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed redundant blend state changes in opengl
#rb jack.porter
Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
#rb jack.porter
Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
properly set the file extension for the dSYM for the manifest
#rb none
Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
trying to track down why the dSYM isn't working
#rb none
Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
return the zip version for now
#rb none
Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
add dSYM.zip to the output produced if we want the dSYMBundle
utilize that if it exists to populate the xcarchive
#rb none
Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for build error
#rb none
Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX
C string is not null terminated in FCurlHttpRequest::DebugCallback
#jira WEX-4610
Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so xcarchives can be archived to a directory on build machines
make it so the build machine puts the CL in as the CFBundleVersion
make it so we generated an XCArchive and a dSYM
#rb none
Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.
#rb none
Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed: Device output log partial lines
#rb jack.porter
Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable java console cmd receiver only in shipping builds
#rb jack.porter
Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Support Dynamic r.MobileContentScaleFactor change on Android
#rb Dmitriy.Dyomin
Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream
Integrating Mobile Support for r.ScreenPercentage
#rb Dmitriy.Dyomin
Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin (for real)
#ios
Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Added trackSubsessionStart to iOS Adjust plugin
#ios
Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - FB OSS for PC
- login flow implemented using web based LoginFlow module
- implemented ShowLoginUI for external UI interface
- added Login function with existing access token
- fixed GetAuthType function
- added reference to main online subsystem to Friend/Identity interfaces
Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - used more prpoer shared pointer cast
Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA WEX-4557
- An engine change that separates serializing the actor from file operations
- Serialize the saved level on the main thread, save it to a slot during the async task
Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance
Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4475
- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.
Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Removing a crashing check that turned out to not be nessesary.
Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabling the deferred desired size optimization.
Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX
#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)
Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Core Refactor. Found a way to save about 2ms on mobile for an average screen. It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass. It saves time because not every widget
cares what the desired size of their children is.
I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.
I've added an ensure prints the message, "The layout is cyclically dependent. A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."
Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.
Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now visualize batching by doing Slate.ShowBatching 1.
Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input. Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.
Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.
Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Fixing a crash in the game viewport client if no debug canvas is provded.
Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Fixing the code that sends remote commands to android.
Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for console entry
#jira WEX-4488
Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Adding some scoped performance counters for more rendering infromation in slate.
Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.
Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.
Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.
Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.
Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.
Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.
Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main
Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)
Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main
LauncherCheck module no longer has a dependancy on the DesktopPlatform module
#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule
#branch WEX_Dev-Main
#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).
#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.
Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-3793
- Added config support for enabling/disabling the iOS integrated keyboard implementation.
- Switched over to using the iOS integrated keyboard implementation.
- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.
Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers
Widget Compiler - Improving the error message for multiple widget trees.
Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.
Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers
Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.
Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Exposing a way to dynamically set the touch/click method on buttons.
Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for get-task-allow being true when distribution is enabled
Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers
Editor - Adding PPI/DPI to the unit conversion tables.
Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)
Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Platform: Improved the warning message slightly when there is no local notification service
Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value
Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplemented CL# 3134965 from Dev-Blueprints]
Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
#jira UE-36263
Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)
Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM
Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3557
- Reduce the uniform buffer size for Android GPU's
Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
MediaPlayer: Fixed a typo in the editor style that included .png twice
Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)
Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149669 from Dev-Core]
Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.
Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
[Reimplementing CL# 3149397 from Dev-Framework]
Fix collision profile writing out response values to channels that don't exist.
Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)
Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
Back out changelist 3220848 now that NickD's proper fix is in
Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
UI - Missions markers should now accept a single click to become activated.
UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.
#jira WEX-4390
#jira WEX-4137
#jira WEX-4373
Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches. Did some general cleanup around this work with names
and such.
Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.
Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#ChunkInstaller:
- Added support for errors that may occur during ParseManifest
- Renamed BuildVersion (variable) to BuildUrl to match JSON key
- Fail parsing on bad file entry
- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
- Don't rebind delegates when entering Setup after a Retry
- Check bNeedsRetry befpre doing countdown for auto-retry
Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1
Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for icons missing in the IPA
#jira WEX-4380
Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: david.nikdel
#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus
Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
fix for iPhone 7/7Plus not finding the correct splash screen image for holding
addition of iPhone 7/7Plus device profiles
hold the splash screen until the manifest is downloaded
Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
changes to make it so we only copy the images needed for the support orientations
set minimu iOS to 8
Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
make it so the engine doesn't try to load editor only content in the game
#jira WEX-4319
Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.
Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers
Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.
Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
some code missed in an earlier check-in to reduce data duplication in chunks
Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
- Most platforms don't change
- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
#rb david.nikdel
Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
#rb david.nikdel
Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
#rb david.nikdel
#jira WEX-4342
Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Disabled widgets now render correctly on mobile. Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.
Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature. Cleaning up some logic in the
InertialScrollManager to be configurable externally.
Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Fixed precision issues on Adreno devices when sampling sRGB textures
#rb Jack.Porter
Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.
Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Calculating CSF using the surface size vs window size.
Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
IOS - Fixing a bug with scaling screen density by the content scale factor.
Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.
Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Build - Fixing the build on mac.
Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Add ue4.displaymetrics.dpi metadata to query device DPI for Android
Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Slate - Reverting a change to button I was testing things with.
Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate. Introducing a way to get the Physical Screen
Density on Android and iOS. On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini. If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density. With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered. This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS. The first and only gesture we currently support is the new Long Press
gesture that has been added. The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.
Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
UMG - Making a pass on invalidation. The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.
Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers
Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.
Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
#rb Jack.Porter
Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
#JIRA: WEX-4255
- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.
Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
update to the notification delegates to add a parameter for the state of the app when the notification was recieved
Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-4135
- Added a full purge of GC array pool following full GC purges.
Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Adjust analytics plugin for Android and iOS
#jira WEX-3939
#rb David.Nikdel
Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
#jira WEX-3691
#rb jack.porter
Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Final fix for buildmachine crash
Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine part 2: this time I saved the file!
Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: bruce.knapik
#WEX Fix for crash on buildmachine
Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
temporary fix for crash after logging in
#jira WEX-4085
Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream
Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.
Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
update IPP to look at Library/Caches as well when backing up the documents
Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
implement peak memory stats on IOS
#jira WEX-3947
Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX
GPU vendor data from MichaelN
Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest changes to generate the proper manifest and be ready for MCP
Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
bringing over fix for Apple HTTP requests
Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
slightly better fix for the curl crash
Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
IOS now reads/writes from Library/Caches instead of Documents
Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch to platform manifest names in prep for switch to MCP
disable screen saver while downloading chunks
another potential build machine speed up
Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
correct fix for cook crash
Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when cooking without chunks
Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
chunk assignment fixes
Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
#rb Michael.Noland
Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main
Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)
Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android build error
Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential speed up of builds
Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash in the curl debug info callback
#jira WEX-4039
Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
#rb Dmitriy.Dyomin
Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of the device token to the log
Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
switch back to IOSCompile-01 for default mac
Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow different deployments from the command line when using chunking
NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
#jira WEX-3951
Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX
potential fix for audio cued at different speeds
#jira WEX-3637
Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain
#WEX
- Disabled freed alloc caching for MallocBinned on mobile.
Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for IOS never enabling the chunk data
Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)
Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - reconciled android settings
- added placeholder app id
Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for missing platform for promotion
Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX
#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).
Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one texture on the resave
Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
warning reduction
Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX
resaved engine materials to a version
Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for heroes not showing up in the hero inspect menu for chunking
they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
#jira WEX-3936
#jira WEX-3958
Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Changed wording of warning slightly
Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main
UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot). In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)
Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX
addition of advertising id, IOS implemented
Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - android setup for new permanent backend
- added BattleBreakers keystore
- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)
Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - hopefully last of the Android/GooglePlay cleanup
- QueryInAppPurchases never needed an array of consumables flag
- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to FinalizePurchase)
- all java functions now return the productToken as part of the callback if applicable
-- token easily accessible in java, saves Base64 decode and json calls to get in native
- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either
Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - GooglePlay purchasing refactor
- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
- reduced log verbosity and log spam
Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - small java code cleanup
Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
#rb david.nikdel
Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main
Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
#rb david.nikdel
Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main
#WEX
#JIRA: WEX-3856
- Refactored how loading screens work
- Allow Pre / Post load map to handle loading screen setup / teardown by default
- Manually show the loading screen when we perform the initial level save
- Re-enable the loading screen ensure
Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for crash when bringing up the console in chunked build
#jira WEX-3922
fix for missing assets at game start in chunked build
Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
start pushing streaming data to the appropriate deployment
Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow CloudStorage to be re-initialized with new credentials if necessary
Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
- Added a mechanism for force-disabling GPU particles.
- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.
Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
latest s3 chunk data placement
Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#Android - added features to GooglePlay IAP apis
- audited code against example code
- added some code to JNI to make IAP functions not optional if store is enabled
- added ConsumePurchase call to separate consumption until after entitlements have been granted
- added QueryExistingPurchases call to enumerate pending/permanent transactions
Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for windows build failure
first attempt at promotion code
Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for PC build of IOS
Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for too many open handles
Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX
more fixes for building chunks on the build machines
Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fixes for Remote notifications
Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX
pointing at the s3 servers
Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX
optimization for obtaining chunk data
startup screen which checks for updated data before loading the entry (not yet enabled)
Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX
#Engine: Empty string is a valid ImportText for an array (indicates an empty array)
Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
#JIRA: WEX-3721
- Remove all the "WaitForLoadingScreen" calls. These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.
Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for some load hitches on mobile
Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
allow Android to specify which texture format to get
Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX
updates for chunking on the various platforms
Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
when chunking is disable, initialize the chunk installer in a paused state
Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Scheme name when project is not UE4Game
Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
more logging to track down this iOS signing failure
Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
attempt to generate the plist before trying to generate the project for stub generation for iOS
Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
revert out the extra logging for the iOS build now that I have verified it is working correctly
Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for warnings on IOS
Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX
#Engine: Fix for null pointer dereference if you have closed the animation tool window.
Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for shipping build failure
Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for Android compile failure
Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3753
- Ensure the input type of Android keyboard input textbox is set before populating the initial content.
Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
initial chunk installer submission, first pass, disabled by default
#rb none
Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX
some logging to track down why the build machine is using the wrong certificate and provision
Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Fixing broken android build temporarily
Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#WEX - Android support enabled
- some better java logging
- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)
Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - setup catalog to be GooglePlay aware
- fixed up some log output inconsistencies
Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
- wolf platform commented out (needs to be reinstated before merge to main)
Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
fix for buffer being re-used before it was out of use by GPU
#rb mark.satterthwaite
#jira WEX-3482
Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6SP_DavidN
Personal_iPhone7P_DonaldM
Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338
Adding:
Personal_iPhone6P_ZakP
Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for incorrect icons and missing splash screens
#rb none
#jira wex-3012
Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
UX_iPadMini4_UX8
UX_iPadMini4_UX7
UX_iPadAir2_UX6
UX_iPadAir2_UX5
UX_iPhone6SP_UX4
UX_iPhone6SP_UX3
UX_iPhone6S_UX2
UX_iPhone6S_UX1
Personal_iPhone5S_PaulH
Personal_iPhone6_PaulI
Personal_iPhone6_EdZ
Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Personal_iPhone6S_NickP
Personal_iPhone6SP_SteveA
Personal_iPhone6_NickC
Personal_iPhone6_GeremyM
Personal_iPhone6S_AndyK_HSL
Personal_iPhone6_LizS_HSL
Personal_iPhone7_JoshM_HSL
Personal_iPhone6_CaseyS
Personal_iPhone6S_GregL
Personal_iPhone6S_BruceK
Personal2_iPhone7P_DavidH
Personal1_iPhone7P_DavidH
Personal_iPhone6SP_SimonH
Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for profile captures not working with Metal
Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
#JIRA: WEX-3059
- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.
Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main
#WEX
#JIRA: WEX-3497, WEX-3499
- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.
Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - typo fix
Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
- fixes Android display problems
#rb josh.adams
Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
Partner_01_iPhone6SP_HardSuit
Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3320
- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.
Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN
#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file
Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Fixed naming conventions for the iPadPro device profile configs.
Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
missed one engine texture for optimization, do not merge back to engine
#rb none
Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX
reduce the engine texture sizes, do not merge this back to the main engine stream
#rb none
Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices
Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9744_iPhone7P_EpicQA
9745_iPhone7_EpicQA
Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX
removed a line that shouldn't have been in, fixes MattH save crash
#rb none
Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX
#Analytics: Better support for connection loss scenarios
- Enforce a minimum delay (2 min) after any failed submission.
- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
- Remove URL from the DroppedSubmission event per Wes
Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream
Add:
8034_iPhone7_EpicQA
Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9597_iPhone6SP_Epic
Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX
disable shadows for android devices as well
Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX
disable shadows for all IOS device profiles
enable arm64 for development and shipping
#rb none
Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main
#ROBOMERGE-AUTHOR: peter.sauerbrei
Merging
//WEX/Main/Engine/...
to //WEX/Release-03/Engine/...
Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream
Adding:
9724_iPadAir2_EpicQA
Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
bring over the rest of the code signing fixes for Xcode 8
#rb none
Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX
re-submit a built IPP with the code signing changes
Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX
Merging CL 3136158
from //UE4/Main/...
to //WEX/Main/...
UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.
Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX
Merging using WEX_Main_to_UE4_WEX_Staging
Bringing in Main from WEX-Staging
#rb none
Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main
Integrating codesign fix into WEX/Main
Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX
fix for code signing on Xcode 8 (re-made from 4.13 stream)
#rb none
Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main
#WEX
- Fix warning about architecture mismatch
Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main
#WEX
- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.
Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX
#Slate: Replace WheelScrollAmount constant with a CVAR
Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main
#WEX
#JIRA: WEX-3154, WEX-2954, WEX-2953
- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)
[CL 3479958 by Peter Sauerbrei in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2910454 on 2016/03/15 by Zak.Middleton
#ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps.
#rb Jeff.Farris
#jira UE-24327
UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html
Change 2910548 on 2016/03/15 by Zak.Middleton
#ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance.
Change 2912311 on 2016/03/16 by Marc.Audy
Properly handle overlaps in C++ in documentation code and UE4 to Unity doc
#rb Martin.Wilson
Change 2913086 on 2016/03/17 by Marc.Audy
Adding ability to have 9 parameters to a dynamic delegate
Change 2913101 on 2016/03/17 by Marc.Audy
Fix some of the loctext error messages
Change 2913102 on 2016/03/17 by Thomas.Sarkanen
Console usability improvements
Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden.
To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key.
This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle
Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables.
Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy
Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for
Allow cycling through console commands with the tab key
Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter
Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES
Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region
Show the currently selected autocomplete entry faded out behind the user's typed input
Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line
Left-justify command descriptions in the console autocompletion box
Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate
Make the console input, history and autocomplete colours user configurable
Add console background transparency. Configurable, set to 15% by default
Add missing closing quote to the console dump HTML template
#github #2061: Console usability improvements from Mattiwatti
Change 2913104 on 2016/03/17 by Thomas.Sarkanen
Added indicator displayed on animation nodes when they use the 'fast path'
Added checkbox that can be used to audit Blueprint fast-path usage.
Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path.
#doc Also added documentation tooltips and UDN doc files/images for the fast path systems.
#jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access
#rb Martin.Wilson
Change 2913306 on 2016/03/17 by Marc.Audy
Cleaning up GetResourceSize
- Made many call Super::GetResourceSize
- Removed trivial implementations
- Fixed HierarchicalInstanceStaticMeshComponent double counting an array
Change 2913535 on 2016/03/17 by Lukasz.Furman
fixed broken behavior tree graph data after subnode undo
#ue4 UE-28198
Change 2913608 on 2016/03/17 by Lukasz.Furman
fixed behavior tree execution indices after undoing move in editor
#ue4 UE-26705
Change 2913847 on 2016/03/17 by Lukasz.Furman
added new automation test for UE-28309
#ue4
Change 2913849 on 2016/03/17 by Lukasz.Furman
fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call
#ue4 UE-28309
Change 2913895 on 2016/03/17 by Marc.Audy
Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one
Fixed up all C++ uses of these delegates
#jira UE-23122
#rb Zak.Middleton
Change 2914743 on 2016/03/18 by Thomas.Sarkanen
Editing of primitive data in PhAT
[CL 2926677 by Marc Audy in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2817214 on 2016/01/06 by mason.seay
Adjusted Walkable Slope Override for mesh
#jira UE-24473
Change 2817384 on 2016/01/06 by Michael.Schoell
Crash fix when selecting a variable node for a variable that is not owned by a Blueprint.
#jira UE-24958 - Crash when getting the sequence player in level blueprint
Change 2817438 on 2016/01/06 by Max.Chen
Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr
#rb Andrew.Rodham
#jira UE-24926
Change 2817459 on 2016/01/06 by Marc.Audy
PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro)
#jira UE-22309
Change 2817472 on 2016/01/06 by Ben.Marsh
Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out.
Change 2817473 on 2016/01/06 by Marc.Audy
PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus)
#jira UE-21911
Change 2817533 on 2016/01/06 by Lauren.Ridge
Fixing Match3 not compiling in Debug (removed two checks on TileLibrary)
#jira UE-25004
Change 2817625 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19659 Reimported Template Animations with Proper Skeletons
Change 2817647 on 2016/01/06 by Lukasz.Furman
replaced ensure during initialization of blackboard based behavior tree task with log warning
#ue4
#jira UE-24448
#rb Mieszko.Zielinski
Change 2817648 on 2016/01/06 by Lukasz.Furman
fixed broken rendering component of navmesh actor after delete-undo operation
#ue4
#jira UE-24446
#rb Mieszko.Zielinski
Change 2817688 on 2016/01/06 by Taizyd.Korambayil
#jira UE-22347 Fixed Message Warnings on Startup
Change 2817815 on 2016/01/06 by Jamie.Dale
Multiple fixes when editing right-to-left text
- Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries.
- Text layout highlights are now able to correctly handle bi-directional and right-to-left text.
- Text picking can now handle bi-directional and right-to-left text.
- Text picking can now pick the individual characters that make up a ligature glyph.
- The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text).
- Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph.
- Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs.
#jira UE-25013
Change 2817828 on 2016/01/06 by Nick.Darnell
Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher.
#jira UE-24563
Change 2818052 on 2016/01/06 by Nick.Darnell
Editor - Adding another application check for the launcher to catch the current app name on mac.
#jira UE-24563
Change 2818149 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh
Change 2818360 on 2016/01/06 by Chris.Babcock
Fix reading from ini sections not cached after build system changes for 4.11
#jira UE-25027
#ue4
#android
Change 2818369 on 2016/01/06 by Ryan.Vance
#jira UE-24976
Adding tessellation support to instanced stereo
Change 2818999 on 2016/01/07 by Robert.Manuszewski
UHT will no longer try to load game-only plugins.
#jira UE-25032
- Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs
- Added better error message when UHT's PreInit fails
Change 2819064 on 2016/01/07 by Richard.Hinckley
#jira UE-24694
Fixing array usage in 4.11 stream.
Change 2819067 on 2016/01/07 by Ori.Cohen
When editor tries to spawn a physics asset we automatically load the needed skeletal mesh
#rb Matt.K
#JIRA UE-24165
#jira OPP-4027: Launcher navigates to Community tab when 4.9 preview is Launched
#jira OPP-4042: The Launcher will maximize and take focus once 4.9 Preview 4 opens
#reviewedby Justin.Sargent
#platformnotify Josh.Adams
[CL 2662768 by Leigh Swift in Main branch]
- Fixed a mismatch in engine ID GUID formatting between ID stored in uproject file and engine installation ini on Mac
- Added an error message when user tries to generate Xcode project for blueprint-only project
- Updated version number to 1.7
[CL 2635970 by Michael Trepka in Main branch]
- Moved Windows code from DesktopPlatform module to Core.
- All other platforms aren't implemented yet, but should compile (fixes CIS).
#codereview Dan.Hertzka, Matt.Kuhlenschmidt, Michael.Trepka, Josh.Adams
[CL 2409470 by Dmitry Rekman in Main branch]
- Added IDesktopPlatform::GetUserTempPath() and implemented it for windows
- Created SGetSuggestedIDEWidget class that handles whether to show a "Download X" hyperlink vs. an "Install X" button (depending on whether the platform supports on-demand installation)
- Analytics event added ("Editor.Usage.InstalledIDE") that fires whenever the "Install X" button is clicked
- Changed SourceCodeIDEURL_Windows in BaseEditor.ini from the VSC 2013 web page link to the installer download link (need to replace with perma-link once we have it)
[CL 2409158 by Dan Hertzka in Main branch]