Also ensuring it is appropriately signed.
#rnx
#jira UE-173709
#rb Bryan.Johnson
#preflight 63c81933fb1a8cf245cedc2d
[CL 23770033 by ryan hummer in ue5-main branch]
* Moved FGameplayEffectAttributeCaptureDefinition and corresponding enum from GameplayEffectTypes.h to their own header in order to be able to reduce dependencies
#preflight 63c8291e9f7505897cbf8540
#rb none
[CL 23770023 by henrik karlsson in ue5-main branch]
[FYI] lorry.li
Original CL Desc
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Fix the live crash due to empty platform id when recording recent players.
[REVIEW] [at]rob.cannaday [at]alejandro.aguilar
#rb [at]rob.cannaday
[CL 23770019 by alex kahn in ue5-main branch]
The proper fix is to move the function to a common header, but will do this in a second pass after this unbreaks the build.
#rb trivial
#preflight skip
[CL 23768645 by chris kulla in ue5-main branch]
This allows us to implement the Affect Specular control in the lights and also be able to decompose the image by the type of scattering (volume,diffuse,specular,etc..).
The PathState now stores the first scattering type in the path state so that we can decompose the image by scatter event type. Refraction is given slightly special treatment. A path is allowed to refract multiple times before we decide on the diffuse vs. specular vs volume status. This is done so that objects behind glass can be treated the same as objects seen directly. This can be important in the case of (for example) a character wearing glasses, or characters seen behind the windows of a vehicle.
Add controls to post process volume to select which lighting components we want to have enabled. This allows rendering of diffuse/specular/volume elements separately from the beauty image. These top level controls also impact early exits in the path tracer when we realize that a given path will no longer make any contribution to the image. This allows specular only or volume only renders to be faster than the combined render.
There were many refactors along the way:
* Refactor blend mode handling to reduce the amount of logic needed. Take advantage of the fact that some modes such as modulate or holdout are only encountered with unlit mode, which the integrator will never pick for lighting calculations.
* Move RadianceProbe eval/sample to GPULightmass only
* Refactor all BSDFs to use V_World and L_World instead of incoming/outgoing directions as all BSDFs did this renaming immediately anyway.
* Only pass 3 random numbers to MaterialSample as this is the most that any of the shading models uses (and the 4th component is reserved for path termination anyway).
* Refactor all BSDFs to allow sharing of the common setup code relating to the probability of lobe selection
* SolidGlass and ThinGlass now both implement the entire bsdf, which allows the logic for refraction to take into account all lobes at once.
#rb Patrick.Kelly
#jira UE-126337
#preflight 63c6d5d502024f93d8671a2b
[CL 23767142 by chris kulla in ue5-main branch]
- Fix issue with Reordering Controller Items not correctly updating all Controller Display Indices when reordering an item downwards
#jira UE-173768
#rb Simon.Therriault
#preflight 63c873fb02024f93d8f73911
[CL 23766911 by Juan Portillo in ue5-main branch]
This is a hack to maintain parity with the BuildGraph executor which allowed exporting mulitple conflicing WriteMetadata actions.
#rnx
#rb Josh.Adams
#preflight 63c87754c246f1485676eff2
[CL 23766869 by joe kirchoff in ue5-main branch]
* The queue save/load button now indicates the name of the queue that's currently loaded, as well as its dirty state (indicated with an "*").
* The queue save/load menu now provides both "Save" and "Save As".
* When loading an existing queue, a warning will be displayed if the current queue has unsaved changes.
Note: The Modify() call was removed from UMoviePipelinePrimaryConfig because it is unnecessary and was causing the queue to become
dirtied after starting a render (even though the modifications were transient).
#jira UE-173096
#rb matt.hoffman
#preflight 63c876392a6acaf1623bd1bb
[CL 23766855 by chad williams in ue5-main branch]
Add support for Tools to provide an "output" selection. Add UGeometrySelectionManager::SetSelectionForComponent() which can set an explicit externally-provided selection. FBaseDynamicMeshSelector::UpdateSelectionFromSelection() now supports selection conversion when available and requested (is used to implement SetSelectionForComponent). New GeometrySelectionUtil functions InitializeSelectionFromTriangles() and ConvertSelection() are used to implement this (note: only Triangles->other conversion is currently supported). Add HaveAvailableGeometrySelection() and SetToolOutputGeometrySelectionForTarget() in StoredMeshSelectionUtil.h, this is the top-level function that Tools can use to set an Output selection.
ExtrudeMeshSelectionTool now emits output selection.
Update EditMeshPolygonsTool to use new Selection system and allow individual operations to be utilized as standalone Tools. Convert EditMeshPolygonsTool to be a USingleTargetWithSelectionTool, use FGeometrySelection to initialize selection. Add bTerminateOnPendingActionComplete flag, which is set when Tool is directly initialized to a specific operation, and forces tool to shut down when operation completes. This allows it to be used to more cleanly implement multiple action buttons in Modeling UI. When in this mode, selection panels are not shown. On Shutdown, now emits an "output" selection which GeometrySelectionManager can use to provide new selection to user. Update UPolygonSelectionMechanic Set/Get selection APIs to use FGeometrySelection instead of UPersistentMeshSelection.
port UVProjectionTool to derive from USingleTargetWithSelectionTool, use FGeometrySelection to initialize target ROI
deprecate UPersistentMeshSelection and related functions in StoredMeshSelectionUtil.h. Deprecate Tool Input Selection APIs in USingleSelectionMeshEditingTool and Builder.
Repurpose old ModelingMode-level PolyModel tab operations for new Selection Tools UI, now support Inset, Outset, Cut Faces, Insert Edge Loop, PushPull, and Bevel.
#rb none
#preflight 63c84fa2b065224750b9831f
[CL 23766643 by ryan schmidt in ue5-main branch]