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1da24c4701 |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2973846 on 2016/05/11 by Jamie.Dale Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects). The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue. This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made). Change 2973847 on 2016/05/11 by Jamie.Dale Changing the loading phase in the localization dashboard now writes to the default config #jira UE-30482 Change 2973866 on 2016/05/11 by Jamie.Dale Deprecated some functions that were taking an unused position. These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version. - FViewportFrame::ResizeFrame - FSceneViewport::ResizeFrame - FSceneViewport::ResizeViewport Change 2974505 on 2016/05/11 by Nick.Darnell PR #2309: Added Combobox styling (Contributed by Chris528) Change 2975241 on 2016/05/12 by Richard.TalbotWatkin Made sRGB Preview the default in the Color Picker. Change 2975390 on 2016/05/12 by Jamie.Dale Made sure that en-US-POSIX is in our list of available cultures Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this. Change 2975411 on 2016/05/12 by Jamie.Dale PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz) Change 2975559 on 2016/05/12 by Jamie.Dale Dialogue Wave VO direction can now be localized This is gathered as editor-only data. #jira UE-28715 Change 2975710 on 2016/05/12 by Jamie.Dale Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package Change 2975728 on 2016/05/12 by Jamie.Dale Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue #jira UETOOL-794 Change 2975763 on 2016/05/12 by Jamie.Dale We no longer warn if asked to check out a UNC path when running the GatherText commandlets #jira UE-25833 Change 2975766 on 2016/05/12 by Jamie.Dale Resolved some loc key conflicts #jira UE-25833 Change 2975774 on 2016/05/12 by Jamie.Dale PO files now only contain a single entry in the case of a native translation being exported They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used. This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file. Change 2975776 on 2016/05/12 by Jamie.Dale Downgraded a PO file import warning that isn't really an issue #jira UE-25833 Change 2976675 on 2016/05/13 by Jamie.Dale Fixed some more fallout from changes to use the window position when changing the game viewport mode - FSceneViewport::ResizeFrame: - Fixed the HMD monitor info setting the wrong variables. - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes. - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning). - FWindowsWindow::MoveWindowTo: - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area. - FWindowsApplication: - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected. #jira UE-30276 #jira UE-30677 Change 2976804 on 2016/05/13 by Jamie.Dale Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to Change 2976967 on 2016/05/13 by Alexis.Matte #jira UE-30687 Cannot import a skeletal mesh scale to zero Change 2977042 on 2016/05/13 by Alexis.Matte #jira UE-29952 log a warning if fbx exceed the maximum number of LOD. #2326 Github PR #code review matt.kuhlenschmidt Change 2977074 on 2016/05/13 by Jamie.Dale Follow up to CL# 2976804 to avoid a potential change in behavior Change 2977076 on 2016/05/13 by Jamie.Dale Some tidy up and optimization to SCulturePicker Change 2977327 on 2016/05/13 by Alex.Delesky Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser. #jira UE-30423 Change 2977499 on 2016/05/13 by Alexis.Matte #jira UE-29475 Enable UStruct child property to be favorite Change 2978415 on 2016/05/16 by Jamie.Dale We now pre-load all the culture data when starting the editor to avoid a UI hitch later Change 2978517 on 2016/05/16 by Alex.Delesky #jira UE-29406 Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor. Change 2978518 on 2016/05/16 by Alex.Delesky #jira UE-28210 The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session. Change 2978556 on 2016/05/16 by Alexis.Matte Fbx tests automation #jira UE-29635 Change 2978797 on 2016/05/16 by Alexis.Matte #jira UE-30774 - prevent baking the pivot if we transform the vertex with the absolute transform. - Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform. #code review matt.kuhlenschmidt Change 2978965 on 2016/05/16 by Alexis.Matte FBX importer, fix the socket rotation. #jira UE-30094 Change 2980613 on 2016/05/17 by Jamie.Dale Moved the XLOC UAT localization provider to be publicly accessible Change 2980614 on 2016/05/17 by Jamie.Dale Reference update for project move Change 2980633 on 2016/05/17 by Jamie.Dale Made the culture mapping used between XLOC and UE4 configurable on a per-project basis You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings. Change 2980836 on 2016/05/17 by Jamie.Dale Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload Change 2982700 on 2016/05/18 by Jamie.Dale Fixed the loc package gather potentially adding the same source location multiple times Change 2983906 on 2016/05/19 by Jamie.Dale Slight cleanup of the way we register localization gatherer callbacks Change 2984356 on 2016/05/19 by Chris.Wood Removed temporary analytics API change needed for earlier hot fix [UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817 Change 2986679 on 2016/05/23 by Alex.Delesky #jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad. Change 2986798 on 2016/05/23 by Alex.Delesky #jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus. Change 2987106 on 2016/05/23 by Alexis.Matte Fbx importer, fail import must not create a package in the content browser #jira UE-31154 Change 2987563 on 2016/05/23 by Alex.Delesky #jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed Change 2987564 on 2016/05/23 by Alex.Delesky #jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor. Change 2988321 on 2016/05/24 by Jamie.Dale Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded Change 2988708 on 2016/05/24 by Jamie.Dale Fix for crash when missing the fallback/last resort font Change 2988782 on 2016/05/24 by Jamie.Dale Added the ability to version each localized string individually when loaded into the localization manager The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories. Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history. Change 2988856 on 2016/05/24 by Jamie.Dale Added a way to get the package(s) of the object(s) being edited by a property panel Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case: - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package. - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors. Change 2988955 on 2016/05/24 by Alex.Delesky #jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules. Git Request #2376 Change 2989418 on 2016/05/25 by Jamie.Dale Added a way to count text references within a package that match the given search criteria This can be used to detect whether a localization ID is unique within its package. The following search modes are available: - MatchId: Detect a reference if it matches the given ID (ignoring the source text) - MatchSource: Detect a reference if it matches the given ID and source string - MismatchSource: Detect a reference if it matches the given ID but has a different source string Change 2989436 on 2016/05/25 by Jamie.Dale Added "root-level" meta-data (meta-data associated with the package rather than an object within it) Change 2989471 on 2016/05/25 by Alexis.Matte Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk Change 2989639 on 2016/05/25 by Jamie.Dale Added static version of FName::IsValidXName This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table) Change 2989716 on 2016/05/25 by Alex.Delesky #jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks. Change 2990100 on 2016/05/25 by Alexis.Matte Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD #jira UE-30907 Change 2991442 on 2016/05/26 by Bob.Tellez #UE4 Fix components in world not rendering when saved without a physics scene. Change 2991736 on 2016/05/26 by Bob.Tellez #UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser. Change 2991942 on 2016/05/26 by Alex.Delesky #jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup. Change 2991994 on 2016/05/26 by Alex.Delesky #jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor. Change 2994037 on 2016/05/30 by Alexis.Matte Add Fbx Automation Tests - static mesh import reimport (sections and materials) - skeletal mesh import and reimport (sections and materials also bone position) - static/skeletal mesh LODs (import, add, reimport) - rigid mesh (import, reimport) Change 2994253 on 2016/05/31 by Alexis.Matte Mikkt crash when computing the normals if there is more vertex then the number of wedge #jira UE-29143 Change 2994260 on 2016/05/31 by Alexis.Matte Make sure we cannot modify fbx test plan when json file is read only Change 2994431 on 2016/05/31 by Alex.Delesky #jira UE-21900 - The scale widget should now render all axes when using an orthographic camera. Change 2994432 on 2016/05/31 by Alex.Delesky #jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled. Change 2994537 on 2016/05/31 by Richard.TalbotWatkin Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo. #jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>() Change 2994983 on 2016/05/31 by Richard.TalbotWatkin Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information. #jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693 Change 2995022 on 2016/05/31 by Jamie.Dale PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH) Change 2995027 on 2016/05/31 by Jamie.Dale PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH) Change 2995963 on 2016/06/01 by Alex.Delesky #jira UE-31317 - The transform gizmo will no longer block the placement of a material onto a mesh. Change 2997002 on 2016/06/01 by Cody.Albert Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed #jira UE-31448 Change 2998013 on 2016/06/02 by Alexis.Matte Prevent static mesh materials array to grow when using the reset button in the staticmesh editor. #jira UE-12931 Change 2998370 on 2016/06/02 by Alexis.Matte Fbx Automation, add some import LOD test in case the options are not ok Change 2999709 on 2016/06/03 by Jamie.Dale Fixed some issues with gathering text from BP bytecode Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load). Change 2999755 on 2016/06/03 by Richard.TalbotWatkin Fixes to Spline Mesh collision generation. - Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry. - Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh. - Optimized physics rebuilding. A new BodySetup object is now only created when needed, otherwise it is reused. #jira UE-31361 - Splines handle box collision and collision from other shapes differently Change 2999973 on 2016/06/03 by Jamie.Dale We now skip bulk data when detecting text references #jira UE-31596 Change 3000159 on 2016/06/03 by Alex.Delesky #jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level. Change 3001814 on 2016/06/06 by Alexis.Matte Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh. Add a fbx test to make sure the problem is flag by automation test #jira UE-1394 Change 3001820 on 2016/06/06 by Alex.Delesky #jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint. Change 3001915 on 2016/06/06 by Alexis.Matte Make sure we check attribute type before checking attribute unique ID in case of unique id clash. #jira UE-31214 Change 3002026 on 2016/06/06 by Alexis.Matte Importing morph target should not import textures like materials since the base mesh already import thoses. UDN Question: https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html Change 3002623 on 2016/06/06 by Jamie.Dale Fixing more loc conflicts Change 3002883 on 2016/06/06 by Jamie.Dale Adding retry when dealing with OneSky This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413 Change 3003004 on 2016/06/06 by Trung.Le #jira UE-13101 - Make "Description" field for a BluePrint Function multiline Change |
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Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2937390 on 2016/04/07 by Cody.Albert #jira UE-29211 Fixed slider to properly bubble unhandled OnKeyDown events Change |
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Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main
This is CL#2904759 from //Fortnite/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2904398 on 2016/03/10 by Bob.Tellez #UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons. #rb Josh.Markiewicz #codreview Josh.Markiewicz #JIRA FORT-20703 Change 2904339 on 2016/03/10 by Daniel.Broder Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes). One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs). Change made after discussion with Bob. #CodeReview Bob.Tellez #UE4 Change 2903020 on 2016/03/10 by John.Abercrombie Added blueprint function to set named params for use when running an EQS query from BP - Phil is going to test this out for me. #rb me (Mieszko wrote this) #codereview Phil.Cole, Mieszko.Zielinski Change 2902440 on 2016/03/09 by Ben.Zeigler #Jira FORT-20149 Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized. #codereview john.pollard #RB bob.tellez Change 2900138 on 2016/03/08 by Bob.Tellez #UE4 Updated the following Parameter value functions to respect the bOverride flag GetStaticSwitchParameterValue GetStaticComponentMaskParameterValue GetTerrainLayerWeightParameterValue #rb Nick.Penwarden Change 2899839 on 2016/03/08 by Lukasz.Furman fixed navmesh projection on actors with overlap response to world channels #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2899743 on 2016/03/08 by Lukasz.Furman fixed handling multiple blocking hits in navwalking's geometry conforming blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response #fortnite FORT-21546 #rb Mieszko.Zielinski #codereview Zak.Middleton Change 2898194 on 2016/03/07 by Chris.Gagnon Added the ability to filter DataTable Assets by their row using the metadata. meta = (RowType=MyRowName) #RB Saad.Nader #codereview Saad.Nader, Jamie.Dale Change 2895102 on 2016/03/04 by Ben.Zeigler #JIRA FORT-20290 Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main #codereview josh.markiewicz Change 2891302 on 2016/03/02 by Bob.Tellez #UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason. #rb Ben.Zeigler #codereview Lukasz.Furman Change 2887908 on 2016/03/01 by Chris.Gagnon Added Event Track to UMG Sequencer. Added PlayTo functionality for targeting the end point of a played animation. #RB Frank.Fella #codereview Frank.Fella, Nick.Darnell Change 2887686 on 2016/03/01 by Joel.Crabbe Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value. #codereview Ben.Zeigler Change 2886847 on 2016/02/29 by Bob.Tellez #UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms. #codereview Richard.TalbotWatkin Change 2886414 on 2016/02/29 by Lukasz.Furman fixed start point of composite path's update #fortnite FORT-21380 #rb Mieszko.Zielinski Change 2886250 on 2016/02/29 by Bob.Tellez #UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup. #codereview Robert.Manuszewski Change 2885942 on 2016/02/29 by Bob.Tellez #UE4 Disabling per-instance mesh painting on instanced static mesh components. #rb Jack.Porter [CL 2909292 by Bob Tellez in Main branch] |
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Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2879377 on 2016/02/24 by Gil.Gribb
UE4 - Added render thread start and stop delegates. GitHub 2006.
#Jira UE-26184
Change 2879378 on 2016/02/24 by Gil.Gribb
UE4 - Avoided using TG_PrePhysics as the first tickgroup so that licensees can add tickgropups.
https://udn.unrealengine.com/questions/279126/code-assumes-that-tg-prephysics-is-the-first-tick.html
#Jira UE-26971
Change 2879382 on 2016/02/24 by Gil.Gribb
UE4 - Tweaked automation test framework by request from UDN post.
Change 2879727 on 2016/02/24 by Martin.Mittring
adding debug info for Optimus driver detection issue
#rb:Benjamin.Hyder
#Test:PC
Change 2879728 on 2016/02/24 by Martin.Mittring
fixed and improved VisualizeMotionBlur
#rb:David.Hill
#test:PC
Change 2879729 on 2016/02/24 by Martin.Mittring
added AngleBetweenVectors() and variants to the FastMath library
#rb:David.Hill
#code_review:Brian.Karis
Change 2880133 on 2016/02/24 by David.Hill
new r.DepthOfFieldQualitySetting
for GDC squencer demo
#rb:Martin.Mittring
- OR-15875
Change 2880314 on 2016/02/24 by Daniel.Wright
Fixed uses of FDepthDrawingPolicyFactory being affected by bUseAsOccluder
* This fixes preshadows on HISMC and foliage
Change 2880338 on 2016/02/24 by Martin.Mittring
added SkinCache.Debug cvar
#rb:Lina.Halper
#test:PC
Change 2880344 on 2016/02/24 by Daniel.Wright
Added the ability to apply DFAO to static indirect lighting, controlled by r.AOApplyToStaticIndirect
* Lightmaps, stationary skylight and reflection captures are all affected
* Specular occlusion on reflection captures requires a fair amount of tweaking of r.SkySpecularOcclusionStrength, MinOcclusion and MaxOcclusionDistance for good quality
* For now, a movable skylight with low intensity (.0001) must be placed to control MaxOcclusionDistance and MinOcclusion
Change 2880346 on 2016/02/24 by Daniel.Wright
Added several cvars to expose mesh distance field limits, which allows higher quality
* r.DistanceFields.MaxPerMeshResolution
* r.DistanceFields.DefaultVoxelDensity
* r.DistanceFields.AtlasSizeXY
* r.DistanceFields.AtlasSizeZ
Change 2881304 on 2016/02/25 by Gil.Gribb
UE4 - Increased the priority of cloth tasks because these are on the critical path.
Change 2881306 on 2016/02/25 by Gil.Gribb
UE4 - Added cvar to control background tick list cleanup.
Change 2881790 on 2016/02/25 by Daniel.Wright
Screen size fading is only applied to spot and point lights
Change 2882077 on 2016/02/25 by Daniel.Wright
DFAO indirect occlusion on static lighting is now correctly applied to IndirectIrradiance
Change
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b51555abf7 |
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806454 on 2015/12/16 by Bob.Tellez #UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive. #rb Ben.Zeigler #codereview Dmitry.Rekman Change 2805502 on 2015/12/16 by Ben.Zeigler #UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time. As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569 #codereview mike.beach, bob.tellez Change 2805288 on 2015/12/16 by David.Nikdel #HTTP #HttpRetry - Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors. - Changed HTTP retry logic a little bit * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty) * If a response was not received and we did not send a full request, automatically retry * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent) - Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization) * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case. - Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally. * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis #RB: Sam.Zamani #CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro #Fixes: FORT-17804 Change 2803864 on 2015/12/15 by Bob.Tellez #UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server. #rb Dmitry.Rekman #codereview Nick.Darnell Change 2803677 on 2015/12/15 by Billy.Bramer - Expose equality and inequality operators for gameplay attributes #rb Todd.Eckert Change 2802881 on 2015/12/14 by Bob.Tellez #UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting. #rb Phillip.Kavan, Maciej.Mroz #codereview Phillip.Kavan, Maciej.Mroz Change 2801636 on 2015/12/14 by Bob.Tellez #UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages. #codereview Graeme.Thornton Change 2800400 on 2015/12/11 by Jonathan.Lindquist Submitting a new Pivot Painter Edition - now renders to textures - improved workflow - greater capabilities Change 2799579 on 2015/12/11 by John.Abercrombie [AUTOMERGE] Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4 Fixes FORT-18649 - Patrols don't spawn consistently - The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire #rb me (this code was written by MieszkoZ) (removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile) -------- Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11. Change 2799018 on 2015/12/10 by Bob.Tellez #UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag. #rb Fred.Kimberley #codereview Peter.Knepley Change 2798926 on 2015/12/10 by Bob.Tellez #UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture. #jira FORT-18514 #codereview Martin.Mittring Change 2797758 on 2015/12/10 by Mark.Satterthwaite Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal. Change 2781204 on 2015/11/25 by Dmitry.Rekman Linux: use jemalloc by default if available. - Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM. #rb Bob.Tellez #codereview Bob.Tellez, Ben.Zeigler Change 2779398 on 2015/11/24 by Mark.Satterthwaite Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support). |
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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660ab7f0c9 |
Copying //UE4/Dev-Platform to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats. |
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31e4175868 |
Copying Dev-VR to Dev-Main
#lockdown nick.penwarden [CL 2791734 by Nick Whiting in Main branch] |
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4ccf8be305 |
Mergine engine changes to //UE4/Main @ 2748007
[CL 2748770 by Nick Penwarden in Main branch] |
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c0452957a1 |
Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch] |
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e5bb9b4d0d |
Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh #platformnotify Josh.Adams [CL 2718236 by Marc Audy in Main branch] |
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9d134e7464 |
#ENGINE - Integrating automation test flags refactor
- New filter flags in automationtest.h - Compile time errors if proper flags are not specified - Existing tests converted to new flags - New "disabled" flag - Filter dropdown in automation UI replaces Smoke Tests button - Automation features are no longer compiled out in Test configuration at runtime (except in Shipping) - Enabled automation tests to be triggered from in-game console in non-editor builds (automation controller is enabled) NOTE: This will force licensees who use automation to update their tests. #codereview: jason.bestimt, mike.fricker, ben.salem [CL 2672561 by Adric Worley in Main branch] |
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9561cf441a |
Switching the automation commandline exec to use GLog as its OutputDevice to prevent a crash when it is used later (as the command executes over multiple frames).
#codereview Justin.Hair, Jason.Bestimt, Ben.Salem [CL 2664682 by Mike Beach in Main branch] |
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0a3cc55331 |
Commandline test names no longer need spaces.
Example:
Both of these will work!
-ExecCmds="Automation RunTests MeshFactoryValidation"
-ExecCmds="Automation RunTests Mesh Factory Validation"
[CL 2564818 by Justin Hair in Main branch]
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7171478fa2 |
#Automation - Unified two commandline automation pathways (one via commandlet, one in the "worker") into one.
#NOTE - "-AutomationTests=" has been deprecated #NOTE - Supported Commands are now "List", "RunTests", RunAll", and "Quit" #NOTE - Syntax is now -ExecCmds="Automation List;RunAll;Quit" [CL 2542722 by Justin Hair in Main branch] |
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ec9205e2dd |
Fixed logic error, found via static analysis
#codereview Jason.Bestimt, Terence.Burns [CL 2494391 by Dan Oconnor in Main branch] |
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4e9ac6444a |
Merging using UE4-Fortnite-To-UE4 @ CL 2382284
[CL 2388856 by John Abercrombie in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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fdfdf274ee |
Messaging: First pass on making headers compilable individually
[CL 2333827 by Max Preussner in Main branch] |
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121fccd2ab |
Code and documentation cleanup pass
- removed dummy UClasses (no longer needed) - removed file header comments (not used) - removed duplicated function documentation in cpp files - documentation cleanup, punctuation, spelling etc. - pragma once include guards (now work on all platforms) - relative public includes (are auto-discovered by UBT) - fixed too many/too few line breaks - deleted empty files - missing override - NULL to nullptr [CL 2305058 by Max Preussner in Main branch] |
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c49bfaac41 |
Back out splitting MessageEndpoint and MessageEndpointBuilder to .cpp and header.
[CL 2223238 by Mikolaj Sieluzycki in Main branch] |
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3eac0f9be7 |
Remove superfluous headers part 2 of n - Engine module cleanup, Animation headers.
#codereview Robert.Manuszewski [CL 2219071 by Mikolaj Sieluzycki in Main branch] |
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e41a811eed |
Minor clang fixes (initialization order issues).
[CL 2177191 by Dmitry Rekman in Main branch] |
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ebce413232 |
UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch] |
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093c43fb25 |
Automation test history added. Off by default.
- User can now toggle Track history which will monitor subsequent tests and store a log in Saved/Automation/Logs. - We track and show up to 5 by default, this is configurable between 1 and 10. - We store 10 logs by default, non-configurable, so that the user can configure the number to show without deleting logs. Note, Placeholder icon has been added [CL 2104364 by Terence Burns in Main branch] |