Commit Graph

19866 Commits

Author SHA1 Message Date
Jaroslaw Surowiec
8e9a5bcdee CrashFrontend - Ensure are also set if there is a call to NewReportEnsure
[CL 2539291 by Jaroslaw Surowiec in Main branch]
2015-05-06 10:55:25 -04:00
Jaroslaw Surowiec
b48ba0ff6a CrashFrontend - Removed from the callstack following entries: EngineCrashHandler
[CL 2539289 by Jaroslaw Surowiec in Main branch]
2015-05-06 10:55:21 -04:00
Terence Burns
a2bfc20e14 Comment cleanup in Config Editor
[CL 2539288 by Terence Burns in Main branch]
2015-05-06 10:55:17 -04:00
Richard TalbotWatkin
3af9da0756 Changed the normal map identification heuristics so that nearly transparent pixels aren't considered. This should allow normal maps with large amounts of transparency to still be considered as such.
#jira UE-1112 - If a normal map texture is imported and it has an alpha channel it will not be recognized as a normal map.

[CL 2539102 by Richard TalbotWatkin in Main branch]
2015-05-06 09:34:11 -04:00
Steve Robb
f6817cb2ed Redundant reads extracted into local variables to avoid a VC bug in TMultiMap iteration.
#codereview robert.manuszewski,dan.oconnor

[CL 2539100 by Steve Robb in Main branch]
2015-05-06 09:32:44 -04:00
Mikolaj Sieluzycki
c8e775c867 Skip adding/removing Resource object in FSlateDynamicImageBrush to/from root set if object is already there.
#codereview Matt.Kuhlenschmidt

[CL 2539091 by Mikolaj Sieluzycki in Main branch]
2015-05-06 09:29:44 -04:00
Jurre DeBaare
6e56dd94cb Possible solution for UE-2244 (https://jira.ol.epicgames.net/browse/UE-2244)
Original code was by Wes Fudala, contacted him and the reason he wrote it orginally (2012) was with the assumption that it would be possible to paint to seperate LOD levels.

- Removed RemoveInstanceVertexColorsWorker(MeshPaintEdMode) function (unnecessary and very similar to RemoveInstanceVertexColorsFromLOD (StaticMeshComponent)

- Altered RemoveComponentInstanceVertexColors (MeshPaintEdMode), does original checks but now calls RemoveInstanceVertexColors (StaticMeshComponent) which has the desired outcome

[CL 2539060 by Jurre DeBaare in Main branch]
2015-05-06 09:14:12 -04:00
Richard TalbotWatkin
e6bfa1d6fe Changed behavior so that selecting just a single actor is sufficient to enable the Merge Actors panel.
#jira UE-15028 - MergeActors is disabled when only one actor is selected

[CL 2539047 by Richard TalbotWatkin in Main branch]
2015-05-06 09:05:10 -04:00
Lukasz Furman
5734e83c27 fixed navmesh generation bug when single layer had huge height difference (exceeding 255 cells)
#ue4 UE-14947

[CL 2538958 by Lukasz Furman in Main branch]
2015-05-06 07:55:05 -04:00
Allan Bentham
51762dc8cd Fix android ES3.1 build
#codereview Rolando.Caloca

[CL 2538912 by Allan Bentham in Main branch]
2015-05-06 06:47:58 -04:00
Terence Burns
bd7c6a82af Fix for generated config directory check in the ::Write code. Caused some users to have issues with generated ini files becoming corrupt.
UE-15031

[CL 2538897 by Terence Burns in Main branch]
2015-05-06 06:32:39 -04:00
Jamie Dale
c129861030 Fully DLL exposed ADecalActor so that you can derive from it
UE-15030 - Linker errors when deriving from ADecalActor in game

Also cleaned up some inline forward declarations so they're done at the top of the file instead.

[CL 2538876 by Jamie Dale in Main branch]
2015-05-06 06:10:12 -04:00
Richard TalbotWatkin
df5c38b7ef Fixed bug where new tags were not applied to all selected assets.
#jira UE-12512 - Multi-edit gameplay tags on data assets only applies the changes to one asset, not all assets
#codereview Billy.Bramer

[CL 2538848 by Richard TalbotWatkin in Main branch]
2015-05-06 05:51:10 -04:00
Robert Manuszewski
e274d53736 [INTEGRATE] Change 2527228 by Robert.Manuszewski@Robert_Manuszewski_Raptor1 on 2015-04-27 14:09
Fix for FShader crash while streaming a level.

- Made FShader ref counting more thread safe
- Added extra locks when unregistering the shader so that released shaders can't be found in the shader id map while a shader is being released
- Made sure FShaderType::FindShaderById adds a reference to existing shaders while serializaing inline shader maps.

[INTEGRATE] Change 2532254 by Robert.Manuszewski@Robert_Manuszewski_Raptor1 on 2015-04-30 14:18

Better fix for crashes when streaming. Making FShader AND FShaderResource handling thread safe

[CL 2538774 by Robert Manuszewski in Main branch]
2015-05-06 04:18:05 -04:00
Robert Manuszewski
ce61c6c71c Making FAsyncLoadingThread::InsertPackage (more) thread safe
[CL 2538742 by Robert Manuszewski in Main branch]
2015-05-06 03:24:17 -04:00
Maciej Mroz
c3c917d9a9 Cis fix for clang
[CL 2538682 by Maciej Mroz in Main branch]
2015-05-06 00:55:14 -04:00
Dmitry Rekman
8b80d8bdfb UAT: Fix LaunchOn under Linux (UE-5491).
- Use the binary name that matches the staged binary.
- Do not require IP if running under Linux and not starting remotely.

[CL 2538679 by Dmitry Rekman in Main branch]
2015-05-06 00:52:29 -04:00
Dmitriy Dyomin
30b0367133 Fixed: HLOD does not generate non-overlapping lightmaps UE-14609
[CL 2538672 by Dmitriy Dyomin in Main branch]
2015-05-06 00:36:28 -04:00
Dmitriy Dyomin
2809850001 Fixed: Quality settings should not affect landscape resolution UE-11542
#codereview Jack.Porter

[CL 2538666 by Dmitriy Dyomin in Main branch]
2015-05-06 00:12:53 -04:00
Maciej Mroz
94197986df GetBaseStructure was replaced with TBaseStructure<>::Get()
Related to: https://udn.unrealengine.com/questions/244398/blueprint-struct-with-vector-member-crashes-editor.html

#codereview Robert.Manuszewski, Jaroslaw.Palczynski, Nick.Whiting

[CL 2538645 by Maciej Mroz in Main branch]
2015-05-05 23:07:23 -04:00
Dmitry Rekman
0dbe4caa65 UAT: fix packaging into directories with spaces (UE-12940).
- Unlike Windows, quotes from paths weren't stripped out on Linux. Mac might have been affected as well.

#codereview Michael.Trepka

[CL 2538576 by Dmitry Rekman in Main branch]
2015-05-05 21:28:15 -04:00
Nick Darnell
911d2d3209 UMG - Fixing the build.
[CL 2538566 by Nick Darnell in Main branch]
2015-05-05 21:13:42 -04:00
Dan Oconnor
1bfff33156 Build fix (missing include)
#codereview Daniel.Wright

[CL 2538560 by Dan Oconnor in Main branch]
2015-05-05 20:59:38 -04:00
Ben Marsh
adcc25c7f6 Fix UBT handling for content-only plugins, where the module array in the descriptor is null.
[CL 2538515 by Ben Marsh in Main branch]
2015-05-05 20:10:55 -04:00
Billy Bramer
f5ac2ead44 [AUTOMERGE]
- Add GetGameplayEffectCount as a blueprint callable function on ability system components
- Returns the sum of the number of the specified effect on the target ability system component (this sum includes stack counts)
- Example:
   - Non-stacking GE applied 7 separate times: GetGameplayEffectCount returns 7
   - Stack by target GE with a limit of 5, applied 2 times by caster A, 1 time by caster B, and 3 time by caster 3: GetGameplayEffectCount returns 5
   - Stack by source GE with a limit of 5, applied 5 times by caster A, 4 times by caster B: GetGameplayEffectCount returns 9
- Can also be given an optional instigator ability system component, in which case will only include count applied by that component
   - NOTE: Stack by target GEs only store their last instigator, so they are not particularly useful with the instigator filter

#codereview David.Ratti

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2536839 by Billy.Bramer on 2015/05/04 22:35:28.

[CL 2538494 by Billy Bramer in Main branch]
2015-05-05 19:52:32 -04:00