Commit Graph

24796 Commits

Author SHA1 Message Date
Andrew Rodham
84307a427e Fixed erroneous shadowed variable
(The variable is not shadowed - the lambda doesn't even have a capture mode!)

[CL 2656079 by Andrew Rodham in Main branch]
2015-08-14 10:20:02 -04:00
Wes Hunt
2dcc3e7c3b re-enable parallel zip to temp storage, but limiting number of threads on mono due to its inefficient memory usage.
[CL 2656068 by Wes Hunt in Main branch]
2015-08-14 10:11:35 -04:00
Andrew Rodham
14e355b015 Added alignment commands to blueprint graphs
Standard options are available:
 - Align top/middle/bottom/left/center/right
 - Distribute horizontally/vertically

[CL 2656025 by Andrew Rodham in Main branch]
2015-08-14 09:34:31 -04:00
Gil Gribb
2acf54dc6e UE4 - End of frame updates now optionally can do the gamethread updates while we are doing parallel updates. The relevant cvars are AllowAsyncRenderThreadUpdates and AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates. The latter is disabled by default.
[CL 2655993 by Gil Gribb in Main branch]
2015-08-14 08:43:25 -04:00
David Ratti
a0ae839ff8 [AUTOMERGE]
Fix for OR-1761 - More safety in exporting between emitters of varying LODs.

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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2653247 by Olaf.Piesche on 2015/08/12 14:54:51.

[CL 2655989 by David Ratti in Main branch]
2015-08-14 08:39:38 -04:00
Jamie Dale
c02d960cd3 Made all paths in the FiB manager be stored as an FName
This avoids some FName -> FString conversion (and FString copying) while responding to asset registry events, and allows the asset registry to process its results faster.

Also changed some places that were copying FSearchData to move it instead (eg, when putting it into the search array/map).

#codereview Michael.Schoell

[CL 2655978 by Jamie Dale in Main branch]
2015-08-14 08:14:06 -04:00
Ben Marsh
01c0a8e3be Back out changelist 2654572
#codereview Wes.Hunt

[CL 2655976 by Ben Marsh in Main branch]
2015-08-14 08:11:28 -04:00
Jurre deBaare
9540839a8f Missing files for HLOD build error
[CL 2655937 by Jurre deBaare in Main branch]
2015-08-14 06:28:00 -04:00
Terence Burns
35df6f3352 [BuildWatcher] Fix for RootEditor_OnMac
Initialization order issue with FDefaultValueHelperContext properties

#codereview Maciez.Mroz

[CL 2655918 by Terence Burns in Main branch]
2015-08-14 06:07:06 -04:00
Jurre deBaare
f456e4ea15 HLOD outliner changes
- Fixed crash when having a selection actor and rebuilding meshes
- Fixed crash when closing HLOD outliner
- Added default values for each newly added HLOD level ( 2.5x Radius/Distance 0.75x FillingRate)
- Fixed ability to create new HLOD cluster node with two child clusters within the same HLOD node (drag and drop action)

[CL 2655903 by Jurre deBaare in Main branch]
2015-08-14 05:58:52 -04:00
Maciej Mroz
cafe67aae5 UClass::MiscObjects -> UClass::ConvertedSubobjectsFromBPGC
[CL 2655847 by Maciej Mroz in Main branch]
2015-08-14 04:32:03 -04:00
Andrew Rodham
aa7f8d30ae Added units to auto-reimport threshold property
[CL 2655844 by Andrew Rodham in Main branch]
2015-08-14 04:29:05 -04:00
Terence Burns
468f885866 [BuildWatcher] Fix for RootEditor_OnMac
Initialization order issue with UCookOnTheFlyServer properties

[CL 2655842 by Terence Burns in Main branch]
2015-08-14 04:25:26 -04:00
Bob Tellez
f08da5bb42 [AUTOMERGE]
Excluding RootEditorCrossCompileLinuxNode as a dependency for ToolsCrossCompileNode if you excluded compiling the linux editor via ExcludePlatformsForEditor

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2655653 by Bob.Tellez on 2015/08/13 22:17:26.

[CL 2655654 by Bob Tellez in Main branch]
2015-08-13 22:17:44 -04:00
Bob Tellez
17a6b85ad5 [AUTOMERGE]
No longer excluding cross compile node when excluding linux editor. These tools are for more than just the editor (i.e. CrashReportClient)

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2655628 by Bob.Tellez on 2015/08/13 21:48:26.

[CL 2655631 by Bob Tellez in Main branch]
2015-08-13 21:49:22 -04:00
Ben Marsh
90450af082 Disable targets added just to give nice error messages by default when determining what should be built by default. Fixes trying to build SCW through its dummy target on PS4.
[CL 2655447 by Ben Marsh in Main branch]
2015-08-13 18:56:36 -04:00
Chad Taylor
173fcb2056 #ue4 PS4Tracker updates:
-PS4Tracker now implements IViewExtension and ownership of it is shared between game thread and render thread.
  -All device polling is now done all at once in PreRenderViewFamily_RenderThread. GetTrackingData now returns cached results most appropriate for the calling thread.
  -New support for positional tracking on Windows builds through the SCE hmd_client API.
  -Now handles device to Unreal coordinate conversion

#codereview nick.whiting, marcus.wassmer

[CL 2655302 by Chad Taylor in Main branch]
2015-08-13 17:25:10 -04:00
Chris Babcock
6662d254a3 Change build condition to match inclusion case for InInvalidationDebuggingEnabled in header
#codereview Nick.Darnell

[CL 2655300 by Chris Babcock in Main branch]
2015-08-13 17:24:43 -04:00
Peter Sauerbrei
628e65a518 Some fixes for the DDC stat collection
[CL 2655225 by Peter Sauerbrei in Main branch]
2015-08-13 16:45:00 -04:00
Chris Babcock
4976402775 Change GEngineVersion to FEngineVersion::Current()
#codereview Ben.Marsh

[CL 2655223 by Chris Babcock in Main branch]
2015-08-13 16:42:15 -04:00
Aaron McLeran
38207b312f UE-19978 Fixing sounds getting stolen on Mac
- reverted the part of CL 2623909 that reduced voice counts on mac.

[CL 2655177 by Aaron McLeran in Main branch]
2015-08-13 16:19:33 -04:00
Nick Darnell
7d1446531e Slate/UMG - Disabling the invalidation panel for now, need to add material resource reference reporting first.
[CL 2655147 by Nick Darnell in Main branch]
2015-08-13 16:03:46 -04:00
Nick Darnell
8607146449 UMG/Slate - The invalidation panel can now cache a GPU Buffer for a set of drawable elements, this avoids needing to go through the element batcher which can be very expensive on large UI set. Currently only supported on the RHI Renderer. This change required we introduce a sort of logical layering system into the rendering stack for Slate, so that volatile elements that could expand to be N long, could be sorted relative to their parent in terms of layer id, but without knowing that ahead of time, it became impossible to properly sort child elements that came after the volatile set. The logical layering avoids that by allowing us to sort each logical group independently, and as we traverse the tree only sort along each branch.
[CL 2655144 by Nick Darnell in Main branch]
2015-08-13 16:03:06 -04:00
Nick Darnell
2b3b3b19de UMG / Slate - There are now several low level flags on widgets to help reduce calls to virtual functions that are not implemented, bCanEverTick, bCanEverFocus, bCanHaveChildren, possibly more in the future.
[CL 2655142 by Nick Darnell in Main branch]
2015-08-13 16:02:46 -04:00
Daniel Lamb
48d55868bc Fixed chunking issue where secondary chunks wouldn't be generated because file paths didn't, because they were compaired with / without extensions.
#codereview James.Moran

[CL 2655108 by Daniel Lamb in Main branch]
2015-08-13 15:47:02 -04:00