Switch HTML5 SDK setupt to prefer values from User*.ini's over environment varibles
FYI #codereivew josh.adams, ankit.khare, rob.jones
[CL 2383359 by James Moran in Main branch]
- takes preference over EMSCRIPTEN env variable
- editor can now detect sdk on yosemite.
- refactor and simplyfy emscripten sdk access in .cs files.
#corereview james.moran
[CL 2345958 by Ankit Khare in Main branch]
Now editor will tick at a decent frame rate while building shaders / caching textures.
#codereview Josh.Adams, Daniel.Wright, Matthew.Griffin
[CL 2318857 by Daniel Lamb in Main branch]
Prevents devices in the Device Manager being claimed by other machines on the same network.
#codereview Ankit.Khare
[CL 2306715 by James Moran in Main branch]
The configuration is driven by a editor platform specific .ini setting. Also, always serve files via a web browser ( python SimpleHTTP Server ) whose life time is attached to the browser device to get around X-origin issues w/ chrome. cook on the fly path remains as such, because we already serve via the cook on the fly web server.
#HTML5
#codereview james.moran, peter.sauerbrei
[CL 2281792 by Ankit Khare 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# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
User can now select target RHI's for windows under: Edit->Project Preferences->Windows->Targeted RHIs
Split up GetShaderFormats into GetAllPossibleShaderFormats and GetAllTargetedShaderFormats.
D3D11 and D3D10 remain the only two on, by default, for windows.
#ReviewedBy Nick.Penwarden
[CL 2068025 by Terence Burns in Main branch]
#HTML5
Integerate GDC Changes into main. tested w/ QAGame, Soul and the moz custom built firefox.
- resizable HTML5 canvas.
- fix mouse coordinates for html5
- depth fade using alpha ( @todo - use real webgl depth textures )
- fix landscape rendering. ( bgra is not supported on webgl )
- expose a console command handler to javascript. ( used while reszing )
- update html5 .html5 game template.
#codereview peter.sauerbrei
[CL 2039842 by Ankit Khare in Main branch]