Commit Graph

25 Commits

Author SHA1 Message Date
Ben Marsh
7e2730999e Prevent double-free of DDC nodes due to duplicated entries in the CreatedBackends array. Can happen if the hierarchy node decides to optimize itself out of the graph.
#lockdown Nick.Penwarden

[CL 2993585 by Ben Marsh in Main branch]
2016-05-27 21:41:06 -04:00
Andrew Grant
fad858c6db Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2912513 on 2016/03/16 by David.Ratti

	attempted cook fix
	#rb none
	#tests compile

Change 2912456 on 2016/03/16 by Zak.Middleton

	#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.

	#rb John.Pollard
	#tests Replays and MultiPIE vs AI

Change 2912386 on 2016/03/16 by Ben.Marsh

	BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.

Change 2912378 on 2016/03/16 by Ben.Marsh

	BuildGraph: Fix format of custom build arguments when running with buildgraph.

Change 2912318 on 2016/03/16 by Marcus.Wassmer

	Fix mallocleakdetection false positives, and hash collision data corruption.
	#rb none
	#test leak finding on goldenpath

Change 2912242 on 2016/03/16 by Lukasz.Furman

	CIS fix
	#rb none
	#tests none

Change 2912239 on 2016/03/16 by Ben.Marsh

	UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.

	#rb none
	#tests generated project files using UGS after making change

Change 2912211 on 2016/03/16 by Ben.Marsh

	BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.

	#rb none
	#codereview Wes.Hunt
	#tests none

Change 2912196 on 2016/03/16 by Mieszko.Zielinski

	Added a missing #pragma once to GameplayDebuggerCompat.h #Orion

	#rb Lukasz.Furman
	#test none

Change 2912165 on 2016/03/16 by Lukasz.Furman

	new gameplay debugger and some replication fixes (disabled by default)
	uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
	#orion
	#rb none
	#tests yes, a lot.
	#codereview Mieszko.Zielinski

Change 2912065 on 2016/03/16 by Jason.Bestimt

	[AUTOMERGE]

	#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016

	#RB:none
	#Tests:none
	#CodeReview: matt.schembari

	--------
	Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.

Change 2912045 on 2016/03/16 by David.Ratti

	Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues

	#rb DanY
	#tests PIE

Change 2912030 on 2016/03/16 by Alex.Fennell

	Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...

	support for cookies across curl easy handles in libcurl

	#TESTS: cookie support confirmed by using the http test targetting google.com

	#RB: david.nikdel
	#codereview: david.nikdel, jason.bestimt

Change 2911870 on 2016/03/16 by Laurent.Delayen

	- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
	- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
	- New notifications are backwards compatible with old.
	- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.

	#rb martin.wilson, frank.gigliotti
	#tests Kuro VS Rampage abilities in networked PIE

Change 2911763 on 2016/03/16 by Nick.Atamas

	Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.

	#rb none
	#test Editor does not crash.
	#codereview Matt.Kuhlenschmidt

Change 2911631 on 2016/03/16 by Dmitry.Rekman

	Fix AvgPing perfcounter being occasionally NaN (FORT-20523)

	- Prevent division by zero.

	#rb none

[CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
Josh Adams
b9b38fe97b Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2816560 on 2016/01/05 by Jeff.Campeau

	Remove duplicate CEF binaries

Change 2835599 on 2016/01/20 by Lee.Clark

	PS4 - Added pragma optimization macros

Change 2841103 on 2016/01/23 by Mark.Satterthwaite

	Integrate Git PR #1958: Fixed typo in EMetalFeatures enum
	#jira UE-25721

Change 2841369 on 2016/01/24 by Mark.Satterthwaite

	Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist.
	#jira UE-25910

Change 2841795 on 2016/01/25 by Lee.Clark

	PS4 - MovieStreamer improvements

	* Use GPU for YUV conversion
	* Use new Software2 Decoder

Change 2842261 on 2016/01/25 by Mark.Satterthwaite

	Fix some memory leaks.

Change 2842831 on 2016/01/25 by Mark.Satterthwaite

	Metal implementation for RHIBlockUntilGPUIdle.

Change 2842838 on 2016/01/25 by Mark.Satterthwaite

	When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur.

Change 2842914 on 2016/01/25 by Mark.Satterthwaite

	Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits:
	1. No format shifting for MSAA color buffers.
	2. No access to stencil in MSAA packed depth/stencil surface.

	This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there.
	#codereview peter.sauerbrei

Change 2843028 on 2016/01/25 by Mark.Satterthwaite

	In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy.

Change 2845531 on 2016/01/27 by Lee.Clark

	PS4 - Fix memory alignment  for back buffers
	* Fix memory alignment for MapLargeBlock
	* Fix available direct memory tracking

Change 2846491 on 2016/01/27 by Jeff.Campeau

	2015 compile fixes for Orion

Change 2847395 on 2016/01/28 by Mark.Satterthwaite

	Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered.
	#jira UE-25834

Change 2847419 on 2016/01/28 by Mark.Satterthwaite

	Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal.

Change 2848093 on 2016/01/28 by Mark.Satterthwaite

	Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state.

Change 2849469 on 2016/01/29 by Mark.Satterthwaite

	Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11.

Change 2849820 on 2016/01/29 by Daniel.Lamb

	Fixed issue where a single DDC back end would not create a hierarchy.
	#codereview Peter.Sauerbrei

Change 2850762 on 2016/02/01 by Jeff.Campeau

	System-wide critical section support for Xbox One

Change 2850763 on 2016/02/01 by Jeff.Campeau

	Network and product config for Orion

Change 2852459 on 2016/02/02 by Mark.Satterthwaite

	Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode.

Change 2853947 on 2016/02/03 by Mark.Satterthwaite

	Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required.

Change 2854015 on 2016/02/03 by Mark.Satterthwaite

	Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable.

Change 2854142 on 2016/02/03 by Mark.Satterthwaite

	Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture.

Change 2854222 on 2016/02/03 by Mark.Satterthwaite

	Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948.

Change 2854246 on 2016/02/03 by Mark.Satterthwaite

	Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948.

Change 2854279 on 2016/02/03 by Mark.Satterthwaite

	Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private.

Change 2855524 on 2016/02/04 by Lee.Clark

	PS4 - Fix Grayscale SRGB support

[CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
Andrew Grant
a572d8e23f Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2870336 on 2016/02/17 by Marc.Audy

	Continued splitting up Orion Build
	* Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild
	* Cook server data only once for both Windows and Linux (windows reuses Linux server data)
	* Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client
	#jira UEB-580
	#rb Ben.Marsh
	#tests Preflight and generated Windows Client and Server work to play game

Change 2870026 on 2016/02/17 by Wes.Hunt

	Don't allow array shrinking when removing the corruption wrapper trailer.
	#rb none
	Updating CIS Counter

Change 2869725 on 2016/02/17 by Dmitry.Rekman

	More analytics and QoS stats added for 0.19.

	#rb none
	#tests Ran Windows client and Linux server on compatible content.

Change 2869705 on 2016/02/16 by Ryan.Gerleve

	Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays.
	This is the engine support for fixing OR-6817, towers not respawning when rewinding replays.

	#rb john.pollard
	#tests golden path, replays, ps4 nomcp

Change 2869644 on 2016/02/16 by Jason.Bestimt

	#ORION_DEV - Merge MAIN (0.18) at CL# 2869635

	#Tests:none
	#RB:none

Change 2869586 on 2016/02/16 by Marcus.Wassmer

	Fix texturestreaming RHI flushes.
	#rb none
	#test goldenpath
	#codereview Gil.Gribb

Change 2869279 on 2016/02/16 by Lukasz.Furman

	fixed minion hit reaction directions
	#orion OR-13953
	#rb Mieszko.Zielinski
	#tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers
	#codereview Dan.Youhon

Change 2869277 on 2016/02/16 by Wes.Hunt

	During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks.
	#rb daniel.lamb
	#tests local windows cooks, preflight PS4 cooks

Change 2869132 on 2016/02/16 by Mieszko.Zielinski

	Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4

	#rb Lukasz.Furman
	#test none required

Change 2868981 on 2016/02/16 by Wes.Hunt

	remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used.
	This was requested by NickP.
	#rb none
	#tests local windows cooks

Change 2868975 on 2016/02/16 by Wes.Hunt

	Don't submit DDC usage stats for zero-sized events.
	#rb none
	#tests local windows cook

Change 2868956 on 2016/02/16 by Jason.Bestimt

	#ORION_DEV - Merge MAIN (0.18) at CL# 2868926

	#RB:none
	#Tests:none

Change 2868889 on 2016/02/16 by Max.Chen

	Sequencer: Only allow transport control binding when editing level editor sequencers.

	#rb none
	#tests none

Change 2868663 on 2016/02/16 by David.Ratti

	downgrade warning to display

	#rb none
	#tests compile

Change 2868624 on 2016/02/16 by Marcus.Wassmer

	Re-Enable Defrag validation for devgeneral
	#rb none
	#test none

Change 2868493 on 2016/02/16 by Benn.Gallagher

	Added a few more stats to morph target updates to try and narrow down hitches
	#rb Bruce.Nesbit
	#tests pie, -game Win64

Change 2868445 on 2016/02/16 by Dmitry.Rekman

	Linux: report crashes due to stack overflow (OR-14519).

	- Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread.
	- Force process spawning to use vfork() when no pipes are needed.
	- Ignore all signals except explicitly handled.
	- Prevent signals from being raised while another one is handled.
	- Added "debug threadrecurse" and "debug threadstackoverflow" to test that.

[CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
Andrew Grant
98ee5066e7 Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2861092)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2861045 on 2016/02/09 by Marcus.Wassmer

	Fix debug editor crash from async compute creating commands when it shouldn't.
	#rb none
	#test debug editor

Change 2861030 on 2016/02/09 by Michael.Noland

	Engine: Added support for debugging safe zones (visualization on any platform and simulation on platforms that don't natively provide safe zone information)

	r.DebugSafeZone.Mode controls the debug visualization overlay (0..2, default 0)
	- 0: Do not display the safe zone overlay
	- 1: Display the overlay for the title safe zone
	- 2: Display the overlay for the action safe zone

	r.DebugSafeZone.OverlayAlpha controls how opaque the debug visualization overlay is (0..1, default 0.3)

	On platforms that don't natively support safe zones, you can simulate a safe zone for quick/easy testing in the editor:
	- r.DebugSafeZone.TitleRatio controls the title safe zone margins returned in FDisplayMetrics
	- r.DebugActionZone.ActionRatio controls the action safe zone margins returned in FDisplayMetrics
	- These both range from 0..1, and default to 1 indicating 100% of the display is safe. A typical test value would be 0.9

	#codereview josh.adams
	#rb marcus.wassmer
	#tests Tested on Win64 uncooked and PS4 cooked (front-end and game)

Change 2860923 on 2016/02/09 by Andrew.Grant

	Fix client warning about HTTPChunkInstaller module not existing
	#rb none
	#tests ran Win64 client

Change 2860852 on 2016/02/09 by Daniel.Wright

	Fixed crash enabling capsule direct shadows in BP
	#rb Nick.Penwarden
	#tests Editor

Change 2860842 on 2016/02/09 by Marcus.Wassmer

	MallocLeakDetection proxy
	#rb Steve.Robb
	#test PS4/PC testing all commands.

Change 2860744 on 2016/02/09 by Josh.Markiewicz

	#UE4 - fixed possible crash when refresh auth with invalid response
	#rb sam.zamani
	#tests login flow
	#codereview justin.sargent, joe.wilcox, pter.knepley, ben.zeigler

Change 2860739 on 2016/02/09 by Laurent.Delayen

	Sync Markers
	- Reset SyncGroups every frame.
	- ::GetSyncGroupPosition() makes sure there is a valid MarkerSyncContext.

	=> Fixes SyncGroup returning 'valid' positions for TransitionLeaders that were not in between sync markers.

	#rb martin.wilson
	#codereview lina.halper
	#tests new riftmage and kurohane networked in PIE

Change 2860736 on 2016/02/09 by Daniel.Lamb

	Fixed issue with iterative cook on the fly invalidating cooked content all the time.
	#rb Marcus.Wassmer
	#test Cook on the fly iterative ps4

Change 2860598 on 2016/02/09 by Joe.Graf

	Simple log category change to match existing log messages in LoadMap

	#rb: n/a
	#test: loading, cooking, game

Change 2860559 on 2016/02/09 by Zak.Middleton

	#orion - Add flag to AIController to control whether it copies the Pawn rotation to ControlRotation if there is no focus point.

	#rb Lukasz.Furman
	#tests PIE ded server AI with lanes

Change 2860462 on 2016/02/09 by Marc.Audy

	Build system improvements
	* Added details to Empty manifest file save error
	* Removed redundent pseudo-dependencies from -showdependency output
	* Monolithic Kinds now a set and branch hacker can specify kind not to build
	#rb Ben.Marsh
	#tests Preflight

Change 2860434 on 2016/02/09 by David.Ratti

	NaN checks:
	-Targeting mode checks in orion code
	-Changed the AActor::SetTransform NaN check so that the logging is included in the NaN ensure (rather than getting cut off from the log afterwards).

	#rb FrankG
	#tests golden path vs bots

Change 2860390 on 2016/02/09 by Michael.Trepka

	Adjust 3D rendering resolution so that it stays approximately the same when user switches display modes

	#rb none
	#tests Tested editor build on PC

Change 2860364 on 2016/02/09 by Justin.Sargent

	Removed unused editor-only functions causing compiler errors when compiling the game.

	#rb keli
	#tests none

Change 2860242 on 2016/02/09 by Justin.Sargent

	Made a number of DialogueWave quality of life improvements to the editor and specifically SoundCue editing.

	New right-click option on SoundWaves to create a DialogueWave

[CL 2863630 by Andrew Grant in Main branch]
2016-02-11 14:39:50 -05:00
Matthew Griffin
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]
2016-01-07 08:17:16 -05:00
buildmachine
144534d89a Updating CIS Counter
[CL 2649301 by buildmachine in Main branch]
2015-08-10 08:14:45 -04:00
buildmachine
ce42430211 Code documentation from CL#2636592
[CL 2636758 by buildmachine in Main branch]
2015-07-29 07:47:34 -04:00
Daniel Lamb
94e4eda9a3 Added cooking stats.
Added multithreaded handling of cooking output.
Added support for launch on recompiling changed global shaders when cook in editor.

[CL 2618476 by Daniel Lamb in Main branch]
2015-07-13 13:47:48 -04:00
Ben Marsh
092611083e Change warning to a regular log message when waiting for DDC to finish.
[CL 2595870 by Ben Marsh in Main branch]
2015-06-22 14:43:43 -04:00
Ben Marsh
ac7fa73e85 Improve performance for building Rocket DDC: DDPs for individual projects are generated separately, skipping engine content, and separate DDP files are combined without decompressing/recompressing.
[CL 2514393 by Ben Marsh in Main branch]
2015-04-16 11:54:50 -04:00
Matthew Griffin
a7f75fbd49 [INTEGRATE] Change 2444249 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/02/12 22:09:45
Add a wrapper around the PAK-file DDC backend which can compress cache entries. Big reduction in the size of the DDC pak file, and seems to add negligable amount (measured average < 0.5s) to startup time. For UE-8823.

[CL 2449854 by Matthew Griffin in Main branch]
2015-02-18 05:28:38 -05:00
Ben Marsh
e73be40ffd [INTEGRATE] Change 2425182 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/01/30 00:27:58
Fix for building engine DDC on Mac; suspect that lock is due to recursion in FDerivedDataBackend::Get(), due to recursion through WaitForQuiescence. Instead of appending existing cache on startup, append it on shutdown if a command line parameter is present instead.

[CL 2426046 by Ben Marsh in Main branch]
2015-01-30 12:44:55 -05:00
Ben Marsh
263feb3b80 [INTEGRATE] Change 2423070 by Ben.Marsh@Ben.Marsh_T3245_Clean on 2015/01/28 19:39:35
Add a parameter to the pak file backend to merge DDC with an existing cache, and include DDC for MobileStarterContent and templates in Rocket build.

	#codereview Matthew.Griffin

[CL 2425921 by Ben Marsh in Main branch]
2015-01-30 11:28:44 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ben Marsh
f6f116db09 Prevent missing BOOT.DDP warnings on build machines when starting up a project for the first time.
[CL 2370727 by Ben Marsh in Main branch]
2014-11-26 08:46:01 -05:00
Ben Marsh
e3c5b557a8 Move the installed per-user DDC cache into a version-agnostic user folder, since it's designed to be shareable (and we're likely filling up the user's folder with stuff for every version).
[CL 2277715 by Ben Marsh in Main branch]
2014-08-29 11:20:25 -04:00
Gil Gribb
73b2534abd UE4 - fix shared DDC excessive load
[CL 2248704 by Gil Gribb in Main branch]
2014-08-08 14:02:06 -04:00
Michael Trepka
49b51ede4d Fixed a problem with the editor creating /Volumes/UE4DDC folder if the shared DDC folder is not mounted on Mac
#codereview Ben.Marsh

[CL 2123392 by Michael Trepka in Main branch]
2014-07-01 11:38:39 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Ben Marsh
128441b81b Use the Rocket DDC backend when the engine is installed. Don't switch behaviours based on IsRocket().
[CL 2101710 by Ben Marsh in Main branch]
2014-06-11 08:18:08 -04:00
Ben Marsh
96347e2dc6 Fix DDC not correctly handling project paths containing parentheses, due to them being stripped out on startup.
#codereview Gil.Gribb

[CL 2086944 by Ben Marsh in Main branch]
2014-05-29 17:25:07 -04:00
Robert Manuszewski
b6f514465a #ttp 331319: CRITICAL: LIVE: FRAMEWORK: GitHub editor attempts to connect to shared network DDC
#change Moved internal DDC shared paths to a no-redist module.

[CL 2039559 by Robert Manuszewski in Main branch]
2014-04-23 17:27:21 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00