- Code cleanup and minor rearrangement (e.g. variable name changes).
- Additions.
- Case issues fixed.
- Minor fixes (init ordering).
[CL 2172690 by Dmitry Rekman in Main branch]
New files added to contain FVorbisAudioInfo and FOpusAudioInfo, added all necessary includes
Added a few more checks for whether the target platform supports audio streaming where appropriate
Moved #define to .h file as it was being used in two .cpp files (working because of unity build)
[CL 2137973 by Matthew Griffin in Main branch]
Rename Engine/Public/Texture.h to TextureResource.h
Move FTextureLODSettings into its own h/cpp files, change includes where relevant
Move FReferenceSkeleton into its own header (inc. FMeshBoneInfo) from SkeletalMeshTypes.h
#codereview roland.caloca
[CL 2137538 by James Golding in Main branch]
TTP# 340470 - BINARY: EDITOR: Platform icons are missing
The distill script assumes that anything inside a folder named the same as a platform name (eg, PS4) is a platform specific thing (which these icons are not). I've renamed the folders from "Platform" (eg, PS4) to "PlatformTarget" (eg, PS4Target) and updated the PlatformInfo array to reference their new location.
#codereview Ben.Marsh
[CL 2131324 by Jamie Dale in Main branch]
Added platform feature/property for audio streaming so that it's not used on platforms that don't support it yet
Prevent full data from being cooked if sound is streaming AND streaming is supported on the cooked platform
Prevent streaming chunks from being cooked if cooked platform doesn't support streaming
Prevent the Resource data from being initialized and full data size being added to stats if sound is streaming
[CL 2130171 by Matthew Griffin in Main branch]
- SDL2 sources as of revision 8809:4bb098814ec4.
- Dependencies on dsext removed.
- SDL2 will be linked dynamically if the target is modular.
- Slate will refuse to start if unable to get GL funcs.
#codereview Josh.Adams
[CL 2125422 by Dmitry Rekman in Main branch]
#ttp 337409 - Editor: Temporary diff assets show up in asset picker
#branch UE4
#change Diffed packages now get loaded with the ForDiff flag, which allows us to filter them out later on.
reviewed by Thomas.Sarkanen
[CL 2124444 by Andrew Brown in Main branch]