james singer
8f929e0a4c
Change filetype for some Linux scripts to binary, but still with delta storage.
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This allows WSL compiles to use the same workspace as normal Windows. It works because it prevents the perforce client from modifying the line ending to be CRLF.
#jira none
#rb Brandon.Schaefer
[CL 16299647 by james singer in ue5-main branch]
2021-05-12 11:04:43 -04:00
robomerge
726638df61
Localization Automation using CL 16293495
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#ROBOMERGE-SOURCE: CL 16296077 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v799-16237190)
[CL 16296083 by robomerge in ue5-main branch]
2021-05-12 01:06:59 -04:00
Devon Penney
29460b2ad8
rework ray marching integration using analytical integral for luminance contribution
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[CL 16286118 by Devon Penney in ue5-main branch]
2021-05-11 19:46:37 -04:00
buildmachine
2d6f298ede
Documentation for build tools
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#rb none
[CL 16282309 by buildmachine in ue5-main branch]
2021-05-11 17:49:27 -04:00
robomerge
45ae11bf15
Localization Automation using CL 16271341
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#ROBOMERGE-SOURCE: CL 16274341 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v799-16237190)
[CL 16274544 by robomerge in ue5-main branch]
2021-05-11 13:22:57 -04:00
Ben Marsh
1748638e6a
Update Horde from latest.
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[CL 16274023 by Ben Marsh in ue5-main branch]
2021-05-11 13:12:19 -04:00
Jonathan Lindquist
2b653fdbda
Adding an additional option to place particles on the custom depth buffer... DI inputs were removed as well.
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[CL 16265700 by Jonathan Lindquist in ue5-main branch]
2021-05-11 03:35:00 -04:00
Jonathan Lindquist
8c90d4d1b3
Adding an option to sample the custom depth buffer rather than the traditional depth buffer
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[CL 16264731 by Jonathan Lindquist in ue5-main branch]
2021-05-11 02:02:42 -04:00
Devon Penney
08449d035a
fix effect type
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[CL 16264614 by Devon Penney in ue5-main branch]
2021-05-11 01:40:57 -04:00
robomerge
bab08007b7
Localization Automation using CL 16264247
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#ROBOMERGE-SOURCE: CL 16264567 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v799-16237190)
[CL 16264569 by robomerge in ue5-main branch]
2021-05-11 01:28:02 -04:00
robomerge
dd92051771
Localization Automation using CL 16253636
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#ROBOMERGE-SOURCE: CL 16256714 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v799-16237190)
[CL 16264509 by robomerge in ue5-main branch]
2021-05-11 01:17:42 -04:00
robomerge
bdcd8e7717
Localization Automation using CL 16244445
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#ROBOMERGE-SOURCE: CL 16245092 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v799-16237190)
[CL 16263781 by robomerge in ue5-main branch]
2021-05-10 23:53:55 -04:00
robomerge
49f4a94e43
Localization Automation using CL 16228804
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#ROBOMERGE-SOURCE: CL 16236642 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v799-16237190)
[CL 16262917 by robomerge in ue5-main branch]
2021-05-10 23:14:14 -04:00
robomerge
0d63ef7502
Localization Automation using CL 16221452
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#ROBOMERGE-SOURCE: CL 16223268 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v799-16237190)
[CL 16262837 by robomerge in ue5-main branch]
2021-05-10 23:11:48 -04:00
Jonathan Lindquist
e018822ad1
Adding a single looping particle emitter template after having recreated this same asset locally nearly a billion times ;)
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[CL 16261230 by Jonathan Lindquist in ue5-main branch]
2021-05-10 21:17:27 -04:00
Devon Penney
4bc9816662
update fluid manager for material changes
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#rb none
#jira none
[CL 16258790 by Devon Penney in ue5-main branch]
2021-05-10 19:06:41 -04:00
Devon Penney
58de4adc5f
ray marching material refactor
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- add template source code NiagaraSimulationStages plugin
- refactor ray marching loop into hlsl macro call
- refactor and build all materials that use ray marching to use macro
- update systems and emitters to properly use new materials
- remove old materials and unused assets
- remove copy of debug slice renderer
- fix debug slice renderer debug bounds default
- debug slice renderer doesn't use alpha from grid
#rb none
#fyi Dan.Pearson,Ryan.Brucks
[CL 16257868 by Devon Penney in ue5-main branch]
2021-05-10 18:42:21 -04:00
Keith Yerex
7be206db16
Rewind Debugger initial checkin
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#review-16252776: thomas.sarkanen
[CL 16255299 by Keith Yerex in ue5-main branch]
2021-05-10 16:42:38 -04:00
buildmachine
329a50c2eb
Documentation for build tools
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#rb none
[CL 16251923 by buildmachine in ue5-main branch]
2021-05-10 14:48:15 -04:00
buildmachine
618b6f0712
Documentation for build tools
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#rb none
[CL 16249943 by buildmachine in ue5-main branch]
2021-05-10 12:17:06 -04:00
Jeremy Moore
680f2578d8
#jira FROST-2480
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Add a material function which can apply DBuffer in the same way that the material DBuffer response does.
This needs the DBuffer inputs, soon to be exposed.
[CL 16239396 by Jeremy Moore in ue5-main branch]
2021-05-07 15:29:13 -04:00
Dan Pearson
5ad598b19f
Grid3D: Texture advection system cleanup (swap in generic modules. Remove scratch modules).
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#fyi Devon.Penney
[CL 16232159 by Dan Pearson in ue5-main branch]
2021-05-06 21:44:45 -04:00
Dan Pearson
c5888d91c5
Grid3D: Update to advect velocity module to handle grids of different resolutions
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#fyi Devon.Penney
[CL 16232100 by Dan Pearson in ue5-main branch]
2021-05-06 21:43:40 -04:00
matt oztalay
b3671ec0f2
Quixel Medieval Game Environment - Rough Detail Mode Pass on Static Mesh Actors, first part of the Material Feature Quality Pass
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#fyi chris.doyle
#jira UEC-121
[CL 16227075 by matt oztalay in ue5-main branch]
2021-05-06 18:30:57 -04:00
Jonathan Lindquist
2ffb30e4c4
Adding a default max number of ray traces and adjusting the metadata
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[CL 16226551 by Jonathan Lindquist in ue5-main branch]
2021-05-06 17:42:19 -04:00