Commit Graph

18117 Commits

Author SHA1 Message Date
james singer 8f929e0a4c Change filetype for some Linux scripts to binary, but still with delta storage.
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
#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
[CL 16286118 by Devon Penney in ue5-main branch]
2021-05-11 19:46:37 -04:00
buildmachine 2d6f298ede Documentation for build tools
#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
#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.
[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.
[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
[CL 16264731 by Jonathan Lindquist in ue5-main branch]
2021-05-11 02:02:42 -04:00
Devon Penney 08449d035a fix effect type
[CL 16264614 by Devon Penney in ue5-main branch]
2021-05-11 01:40:57 -04:00
robomerge bab08007b7 Localization Automation using CL 16264247
#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
#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
#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
#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
#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 ;)
[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
#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
- 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
#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
#rb none

[CL 16251923 by buildmachine in ue5-main branch]
2021-05-10 14:48:15 -04:00
buildmachine 618b6f0712 Documentation for build tools
#rb none

[CL 16249943 by buildmachine in ue5-main branch]
2021-05-10 12:17:06 -04:00
Jeremy Moore 680f2578d8 #jira FROST-2480
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).
#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
#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
#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
[CL 16226551 by Jonathan Lindquist in ue5-main branch]
2021-05-06 17:42:19 -04:00