Commit Graph

4001 Commits

Author SHA1 Message Date
Gil Gribb
93047290bb Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480)
#lockdown Nick.Penwarden
#rb none

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

Change 3045482 on 2016/07/11 by Zabir.Hoque

	DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall.

Change 3045929 on 2016/07/12 by Simon.Tovey

	Removing some deprecated node types from Niagara

Change 3045951 on 2016/07/12 by Ben.Woodhouse

	D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types)

Change 3046019 on 2016/07/12 by Chris.Bunner

	Fixed typo in material input name.
	#jira UE-5575

Change 3046053 on 2016/07/12 by Rolando.Caloca

	DR - Fix GL4 shutdown
	#jira UE-32799

Change 3046055 on 2016/07/12 by Rolando.Caloca

	DR - vk - Fix NumInstances=0

Change 3046063 on 2016/07/12 by Rolando.Caloca

	DR - vk - Added flat to uint layouts per glslang
	- Fix bad extension on dumped shaders

Change 3046067 on 2016/07/12 by Rolando.Caloca

	DR - vk - Fix check when not using color RT
	- Added queue submit & present counters

Change 3046088 on 2016/07/12 by Ben.Woodhouse

	Live GPU stats
	A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording.
	Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion)
	The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing)
	Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled
	Tested on PC, XB1, PS4

Change 3046128 on 2016/07/12 by Olaf.Piesche

	Max draw distance and fade range for lights, requested by JonL

Change 3046183 on 2016/07/12 by Ben.Woodhouse

	PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden)

Change 3046223 on 2016/07/12 by Luke.Thatcher

	Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components.

	#jira UE-32345

Change 3046228 on 2016/07/12 by Marc.Olano

	Add Voronoi noise to Noise material node.

	Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each.

	Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise.

Change 3046269 on 2016/07/12 by Rolando.Caloca

	DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL)

Change 3046294 on 2016/07/12 by Rolando.Caloca

	DR - Fix static analyisis
	warning C6326: Potential comparison of a constant with another constant.

Change 3046295 on 2016/07/12 by Rolando.Caloca

	DR - Fix the previous fix

Change 3046731 on 2016/07/12 by Marc.Olano

	Fix typo in shader random number constant: repeated extra digit made it too big.

Change 3046796 on 2016/07/12 by Uriel.Doyon

	The texture streaming manager now keeps a set of all valid textures.
	This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp.
	#jira UE-33048

Change 3046800 on 2016/07/12 by Rolando.Caloca

	DR - vk - Added create image & renderpass dump

Change 3046845 on 2016/07/12 by John.Billon

	Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations.

Change 3047023 on 2016/07/12 by Olaf.Piesche

	Niagara:
	-a bit of cleanup
	-now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes
	-removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants
	-some code simplification
	-removed some deprecated structs and code used only by old content

Change 3047052 on 2016/07/12 by Zabir.Hoque

	Unshelved from pending changelist '3044062':

	PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke)

Change 3047727 on 2016/07/13 by Luke.Thatcher

	Fix Scene Capture Components only updating every other frame.
	#jira UE-32581

Change 3047919 on 2016/07/13 by Olaf.Piesche

	CMask decode, use in deferred decals, for PS4

Change 3047921 on 2016/07/13 by Uriel.Doyon

	"Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales.
	Also, several texture messages are packed on the same line if they relate to the same material.

Change 3047952 on 2016/07/13 by Rolando.Caloca

	DR - vk - Initial prep pass for separating combined images & samplers

Change 3048648 on 2016/07/13 by Marcus.Wassmer

	Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame

Change 3049058 on 2016/07/13 by Rolando.Caloca

	DR - vk - timestamps

Change 3049725 on 2016/07/14 by Marcus.Wassmer

	Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection

Change 3049742 on 2016/07/14 by Rolando.Caloca

	DR - Fix warning

Change 3049902 on 2016/07/14 by Rolando.Caloca

	DR - Fix typo

Change 3050345 on 2016/07/14 by Olaf.Piesche

	UE-23925
	Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit).

Change 3050409 on 2016/07/14 by Olaf.Piesche

	Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash

Change 3050809 on 2016/07/14 by Rolando.Caloca

	DR - vk - Remove redundant validation layers

Change 3051319 on 2016/07/15 by Ben.Woodhouse

	Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection
	The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized
	#jira UE-31976

Change 3051692 on 2016/07/15 by Rolando.Caloca

	DR - vk - Enable RHI thread by default

Change 3052103 on 2016/07/15 by Uriel.Doyon

	Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting).
	#jira UE-32765

Change 3052140 on 2016/07/15 by Rolando.Caloca

	DR - vk - Fix shader snafu

Change 3052495 on 2016/07/15 by Rolando.Caloca

	DR - Fix for Win32 compile
	#jira UE-33349

Change 3052536 on 2016/07/15 by Uriel.Doyon

	Fixed texture streaming overbudget warning when using per texture bias.

[CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00
Ben Marsh
706c959ac5 Use 'Engine' subfolder for Rocket builds, to match the directory layout for every other chunked product.
#codereview Richard.Fawcett, Matthew.Griffin, Chris.Wood
#rb Matthew.Griffin
#lockdown Nick.Penwarden

[CL 3053412 by Ben Marsh in Main branch]
2016-07-18 08:50:43 -04:00
Mike Fricker
691a88f129 Copying //UE4/Dev-VREditor to //UE4/Dev-Main (Source: //UE4/Dev-VREditor @ 3051763)
#lockdown Nick.Penwarden

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

Change 2951403 on 2016/04/21 by Yannick.Lange

	VREditor : Pivot Transform Gizmo first version
	- Switch to old gizmo with command: VREd.PivotPointTransformGizmo 0

Change 2953179 on 2016/04/22 by Lauren.Ridge

	Adding flashlight functionality to the VR Editor quick menu. The "Light" button on the quick menu will add a flashlight to the hand without the menu attached.

Change 2953438 on 2016/04/22 by Yannick.Lange

	VR Editor :
	- Fix mac warning for WorldInteraction constructor list order
	- Fix mac warning for UniversalGizmoHandle using the same variable name

Change 2956455 on 2016/04/26 by Yannick.Lange

	Merging //UE4/Dev-Main to Dev-VREditor (//UE4/Dev-VREditor)

Change 2960831 on 2016/04/29 by Ben.Marsh

	Add stream settings for VREditor branch which shows GitHub on EC dashboard.

Change 2977191 on 2016/05/13 by Lauren.Ridge

	VR Editor: Adding screenshot button to the VR Editor Quick Menu. The screenshot does undistorted left eye + right eye, and does not capture UI.

Change 2985532 on 2016/05/20 by Lauren.Ridge

	VR Editor: Fix for UE-27727, unable to undo a duplication

Change 2985585 on 2016/05/20 by Mike.Fricker

	VR Editor: Fixed asset editor UI popping up whenever a Modes icon was clicked in VR

Change 2985586 on 2016/05/20 by Mike.Fricker

	VR Editor: Vertex and texture painting support (UETOOL-668)
	- You can now activate Mesh Paint and use the vertex/texture painting while in VR!
	- Some features are not yet accessible (e.g. color picker)
	- There is a known issue where the HMD view can flicker while painting on a texture

Change 2992730 on 2016/05/27 by Lauren.Ridge

	VR Editor: Adding access to the World Settings UI from the Quick Menu (UETOOL-722). Temp. quick menu button reorg.

Change 2999582 on 2016/06/03 by Lauren.Ridge

	VR Editor: Fixing small snap buttons due to adding a uniform grid panel.

Change 3001771 on 2016/06/06 by Lauren.Ridge

	VR Editor: Adding return values to the quick menu functions for more discrete button refreshes

Change 3004009 on 2016/06/07 by Lauren.Ridge

	VR Editor: Changing doubleclick event to be set on pressed instead of released. UETOOL-878

Change 3012664 on 2016/06/14 by Yannick.Lange

	VR Editor:
	- First extensibility stage for interaction
	- Fixed world space rotation with gizmo handle

Change 3013040 on 2016/06/14 by Yannick.Lange

	VR Editor: - Removed AutoConsoleVariable duplicates
	- Fixed mac errors: declarations that shadows another field
	- Fixed mac errors: Constructor initialization list order

Change 3013400 on 2016/06/14 by Yannick.Lange

	VR Editor: - Fix mac warning: declaration shadows a field for SnapGridActor
	- Fix SetHasUIOnForearm setter for bHasUIOnForearm

Change 3019658 on 2016/06/20 by Trung.Le

	#jira UE-31690
	Crash when setting force feedback while SteamController plugin is enabled. This was caused by setting a force feedback to a SteamController device while none has been initialized (I belive the plugin enabled this). Solution is to check whether a gamepad of that type is attached before doing this. It's possible that we'll have to further implement IsGamepadAttached in other devices to conform with IInputDevice interface.

Change 3024534 on 2016/06/23 by Mike.Fricker

	VR Editor: Miscellaneous fixes (Merged from CL 3024520)
	- Fixed input capture not being revoked properly after releasing controller triggers
	- Fixed some shadowed variable warnings
	- Renamed some function parameter variables

Change 3024713 on 2016/06/23 by Lauren.Ridge

	Repplying "Undoing Duplication" fix #jira UE-27727

Change 3025030 on 2016/06/23 by Yannick.Lange

	VR Editor:
	- Removed InputEvent parameter from the ViewportFOnVIActionHandle, because this data was already stored in the FViewportActionKeyInput that is also passed
	- Fixed typo ViewportDragOperation SetDragOperationClass
	- Removed OnDrag from interactables
	- Fixed mac warning with order of ViewportWorldInteraction constructor initialization list
	- Added events for AVREditorButton
	- Added Switching between VR Editor to VR PIE:
	  - Changed quickmenu to add PIE in VR button
	  - Module starts PIE when the reason for exiting the mode was to start PIE session
	  - Module sets the initial worldtometers for the VR Editor and stores it, so when exiting the VR Editor mode the worldtometers is set back from what it was before VR Editor.

Change 3026518 on 2016/06/24 by Yannick.Lange

	Merging //UE4/Dev-Main to Dev-VREditor (//UE4/Dev-VREditor)

Change 3026577 on 2016/06/24 by Mike.Fricker

	Viewport Interaction: Mouse cursor support (merged from CL 3026507)
	- Added a new 'mouse cursor' interactor that can be enabled (when not in VR)
	- We now automatically create a "mouse cursor" interactor when running in 'forced VR mode', so you can click on objects and gizmos!
	- Currently it only supports 'SelectAndMove' (LMB), 'SelectAndMove_LightlyPressed' (MMB) and 'WorldMovement' (RMB)
	- Interacting with UI using the mouse cursor is not supported yet.

	Other fixes:
	- ViewportInteraction: Fixed assertions when an interactor had no 'pair' and certain actions were triggered
	- ViewportInteractor: Now creates a default transform for the interactor if no overridden implementation was provided
	- VREditorInteractor: Fixed bad memory references to expired stack addresses
	- VREditor: Fixed mouse buttons events not being routed through to HandleInputKey() (preprocessor did not support those.)
	- VREditor: External modules can now activate VR Editor in 'forced VR mode', using new optional parameter to EnableVREditor()
	- VREditor: Tutorial no longer shows up in 'forced VR mode'.  You can't click on UI anyway, and it was just in the way

Change 3026786 on 2016/06/24 by Mike.Fricker

	VREditor: Fixed assertion when hovering over model components (BSP)

Change 3027015 on 2016/06/24 by Mike.Fricker

	VR Editor: Motion controllers are now enabled in forced VR mode (merged from CL 3027012)
	(Console command is 'VREd.ForceVRMode')

Change 3029346 on 2016/06/27 by Yannick.Lange

	VREditor: - Moved ViewportMotionControllerInteractor to VREditor module to solve inheritance issue
	- Fixed laser visibility (UE-32529 & UE-32523)
	- Fixed clearing delegate in Teleport

Change 3032909 on 2016/06/29 by Trung.Le

	Fixed a bug in FSteamVRController::IsGamepadAttached not properly checking for right hand tracking status.

Change 3033446 on 2016/06/29 by Trung.Le

	#jira UE-27984 Remove Simulate button from blueprint editor while in VR Editor mode

Change 3033487 on 2016/06/29 by Trung.Le

	#jira UE-27831 Properly update laser pointer hit location while using transformation gizmo

Change 3038558 on 2016/07/05 by Trung.Le

	Fixed world scaling for hover point while transforming in VR editor

Change 3039896 on 2016/07/06 by Lauren.Ridge

	Auto-entry into VR editing mode when a Vive or Oculus Rift is worn. Editor setting under Experimental to toggle the behavior, new enum EHMDWornState which defaults to Unknown for headsets that don't have sensors to detect user proximity/interaction.

Change 3042038 on 2016/07/07 by Trung.Le

	Small clean up for MeshPaintEd

Change 3045002 on 2016/07/11 by Trung.Le

	#jira UETOOL-655 Add foliage editing in VR. Majority of functionality is derived from mesh painting editor mode.

Change 3045059 on 2016/07/11 by Trung.Le

	[FoliageEdMode] Renamed variable to not hide declaration

Change 3048240 on 2016/07/13 by Trung.Le

	Removed redundant code in FoliageEdMode

Change 3049839 on 2016/07/14 by Mike.Fricker

	Merging //UE4/Dev-Main to Dev-VREditor (//UE4/Dev-VREditor) (from CL 3049614)

Change 3049848 on 2016/07/14 by Trung.Le

	VREditor: Fixed foliage fill not working
	#jira 33229

Change 3050395 on 2016/07/14 by Kevin.Rushin

	Removed leftover debug code #rb mike.fricker

Change 3050444 on 2016/07/14 by Mike.Fricker

	Fixed laser not re-appearing after closing a docked UI panel (UE-33299)

Change 3050669 on 2016/07/14 by Trung.Le

	VREditor: Fixed foliage select/lasso selection highlight not shown/updated
	#jira UE-33231

Change 3051407 on 2016/07/15 by Mike.Fricker

	VR Editor: Resaved some assets with a versioned editor (no effective changes)

Change 3051577 on 7/15/2016 by Mike.Fricker

	VR Editor: Fixed VR Editor assertion in server builds

Change 3051763 on 7/15/2016 by Mike.Fricker

	VR Editor: Avoid loading VR Editor classes in the cooker (UE-33318)

[CL 3051959 by Mike Fricker in Main branch]
2016-07-15 14:19:47 -04:00
Mike Fricker
7bf18b8798 Merging //UE4/Dev-Main to Dev-VREditor (//UE4/Dev-VREditor) (from CL 3051386)
#rb none

[CL 3051408 by Mike Fricker in Dev-VREditor branch]
2016-07-15 08:55:55 -04:00
Peter Sauerbrei
0c288eea12 fix for invalid plist generation for tvOS
#rb none (chris.babcock on ios fix which is the same)
#lockdown nick.penwarden

[CL 3051406 by Peter Sauerbrei in Main branch]
2016-07-15 08:54:41 -04:00
Ben Marsh
e7a100ec39 APIDocTool: Ensure that Doxygen crashing produces an error message that's picked up by EC. Currently fails with a warning.
#codereview Richard.Hinckley
#rb none
#lockdown Nick.Penwarden

[CL 3051396 by Ben Marsh in Main branch]
2016-07-15 08:45:35 -04:00
Matt Kuhlenschmidt
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 3003859 on 2016/06/07 by Alexis.Matte

	#jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite

Change 3004132 on 2016/06/07 by Jamie.Dale

	Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical

	This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket.

	This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly.

Change 3004286 on 2016/06/07 by Jamie.Dale

	Ensured that assignments that publish new names to the bucket are atomic

Change 3004310 on 2016/06/07 by Jamie.Dale

	Ensured FName internal hashes are returned as uint16

Change 3004381 on 2016/06/07 by Jamie.Dale

	FAsyncPackage now creates the meta-data before processing the remaining exports

	This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them.

Change 3004765 on 2016/06/07 by Alex.Delesky

	#jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material.

Change 3005754 on 2016/06/08 by Trung.Le

	Allow whitespace for meta class names
	#jira UE-31668

Change 3005755 on 2016/06/08 by Stephan.Jiang

	UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid

	#jira UE-31299

Change 3006512 on 2016/06/08 by Alex.Delesky

	#jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first.

Change 3006760 on 2016/06/08 by Jamie.Dale

	Added support for stable localization keys

	This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict.

	In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict.

	In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages.

	If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package.

	Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this:
	  MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC

	This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game.

	Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date.

	#jira UETOOL-796

Change 3007501 on 2016/06/09 by Trung.Le

	#jira UE-31722
	Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction.

Change 3007524 on 2016/06/09 by Jamie.Dale

	Added some additional checks to avoid re-keying text when duplicating for PIE

Change 3007564 on 2016/06/09 by Jamie.Dale

	PR #2401: DataTable import/export improvements (Contributed by bozaro)

Change 3007653 on 2016/06/09 by Jamie.Dale

	PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt)

Change 3008019 on 2016/06/09 by Jamie.Dale

	Updated structs to export as JSON when displaying them in the Data Table editor

	This produces much cleaner results than using the text export method (which will use the internal names for user defined structs).

	This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it.

	#jira UE-29958

Change 3008052 on 2016/06/09 by Jamie.Dale

	Fixed bug importing an array inside a JSON Data Table

	This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing.

Change 3008875 on 2016/06/10 by Jamie.Dale

	PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts)

Change 3008879 on 2016/06/10 by Jamie.Dale

	PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts)

Change 3008990 on 2016/06/10 by Alex.Delesky

	#jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source.

Change 3008991 on 2016/06/10 by Alex.Delesky

	#jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window.

Change 3010856 on 2016/06/13 by Alexis.Matte

	#jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth.

Change 3011736 on 2016/06/13 by Jamie.Dale

	Adding missing plurals.res file

	This is needed to get plural form information from ICU.

	#jira UETOOL-875

Change 3012387 on 2016/06/14 by Richard.TalbotWatkin

	Disabled the Paste context menu action if the property is marked as EditConst.
	#jira UE-27469 - User is able to paste values into a read-only setting

Change 3012971 on 2016/06/14 by Stephan.Jiang

	Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder.

	By default, visibility for engine content is off and developers is on

	#jira UE-31657

Change 3013111 on 2016/06/14 by Jamie.Dale

	Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations

	Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format.

Change 3015438 on 2016/06/15 by Cody.Albert

	Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation)

	#jira UE-32082

Change 3016782 on 2016/06/16 by Richard.TalbotWatkin

	Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array.

Change 3016949 on 2016/06/16 by Jamie.Dale

	Added FastDecimalFormat overloads to write into an existing string

	This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format).

Change 3016952 on 2016/06/16 by Jamie.Dale

	Changed an Add for an Emplace to avoid moving a temporary

Change 3016954 on 2016/06/16 by Jamie.Dale

	Updated some FText code to avoid creating temporary objects just to move data through a hierarchy

	There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data.

	This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit).

	In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful.

Change 3019021 on 2016/06/19 by Richard.TalbotWatkin

	When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear.
	#jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted

Change 3019022 on 2016/06/19 by Richard.TalbotWatkin

	Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed.
	#jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode
	#jira UE-31915 - Selecting BSP face does not show Surface Properties in Details

Change 3019025 on 2016/06/19 by Richard.TalbotWatkin

	Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops.
	#jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive

Change 3020050 on 2016/06/20 by Cody.Albert

	Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor.

	#jira UE-32173

Change 3021145 on 2016/06/21 by Jamie.Dale

	Added support for text format argument modifiers

	These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)".

	We provide a few of these by default:
	 - |plural(key=val,...)
	 - |ordinal(key=val,...)
	   Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string.
	 - |gender(masculine,feminine,[neuter])
	   Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string.
	 - |hpp(consonant,vowel)
	   Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string.

	Major changes:
	 - Exposed the ICU plural form handling via FCulture::GetPluralForm.
	 - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers).
	 - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat).
	 - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText).
	 - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText).

	Breaking changes:
	 - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text:
	   - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F".
	   - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug.

Change 3021156 on 2016/06/21 by Jamie.Dale

	Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling

	This avoids the compile and link actions being split into different batches.

Change 3021280 on 2016/06/21 by Richard.TalbotWatkin

	Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier).
	#jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug

Change 3022949 on 2016/06/22 by Alex.Delesky

	#jira UE-31944 - Upgrading Subversion binaries to version 1.9.4.

Change 3023092 on 2016/06/22 by Jamie.Dale

	Downgraded some checks to ensures and added an early out

	#jira UE-32009

Change 3023154 on 2016/06/22 by Jamie.Dale

	Ported over CL# 3018771 to the UE automation

	This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated).

Change 3023579 on 2016/06/22 by Jamie.Dale

	Expanded the Blueprint FormatText node to support numeric and gender types

	These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text.

	Major changes:
	 - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text.
	   - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin.
	 - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue.
	 - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead.

Change 3023915 on 2016/06/22 by Jamie.Dale

	Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals

Change 3024813 on 2016/06/23 by Jamie.Dale

	Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code

Change 3024852 on 2016/06/23 by Nick.Darnell

	FBX - Updating automation tests with the changes to chunk  and chunk index removal and them being merged with sections.

Change 3024994 on 2016/06/23 by Nick.Darnell

	UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview.  This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using.  Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget.  This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint.

	#jira UE-31155

Change 3025194 on 2016/06/23 by Alex.Delesky

	#jira UE-31155 - Compilation error fix.

Change 3025255 on 2016/06/23 by Alex.Delesky

	#jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports.

Change 3025460 on 2016/06/23 by Cody.Albert

	Fixed issue where widget components would misalign when aspect ratio was being constrained

	#jira UE-29637

Change 3025508 on 2016/06/23 by Cody.Albert

	Adding support for adjusting animation playback speed

	#jira UE-32222

Change 3026444 on 2016/06/24 by Jamie.Dale

	Fixed crash caused by bad access of shared this when closing an active IME context

	This was only needed to get the owner window, which we now cache when the IME context is created.

	#jira UE-32240

Change 3028358 on 2016/06/27 by Jamie.Dale

	Fixed IMEs not working due to no window being cached

	#jira UE-32240

Change 3028464 on 2016/06/27 by Alex.Delesky

	#jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out.

Change 3028524 on 2016/06/27 by Chris.Wood

	Switched off uploads to legacy Crash Report Receiver.
	[UE-31252] - Switch off deprecated CRR upload in Crash Report Client

	Also added CRC version string, added to crash context from CRC config

Change 3028840 on 2016/06/27 by Alexis.Matte

	#jira UE-32306 replace material bad name character by an underscore when doing a scen import.

Change 3028924 on 2016/06/27 by Alexis.Matte

	#jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder

Change 3029044 on 2016/06/27 by Alex.Delesky

	#jira UE-31944  - Updating SVN binaries for Mac to 1.9.4

Change 3029276 on 2016/06/27 by Alex.Delesky

	#jira UE-31531 - A user can now select the base class when creating a new physical material.

	PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside)

Change 3029459 on 2016/06/27 by Alexis.Matte

	#jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options.

Change 3030577 on 2016/06/28 by Nick.Darnell

	PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts)

Change 3030587 on 2016/06/28 by Alexis.Matte

	#jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh

Change 3030946 on 2016/06/28 by Alexis.Matte

	#jira UE-32515 prevent crash when re-import staticmesh userdata

Change 3031115 on 2016/06/28 by Jamie.Dale

	The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass

	This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed.

Change 3031146 on 2016/06/28 by Jamie.Dale

	Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject

Change 3031357 on 2016/06/28 by Nick.Darnell

	PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz)

Change 3031515 on 2016/06/28 by Jamie.Dale

	Fixed game targets not being able to depend on other game targets

Change 3031520 on 2016/06/28 by Jamie.Dale

	Localization compilation now specifies an ArchiveName to use

Change 3031671 on 2016/06/28 by Nick.Darnell

	Editor - Checking to see if a weak variable is valid before using it in the editor build window.

Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt

	Added ability to invert the Y axis in editor viewports for mouse look and orbit

Change 3032495 on 2016/06/29 by Jamie.Dale

	Fixed some measuring issues with bi-directional text within a right-flowed document

	There were three main issues:
	  1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering).
	  2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights).
	  3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights).

	#jira UE-32526

Change 3032533 on 2016/06/29 by Nick.Darnell

	UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer.  Users who use this option are encouraged to start with the widget components default material and work from there.  The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big.

Change 3032855 on 2016/06/29 by Alexis.Matte

	#jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated

	#test please re-test also UE-32240

Change 3033145 on 2016/06/29 by Alex.Delesky

	#jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized.

Change 3033147 on 2016/06/29 by Alex.Delesky

	#jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly.

	This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed.

Change 3033162 on 2016/06/29 by Alex.Delesky

	#jira UE-31827 - Undo/redo now works in the Material function editor.

Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt

	Fix post process settings blendable picker not being readable in the details panel

Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt

	Fixed huge number of redundant calls to CanEditChange and
	DiffersFromDefault that were causing massive performance loss when
	thousands of objects are selected. CanEditChange and DiffersFromDefault
	are now cached each time a property value changes.

	Fixed redundant calls for getting visualizers for each selected
	object.  This is now cached on selection

Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt

	Fix Mass customization on the body instance not working with undo/redo or reset to default

Change 3034357 on 2016/06/30 by Alex.Delesky

	#jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent.

Change 3035915 on 2016/07/01 by Richard.TalbotWatkin

	Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry.  This fixes the case where an STileView is contained within an SScrollBox.
	#jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox

Change 3035951 on 2016/07/01 by Richard.TalbotWatkin

	Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars.
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3036991 on 2016/07/04 by Alexis.Matte

	#jira UETOOL-901 Scene importer now support the rigid mesh animation

Change 3037037 on 2016/07/04 by Jamie.Dale

	Fixed regression in editable text box alignment

	Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead.

Change 3037057 on 2016/07/04 by Richard.TalbotWatkin

	Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received.
	#jira UE-29815 - In-game screenshot isn't working under certain circumstances

Change 3037082 on 2016/07/04 by Chris.Wood

	Added detection of asserts and passing assert flag and crash type string to crash reports.
	[UE-30592] - Crash Reporter should determine crash type on client and pass string to server

	Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point.

Change 3037095 on 2016/07/04 by Alexis.Matte

	Fix the bone name when duplicating a socket.

Change 3037453 on 2016/07/05 by Stephan.Jiang

	Adding ability to animate the root wigdet #2
	FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint
	the properties are then migrated back to the CDO

	#UE 31810

Change 3037487 on 2016/07/05 by Jamie.Dale

	Fixed crash caused by stale BP pointer

	#jira UE-32325

Change 3037488 on 2016/07/05 by Jamie.Dale

	Fixed a crash that could occur when a class and a folder had the same name

Change 3037526 on 2016/07/05 by Jamie.Dale

	Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress

	The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown.

	#jira UE-17688

Change 3037557 on 2016/07/05 by Alex.Delesky

	#jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location.

	The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns.

Change 3037558 on 2016/07/05 by Alex.Delesky

	#jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened.

Change 3037559 on 2016/07/05 by Alex.Delesky

	#jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level.

Change 3037593 on 2016/07/05 by Stephan.Jiang

	GitHub #2549: Add function for setting the playback rate of UMG animations
	original code shelved in CL 3033449

	#UE-32653

Change 3037605 on 2016/07/05 by Jamie.Dale

	Fixed infinite recursion that could happen when gather loc from an object with a custom callback

	#jira UE-32670

Change 3037649 on 2016/07/05 by Nick.Darnell

	PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,   Rama (Contributed by EverNewJoy)

Change 3037652 on 2016/07/05 by Nick.Darnell

	Clean - Removing commented out code.

Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt

	Fix initial hitch when dragging around in a color picker opened from a material expression node.

Change 3037679 on 2016/07/05 by Nick.Darnell

	Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures.

Change 3037757 on 2016/07/05 by Nick.Darnell

	PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok)

Change 3037840 on 2016/07/05 by Nick.Darnell

	UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite.  There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand.

Change 3037924 on 2016/07/05 by Jamie.Dale

	Re-ordered variable initialization to appease a warning on Mac

Change 3037981 on 2016/07/05 by Jamie.Dale

	Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array

	#jira UE-32639

Change 3038075 on 2016/07/05 by Cody.Albert

	Removed misleading error message in HandleCECommand

	#jira 28007

Change 3038231 on 2016/07/05 by Alexis.Matte

	#jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag.

Change 3038275 on 2016/07/05 by Alex.Delesky

	#jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself).

Change 3039310 on 2016/07/06 by Trung.Le

	#jira UE-25005 Change PIE Key Bindings
	- Removed Shift+F1 and Esc from BaseInput.ini
	- Created new customizable key binding for
	   + Shift+F1: same functionality.
	   + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session.
	   + Shift+Esc: now will stop the play session

Change 3039458 on 2016/07/06 by Trung.Le

	Removed unused code in StaticMeshLight.cpp

Change 3039827 on 2016/07/06 by Frank.Fella

	FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.

	#jira UE-31959

Change 3041094 on 2016/07/07 by Nick.Darnell

	WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault.

	#jira UE-32694

Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt

	Fix visualizers on blueprint actors not working when the internal components are trashed and replaced

Change 3041302 on 2016/07/07 by Chris.Wood

	Increased buffer size for crash uploads.
	[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack

	Trivial change in dev branch - no code review

Change 3041969 on 2016/07/07 by Nick.Darnell

	UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel.

Change 3041971 on 2016/07/07 by Nick.Darnell

	UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser.

Change 3042612 on 2016/07/08 by Trung.Le

	#jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit

Change 3042732 on 2016/07/08 by mitchell.wilson

	Adding test content for UMG Paper 2d Atlas test

Change 3042780 on 2016/07/08 by mitchell.wilson

	Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing

Change 3042870 on 2016/07/08 by mitchell.wilson

	Renaming UMG_Paper2d to UMG_Sprite

Change 3044104 on 2016/07/10 by Nick.Darnell

	PR #2104: Improved widget input support (Contributed by projectgheist)

Change 3044107 on 2016/07/10 by Nick.Darnell

	Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off.

	#jira UE-25750

Change 3044377 on 2016/07/11 by Chris.Wood

	Add Slack messaging module - Epic Friday

Change 3044536 on 2016/07/11 by Alex.Delesky

	#jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features.

Change 3044922 on 2016/07/11 by Nick.Darnell

	Slate/UMG - Working on better support for VR interactions with Slate widgets.  This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world.  Breakages, direct mouse interaction with widgets in the virtual world is no longer supported.  Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction.  However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported.  Menu anchors now properly function inside of widgets in the virtual world.  Performance improvements - the viewport no longer arranges all 3d widgets every frame.  Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh.  This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of.  Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported.

Change 3045157 on 2016/07/11 by Nick.Darnell

	Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat.

Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt

	Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe

Change 3045358 on 2016/07/11 by Alex.Delesky

	#jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break.

Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt

	Enable the widget reflector from the editor console by typing "widgetreflector"

Change 3045387 on 2016/07/11 by Stephan.Jiang

	Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly.

	#UE-31874

Change 3046093 on 2016/07/12 by Nick.Darnell

	UMG - The Slider now exposes the IsFocusable option from Slate.

	#jira UE-32960

Change 3046094 on 2016/07/12 by Alexis.Matte

	#jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value.

Change 3046104 on 2016/07/12 by Stephan.Jiang

	typo "Syc" causing the "Sync" button doesn't show Slateicon

	#UE-31409

Change 3046142 on 2016/07/12 by Nick.Darnell

	Orion - Upgrading more code to use the new input mode functions and not the deprecated ones.

Change 3046165 on 2016/07/12 by Nick.Darnell

	UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data.

	#jira UE-32844

Change 3046255 on 2016/07/12 by Nick.Darnell

	UT - More build warning fixes for the new Input Mode methods.

Change 3046604 on 2016/07/12 by Richard.Hinckley

	Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard.

Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt

	Better way of summoning the widget reflector from the console

Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt

	Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only

Change 3048754 on 2016/07/13 by Trung.Le

	#jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands

Change 3048756 on 2016/07/13 by Trung.Le

	Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable

Change 3048865 on 2016/07/13 by Trung.Le

	#jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly

Change 3048892 on 2016/07/13 by Nick.Darnell

	UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components.  So it's easier to attach it to things that might be inside of a say a player collision capsule.  Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance.

	#jira UE-33250

Change 3049096 on 2016/07/13 by Trung.Le

	Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game.
	#jira UE-33259

Change 3049177 on 2016/07/13 by Stephan.Jiang

	Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer.

	#UE-33016

Change 3049726 on 2016/07/14 by Stephan.Jiang

	Adding icons for terrain mirror tool

	#UE-20588

Change 3049957 on 2016/07/14 by Nick.Darnell

	Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created.  Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content.  Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like.

Change 3049994 on 2016/07/14 by Stephan.Jiang

	Set viewed animtion to current animtion after switching from Graph to Designer
	(This is for "No Animation Selected" showing up when switching)

	#UE-33016

Change 3050194 on 2016/07/14 by Stephan.Jiang

	Added ability to replace the widget the track is currently bound to
	Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer

	#UE-31809

[CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
Mike Fricker
c1da492f3f Merging //UE4/Dev-Main to Dev-VREditor (//UE4/Dev-VREditor) (from CL 3050657)
#rb none

[CL 3050705 by Mike Fricker in Dev-VREditor branch]
2016-07-14 17:36:40 -04:00
Peter Sauerbrei
43388f7249 fix for invalid plist generation for iOS and tvOS
#rb daniel.lamb
#lockdown nick.penwarden

[CL 3050663 by Peter Sauerbrei in Main branch]
2016-07-14 17:25:01 -04:00
Robert Manuszewski
af30c884a5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3049602)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2946506 on 2016/04/18 by Steven.Hutton

	Update to Crash Reporter buggs table to add new search fields and inclusion of packages needed for e-mail reports.

Change 3017807 on 2016/06/17 by Chris.Wood

	Improved Crash Report Process folder delete code as it could sometimes fail.
	[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue

	Also added logging to Slack when stop request received instead of just when stop is complete.

Change 3019367 on 2016/06/20 by Chris.Wood

	Improve Crash Report Process logging to track bad reads from S3.
	Also, better logging when CleanReport fails to delete folders.

Change 3019376 on 2016/06/20 by Steve.Robb

	Clarification of assert message and comments which talk about 'null' TFunctions.
	Tidy-up of dead code.

Change 3019409 on 2016/06/20 by Steve.Robb

	New Find and FindByPredicate algorithms for finding stuff in arbitrary containers.

Change 3022658 on 2016/06/22 by Chris.Wood

	Discarding duplicated crash reports earlier in read from Data Router process to avoid clashes in the landing zone (CRP v1.1.11)
	[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue

	Also improved logging to Slack with better layout, fixed event ordering and counting duplicates.

Change 3022840 on 2016/06/22 by Steve.Robb

	Skipped UHT attributes removed.

Change 3022907 on 2016/06/22 by Robert.Manuszewski

	Fixing crash when adding a new C++ class to project

	#jira UE-32333

Change 3023169 on 2016/06/22 by Steve.Robb

	Checks for UTHINGs in skipped preprocessor blocks.
	Fixes for skipped UTHINGs and some other parsing accidents.

	#jira UE-31627

Change 3023239 on 2016/06/22 by Steve.Robb

	Fix for JSON date parsing reported here: https://udn.unrealengine.com/questions/299342/fdatetime-json-serialization-bug.html

Change 3026812 on 2016/06/24 by Mieszko.Zielinski

	Marked FEnvQueryInstance::AddItemData UEnvQueryItemType_Point specialization as AIMODULE_API #UE4

Change 3028235 on 2016/06/27 by Robert.Manuszewski

	PR #2535: BUGFIX: FPS pop-up updates when loading new stat file (Contributed by projectgheist)

Change 3028282 on 2016/06/27 by Steve.Robb

	Fix for missing UFUNCTION check in skipped preprocessor blocks.

	#jira UE-31627

Change 3028284 on 2016/06/27 by Steve.Robb

	Debuggability improvements and coding standards changes.

Change 3028343 on 2016/06/27 by Steve.Robb

	Fix for UHT error in WEX.

	#jira UE-32464

Change 3028393 on 2016/06/27 by Steve.Robb

	Fix for hot reload of enums finding the old enum.
	Fix to stop SPropertyEditorNumeric caching the enum flags.

	#jira UE-31658

Change 3030362 on 2016/06/28 by Robert.Manuszewski

	Fixing hang when cooking.

Change 3030462 on 2016/06/28 by Steve.Robb

	Assert added to PackageTools::GetFilteredPackageList() to help with catching a bug reported in the wild.

	#jira UE-32001

Change 3034341 on 2016/06/30 by Robert.Manuszewski

	Modified crash handling code (on Windows) to handle two threads crashing at the same time properly.  Previously the second crash would force the process to exit before generating the crash report.

	Added 'debug twothreadsgpf' command to test the functionality.

Change 3034342 on 2016/06/30 by John.Mahoney

	Fix for crash when loading an empty cached asset registry.

	#jira UE-32232

Change 3035599 on 2016/07/01 by Chris.Wood

	Added support for CrashType string to Crash Report Process. CRP v1.1.12
	[UE-30592] - Crash Reporter should determine crash type on client and pass string to server

	Also fixes problem with reports falling back on the legacy WER metadata when a crash context exists. They now only read the error message from metadata if available and keep crash context data when possible.

	Added in missing crash context parameters that have been added to clients but not known by the server.

Change 3035787 on 2016/07/01 by John.Mahoney

	Fix for crash when DuplicateRedirects does not contain the DependentObject when saving dependencies. It will still fall through to the assertion below, but it will now fail with a useful error message instead of a generic 'Pair != nullptr' from Map.h.

	#jira UE-30189

Change 3036933 on 2016/07/04 by Steve.Robb

	Proper forwarding constructor for FAsyncTask.

Change 3036938 on 2016/07/04 by Steve.Robb

	Fix for CDO hot reload corrupting memory when replacing references inside structs.

	#jira UE-29335

Change 3036960 on 2016/07/04 by Steve.Robb

	Fix for FAnsiAllocator::ResizeAllocation when resizing to zero.

Change 3037423 on 2016/07/05 by Steve.Robb

	FModuleManager::UnloadOrAbandonModuleWithCallback split into two instead of switching behavior with a bool.

Change 3037464 on 2016/07/05 by Steve.Robb

	HotReload.cpp cleanup:

	Deep nesting flattened.
	Linear array searches replaced with maps.
	FHotReloadModule::GetGameModules made into a non-member function and split into two.
	Comment and coding standard fixes.

Change 3037741 on 2016/07/05 by John.Mahoney

	Fix for COTF not checking the correct timestamps on startup.

	#jira UE-31023

Change 3037846 on 2016/07/05 by Steve.Robb

	Fix for compile button disappearing on a bad compile.

	#jira UE-31575

Change 3037994 on 2016/07/05 by Steve.Robb

	Static analysis fixes:

	warning C6308: 'realloc' might return null pointer: assigning null pointer to 'Data', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.

Change 3039186 on 2016/07/06 by Robert.Manuszewski

	Enabling crash callstack logging by default.

Change 3039220 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C28159: Consider using 'InitiateSystemShutdownEx' instead of 'ExitWindowsEx'. Reason: Legacy API. Rearchitect to avoid Reboot
	warning C6001: Using uninitialized memory 'UserNameLength'
	warning C6001: Using uninitialized memory 'DomainNameLength'

Change 3039230 on 2016/07/06 by Steve.Robb

	Fix for VC internal compiler errors.

Change 3039237 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6385: Reading invalid data from 'Path':  the readable size is '400' bytes, but 'PathCurrentDepth' bytes may be read.

Change 3039287 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts
	warning C6101: Returning uninitialized memory '*lpdwExitCode'.  A successful path through the function does not set the named _Out_ parameter.
	warning C6387: '_Param_(1)' could be '0':  this does not adhere to the specification for the function 'IMoniker::BindToStorage'.
	warning C6387: '_Param_(1)' could be '0':  this does not adhere to the specification for the function 'IMoniker::BindToObject'.
	warning C6031: Return value ignored: 'CoCreateInstance'.

Change 3039359 on 2016/07/06 by Graeme.Thornton

	Compile error fix for FAsyncTask, courtesy of SteveR

Change 3039534 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6319: Use of the comma-operator in a tested expression causes the left argument to be ignored when it has no side-effects.

Change 3039545 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6297: Arithmetic overflow:  32-bit value is shifted, then cast to 64-bit value.  Results might not be an expected value.

Change 3039578 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6263: Using _alloca in a loop:  this can quickly overflow stack.

Change 3039623 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'
	warning C6308:'realloc' might return null pointer: assigning null pointer to 'X', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.
	warning C6385: Reading invalid data from 'X':  the readable size is 'Y' bytes, but 'Z' bytes may be read.
	warning C6386: Buffer overrun while writing to 'X':  the writable size is 'Y' bytes, but 'Z' bytes might be written.
	warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.

Change 3039630 on 2016/07/06 by John.Mahoney

	Fix for crash when spawning an actor using a template object that has instance components. UActorComponent::PostInitProperties was adding itself to the owner's InstanceComponents array, resulting in a realloc of that array and invalidating the reference that the owner's ObjectInitializer was trying to replace while instantiating that property. The new instance component will be added to the array as part of the owner's initialization anyway, so it is not necessary to do it here.

	#jira UE-29123

Change 3039664 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'NewKeys':  the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.
	warning C6386: Buffer overrun while writing to 'NewHeapIndexes':  the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.

Change 3039673 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'v'.

Change 3039690 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'.
	warning C6246: Local declaration of 'X' hides declaration of the same name in outer scope.
	warning C6262: Function uses '121180' bytes of stack:  exceeds /analyze:stacksize '81940'.  Consider moving some data to heap.
	warning C6263: Using _alloca in a loop:  this can quickly overflow stack.

Change 3040868 on 2016/07/07 by Graeme.Thornton

	Config based class stripping for server builds

Change 3040872 on 2016/07/07 by Graeme.Thornton

	Remove "return false" NeedsLoadForServer functions from engine code

Change 3040997 on 2016/07/07 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Landscape'.
	warning C6011: Dereferencing NULL pointer 'rhs.Allocation.LayerInfo'.
	warning C6011: Dereferencing NULL pointer 'lhs.Allocation.LayerInfo'.

Change 3041004 on 2016/07/07 by Steve.Robb

	Static analysis fix: warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.

Change 3041014 on 2016/07/07 by Steve.Robb

	Static analysis fix: warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 3041111 on 2016/07/07 by Steve.Robb

	Removal of an obsolete error message about INI file case sensitivity.

Change 3041150 on 2016/07/07 by Steve.Robb

	Static analysis fix: warning C6289: Incorrect operator:  mutual exclusion over || is always a non-zero constant.  Did you intend to use && instead?

Change 3041274 on 2016/07/07 by Steve.Robb

	Static analysis fixes: warning C6001: Using uninitialized memory 'X'.

Change 3041294 on 2016/07/07 by Chris.Wood

	Fixed protocol buffer and decompression errors in Crash Report Process (v.1.1.14)
	[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack

	Size of buffer received from S3 is incorrect for some records. Fixed read problems by using size header value instead of stream length.

	Increased buffer size for decompression as this was sometimes too small.

	Modified S3 reading code to look for multiple records in each downloaded file.

Change 3041472 on 2016/07/07 by Steve.Robb

	Static analysis fixes:

	warning C6294: Ill-defined for-loop:  initial condition does not satisfy test.  Loop body not executed.
	warning C6201: Index '1' is out of valid index range '0' to '0' for possibly stack allocated buffer 'NewHistory.Nodes'.

Change 3043074 on 2016/07/08 by John.Mahoney

	Fix for COTF incorrectly reconstructing the original asset path based on the sandbox path when the game name differs from the game folder name.
	Fix for COTF GetFiles not handling absolute GameDir paths properly.

	#jira UE-31023

Change 3044461 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C6386: Buffer overrun while writing to 'Attributes':  the writable size is '16384' bytes, but '-8' bytes might be written.

Change 3044470 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Node.Sequence'.

Change 3044476 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'.

Change 3044551 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'KeyAreaNode' did.

Change 3044664 on 2016/07/11 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'ToLandscape->SplineComponent'.
	warning C28182: Dereferencing NULL pointer. 'SplinesComponent' contains the same NULL value as 'Landscape->SplineComponent' did.
	warning C6011: Dereferencing NULL pointer 'Landscape->SplineComponent'.
	warning C6385: Reading invalid data from 'out':  the readable size is 'sizeof(kiss_fft_cpx)*Dims[0]*Dims[1]' bytes, but '16' bytes may be read.

Change 3044716 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C6385: Reading invalid data from 'this->ScreenSize':  the readable size is '32' bytes, but '-4' bytes may be read.

Change 3044717 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Window' contains the same NULL value as 'ElementType * Window=AllWindows.FindByPredicate((*FStaticMeshEditorTest::RunTest::<lambda_46fd0093f3912289e870263afe1fcb2e>(ExpectedTitle)))' did.

	This appears to be a false positive.

Change 3044787 on 2016/07/11 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'FbxObject'.
	warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'RigidMeshNode' did.
	warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'Result' did.

Change 3045933 on 2016/07/12 by Steve.Robb

	Overloading support for TSharedPtr, TSharedRef and TWeakPtr.

Change 3045960 on 2016/07/12 by Robert.Manuszewski

	Fixing a crash in Portal (and any other program that uses UObjects and GCs, with the exception of UHT) caused by classes not having their token stream assembled.

Change 3045963 on 2016/07/12 by Steve.Robb

	PLATFORM_COMPILER_HAS_EXPLICIT_OPERATORS, FORCEINLINE_EXPLICIT_OPERATOR_BOOL and SAFE_BOOL_OPERATORS macros removed.
	THasOperatorEquals and THasOperatorNotEquals traits moved to their own header.

Change 3045967 on 2016/07/12 by Steve.Robb

	Initializer list support for TArray and TSet.

Change 3045968 on 2016/07/12 by Robert.Manuszewski

	Fixing an ensure after typing 'stat dumphitches' in console.

Change 3045992 on 2016/07/12 by Robert.Manuszewski

	Making sure CoreUObject headers are included for programs that don't include the engine (fixing MinidumpDiagnostics CIS failure)

Change 3047870 on 2016/07/13 by Steven.Hutton

	Updated CRW to entity framework with repository models. #rb none

Change 3047871 on 2016/07/13 by Steven.Hutton

	Add repository models #rb none

Change 3049468 on 2016/07/14 by Steven.Hutton

	Fix broken project files. #rb none

#lockdown Nick.Penwarden

[CL 3050320 by Robert Manuszewski in Main branch]
2016-07-14 14:54:00 -04:00
Ben Marsh
3dbefdf14d Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3047776)
#lockdown Nick.Penwarden
#rb none

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

Change 3021930 on 2016/06/21 by Ben.Marsh

	BuildGraph: Better diagnostic message if the source directory for copies does not exist.

Change 3022391 on 2016/06/21 by Ben.Marsh

	Rework copy task slightly so that all code paths result in files being tagged.

Change 3026592 on 2016/06/24 by Ben.Marsh

	BuildGraph: Add a ForEach element, which will assign a local property to each of a semicolon separated list of values, and expand the elements within it. Added an example in Properties.xml.

Change 3028708 on 2016/06/27 by Matthew.Griffin

	Converting Engine build process to BuildGraph script
	Added Tag Receipts task to retrieve list of build products/dependencies from *.target files.
	Changed Pak File task so that you can specify an existing response file, rather than creating one from the file list.
	Changed base task so that you can resolve filespec from a list of file patterns if you already have them separated, which was the case with wildcards in runtime dependencies.
	Added EngineMajorVersion, EngineMinorVersion and EnginePatchVersion as default properties available to BuildGraph
	Added FinalizeInstalledBuild command to write out InstalledBuild.txt file and config entries for installed platforms
	Included .exe.config and exe.mdb files to build products of CsCompile task if they exist
	Added TagReferences option to CsCompile so that you can get any external references projects have that need to be included when staging
	Added RunOptions parameter to SpawnTask, so that you can specify these for the exe you want to run
	Added missing Runtime Dependency for ICU on Mac

Change 3030209 on 2016/06/28 by Matthew.Griffin

	Renamed EngineBuild.xml to InstalledEngineBuild.xml to make its purpose more clear.
	Removed reference to xcodeunlock.sh from Mac Installed build dependencies as the file itself has been deleted.
	Added myself to list of notifiers for failures in the UE4 Binary build.

Change 3034068 on 2016/06/30 by Ben.Marsh

	BuildGraph: Change scoping rules for properties. Local properties can no longer shadow global properties with the same name (or vice versa), and local properties are always modified in the scope that they were first declared, rather than being re-declared in a narrower scope.

Change 3034070 on 2016/06/30 by Ben.Marsh

	BuildGraph: Warn when referencing a property which is not defined, and add new attributes to the <Property> element to set the default value for a property if it's not already set, and validating that it's one of a list of valid values if it is (eg. <Property Name="WithWin64" Restrict="true;false" Default="false"/>).

Change 3034110 on 2016/06/30 by Matthew.Griffin

	Updated Installed Build so that properties are consistently named Exceptions and that the right versions are used
	Added Filter and Exception properties for each target platform to add any files that can't be figured out via dependencies
	Added Default values for various properties used across Engine build scripts - IsReleaseBranch, IsPreflight, OutputDir, BuildLabel, WithWin64 etc.
	Tagged Generated Includes from each target so that they can be included in Installed Build
	Added additional Android architectures to Shipping build
	Changed SwarmCoordinator to build for Any CPU
	Removed Local HostPlatform property from DDC nodes
	Changed Installed Build target platforms to use Do blocks so that we only have to check With... property once
	Reordered stripping and signing process so that we use the Exception check in less places

Change 3035499 on 2016/07/01 by Ben.Marsh

	BuildGraph: Remove the <Local> element, and just make all <Property> declarations scoped. Also add an error if a property is later declared in a parent scope, since the earlier assignment won't be visible to the later one.

Change 3035520 on 2016/07/01 by Ben.Marsh

	BuildGraph: Add support for <, <=, >, >= operators in condition expressions.

Change 3035666 on 2016/07/01 by Matthew.Griffin

	Added more parameters to Chunk and Label Build tasks
	Updated all remaining uses of Local to Property in Installed Build script
	Made sure Feature Packs use paths compatible with Mac and also changed the node to use a ForEach element

Change 3037020 on 2016/07/04 by Matthew.Griffin

	Ensured that TempStorageFileList uses forward slashes as its path separators so that it's easily used on Mac and Windows
	Was causing the results of the Make Feature Packs node to be tagged using Windows style paths, meaning they would throw an error if you tried to copy them on Mac

Change 3037052 on 2016/07/04 by Ben.Marsh

	Move FJsonValue::ErrorMessage into cpp file, since it depends on the log class defined in Json.h (which includes it).

Change 3037283 on 2016/07/05 by Matthew.Griffin

	Removed EnterScope and LeaveScope from ReadGraphBody so that included files are treated as being in the same scope (allows use of properties across files)

Change 3037547 on 2016/07/05 by Ben.Marsh

	UAT: Allow CommandUtils.Run() to check directories listed in the PATH environment variable for the executable before failing.

Change 3037552 on 2016/07/05 by Ben.Marsh

	BuildGraph: Add an <Unzip> task, which extracts a zip file to an output directory.

Change 3039109 on 2016/07/06 by Matthew.Griffin

	Moved tagging of UAT build products to the Installed Build step as it's the only thing that needs them
	Moved Strip and Sign filters to the filters file, made sure they're used for all operations and added stripping back to UE4Editor nodes
	Changed BuildPatchTool to be built in shipping mode
	Changed all C# projects to be compiled for AnyCPU as they ended up in different output folders otherwise
	Added all files referenced by C# projects to avoid having to filter them manually
	Changed filters to get files included for Linux closer to the old pattern
	Changed Build DDC command to ignore empty entries in FeaturePacks list, don't want to fail the process if a list begins with a ;
	Changed UE4Game to use shipping PhysX libs for Shipping builds
	Added glut32.dll as a Runtime Dependency for PhysX
	Added libsteam_api.so as a Runtime Dependency for Steamworks on Linux

Change 3039676 on 2016/07/06 by Ben.Marsh

	Core: Move definitions for FORCEINLINE'd FMath functions into UnrealMathUtility. Prevents link errors if including one without the other.

Change 3039681 on 2016/07/06 by Ben.Marsh

	Core: Move implementation of GetTypeHash(FTimespan) into CPP file, to remove implicit dependency on the inline implementation of GetTypeHash(int64) being included.

Change 3039735 on 2016/07/06 by Ben.Marsh

	Core: Move USE_DELEGATE_TRYGETBOUNDFUNCTIONNAME into a separate header, so delegate headers can be included separately.

Change 3039878 on 2016/07/06 by Ben.Marsh

	Core: Move FOperatorFunctionID out of TOperatorJumpTable to allow MSVC to compile it and catch errors before the template is instantiated.

Change 3040156 on 2016/07/06 by Ben.Marsh

	Core: Move FDateTime::GetTypeHash() into cpp file to eliminate dependency on TypeHash.h being included before it.

Change 3041009 on 2016/07/07 by Matthew.Griffin

	Changed UE4Game to only use shipping PhysX libraries on Windows

Change 3041015 on 2016/07/07 by Leigh.Swift

	UBT: Support creating C# programs that will be included in the UE4.sln Programs list.
	To have your program listed, remove the sln file that may have been created for you, and add a file named "UE4CSharp.prog" next to your csproj file.

Change 3041234 on 2016/07/07 by Matthew.Griffin

	Added building of Launcher Samples to BuildGraph system
	Added Command to Build Sample projects, which distills to temp directory, builds DDC if needed and then chunks/posts to MCP

Change 3041244 on 2016/07/07 by Ben.Marsh

	Core: Change PlatformIncludes.h to include all the individual PlatformMemory.h, PlatformTime.h, etc... headers rather than including separate per-platform headers which include them all. Makes it much easier to optimize header file usage, and eliminates redundant typedefs in the individual Platform*.h files. Also fixes some headers that previously didn't compile.

Change 3042518 on 2016/07/08 by Matthew.Griffin

	Added content modifiers to those notified about Sample failures
	Throw exception if RocketPromoteBuild tries to promote all samples
	Throw exceptions for missing parameters in BuildLauncherSample command, corrected EngineDir parameter name.

Change 3042545 on 2016/07/08 by Ben.Marsh

	Core: Push/Pop defines for MAX_uint8, MAX_uint16, MAX_uint32, MAX_int32 around Windows.h includes, so we don't need to be careful about the order in which we include NumericLimits.h.

Change 3042546 on 2016/07/08 by Ben.Marsh

	Core: Put standard CRT includes into their own header, so we can include it without taking all of PlatformIncludes.h (and make any platform-specific additions as needed)

Change 3042548 on 2016/07/08 by Ben.Marsh

	Core: Include PlatformCompilerSetup headers from Platform.h, as well as all the defaults for non-platform overriden defines. Allows including Platform.h to get all the basic types, defines and compile environment set up without having to include a large number of system headers or unnecessary functionality.

Change 3044424 on 2016/07/11 by Ben.Marsh

	Merge fixes for QFE installer (CL 3044412) from 4.11 branch.

Change 3044584 on 2016/07/11 by Ben.Marsh

	Core: Move FMath::FormatIntToHumanReadable() to UnrealMath.cpp, since it's a very large/expensive function to try to inline (and introduce a FString dependency for)

Change 3044603 on 2016/07/11 by Matthew.Griffin

	Added PS4 and XboxOne to installed build as options that will always be disabled by default
	Standardised some of the agent names
	Removed logging from the Installed Build nodes as it takes a huge amount of time to write out the list for little reward

Change 3044608 on 2016/07/11 by Ben.Marsh

	Core: Split out definition of SIMD VectorRegister class into its own header, so it's not forcibly included with UnrealMathUtility.

Change 3044638 on 2016/07/11 by Matthew.Griffin

	Added internal build jobs for all games with compile, cook and package nodes.
	Added Documentation, Localization and NonUnity steps.

Change 3045959 on 2016/07/12 by Matthew.Griffin

	Removed Aggregates from Installed Build script as they weren't used/necessary.

Change 3045961 on 2016/07/12 by Matthew.Griffin

	Fixed various issues with Full Build
	Switch to build non-client/server configurations for some games
	Included PS4 and Xbox game targets in our internal monolithics aggregate
	Added Requirements for steps that need UHT, SCW etc.
	Added list of Packaged Game Nodes that we can build up as they're defined
	Added targets that were previously in the Internal Tools nodes
	Changed APIDocTool to build Release as that's what the solution uses and made use of the path created for it
	Removed -clean from the NonUnity targets as that doesn't actually build anything
	Changed mail notifications so that individual nodes are used for content modifiers, not every preceeding node too

Change 3047068 on 2016/07/12 by Ben.Marsh

	BuildGraph: Reduce the amount of log output when compiling a C# project; use /verbosity:minimal and /nolog, as Visual Studio does.

Change 3047298 on 2016/07/12 by Ben.Marsh

	EC: Add a workspace setting specifying that it should be synced incrementally.

Change 3047626 on 2016/07/13 by Matthew.Griffin

	Added PackageToNetwork property, which will default to false, which determines whether to put staged builds on the P: drive or within the LocalBuilds folder of the root dir
	Also changed WorldExplorers to use P:/Builds/Friday instead of WEX, as no one is now clearing up the WEX folder regularly

Change 3047762 on 2016/07/13 by Matthew.Griffin

	Added -nodebuginfo to all compile tasks with -precompile to reduce the size of libs produced
	Added plugin intermediates to list of files excluded from installed build

[CL 3047809 by Ben Marsh in Main branch]
2016-07-13 09:16:28 -04:00
Rob Cannaday
ce3a0b200f Copying //Tasks/UE4/Dev-Online-Plugins-v3 to //UE4/Dev-Main (Source: //Tasks/UE4/Dev-Online-Plugins-v3 @ 3047294)
#lockdown Nick.Penwarden
#rb rob.cannaday

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

Change 3025090 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemGooglePlay into plugins

Change 3025127 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemIOS into plugins

Change 3025314 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemWeChat into plugins

Change 3025380 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemMcp into plugins

Change 3025400 on 2016/06/23 by Rob.Cannaday

	Move PluginFlow into plugins

Change 3025430 on 2016/06/23 by Rob.Cannaday

	Move OnlineFramework (Hotfix, Lobby, Party, Qos) into plugins

Change 3025453 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystem into plugins

Change 3025462 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemAmazon into plugins

Change 3025480 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemFacebook into plugins

Change 3025487 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemNull into plugins

Change 3025493 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemSteam into plugins

Change 3025512 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemUtils (OnlineBlueprintSupport, OnlineSubsystemUtils) into plugins

Change 3025520 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemPS4 into plugins

Change 3025526 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemLive into plugins

Change 3025542 on 2016/06/23 by Rob.Cannaday

	Move OnlineSubsystemThunderhead into plugins (disabled)

Change 3025547 on 2016/06/23 by Rob.Cannaday

	Delete NewsFeed

Change 3028420 on 2016/06/27 by Rob.Cannaday

	Online Subsystem pluginization changes

Change 3028457 on 2016/06/27 by Rob.Cannaday

	Add ShooterOnlineSessionClient.*
	Remove copy/paste from previous checkin

Change 3029282 on 2016/06/27 by Rob.Cannaday

	Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) (around CL 3028391)

Change 3029363 on 2016/06/27 by Rob.Cannaday

	UT build fixes for pluginization

Change 3032885 on 2016/06/29 by Rob.Cannaday

	Remove bCompileMCPOss and bCompileSteamOss

Change 3033072 on 2016/06/29 by Rob.Cannaday

	Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3) (around CL 3032885)

Change 3033368 on 2016/06/29 by Rob.Cannaday

	Fix references to online subsystem files in their former location

Change 3037635 on 2016/07/05 by Rob.Cannaday

	Add online plugins to WEX uproject

Change 3038147 on 2016/07/05 by Rob.Cannaday

	Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3)
	Also adds Match3

Change 3038152 on 2016/07/05 by Rob.Cannaday

	Fixup UnrealMatch3 OSS references

Change 3044558 on 2016/07/11 by Rob.Cannaday

	Move OnlineBlueprintCallProxyBase to Engine/Public/Net to remove dependency for OnlineSubsystemUtils in Engine.

Change 3044596 on 2016/07/11 by Rob.Cannaday

	#jira OGSSOCIAL-226 Investigate Slate solution to fade per line instead of per message
	Allow users to add a custom FTextLayout to Text boxes

Change 3045306 on 2016/07/11 by Rob.Cannaday

	Merging //UE4/Dev-Main to Dev-Online-Plugins-v3 (//Tasks/UE4/Dev-Online-Plugins-v3)

Change 3045424 on 2016/07/11 by Rob.Cannaday

	Add OnlineSubsystem plugins to Ocean.uproject
	#jira OGS-391

Change 3045478 on 2016/07/11 by Rob.Cannaday

	Crash fix when creating a split screen player via DebugCreatePlayer 1
	null check UniqueId
	#jira OGS-392

Change 3046785 on 2016/07/12 by Rob.Cannaday

	Move new hotfix files into plugin

Change 3047014 on 2016/07/12 by Rob.Cannaday

	Fix for VOIP not working
	#jira OGS-393

Change 3047248 on 2016/07/12 by Rob.Cannaday

	Fix build warning of member variable initialiization order.

Change 3047294 on 2016/07/12 by Rob.Cannaday

	Fix for ensure on shutdown in Qos module
	#jira UE-33150

[CL 3047349 by Rob Cannaday in Main branch]
2016-07-12 22:27:19 -04:00
Josh Adams
ac8b6f2e72 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden

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

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3020547 on 2016/06/20 by Jeff.Campeau

	Support for applocal deployment of binaries
	-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
	Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.

Change 3020552 on 2016/06/20 by Jeff.Campeau

	Add switch to disable debug symbol cache creation

Change 3020567 on 2016/06/20 by Jeff.Campeau

	constexpr enabled for Xbox One

Change 3020568 on 2016/06/20 by Jeff.Campeau

	Separate setting for debug
	#jira UEPLAT-1348

Change 3020628 on 2016/06/20 by Jeff.Campeau

	Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).

Change 3020629 on 2016/06/20 by Jeff.Campeau

	Use Slate tick to drive message processing during blocking loads (improves PLM).

Change 3020633 on 2016/06/20 by Jeff.Campeau

	Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
	Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).

Change 3020873 on 2016/06/21 by Lee.Clark

	PS4 - Fix missing audio when using A3D.

Change 3021225 on 2016/06/21 by Keith.Judge

	Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.

Change 3021286 on 2016/06/21 by Dmitry.Rekman

	Linux: symbolication for memory profiler.

	- Also repaired/improved finding function name from debug info and overall callstack parsing.

	#tests Ran Linux editor and TestPAL, crashed multiple times

Change 3021512 on 2016/06/21 by Mark.Satterthwaite

	Compile fixes for new clang version.

Change 3021521 on 2016/06/21 by Mark.Satterthwaite

	Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.

Change 3021528 on 2016/06/21 by Mark.Satterthwaite

	Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.

Change 3021595 on 2016/06/21 by Mark.Satterthwaite

	Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
	- Implement Metal Depth-16 and stencil-texture-view support where available.
	- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
	- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
	- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
	- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
	- Add support to Metal for setting UAVs from a uniform buffer.
	- Remove unused GlobalUniform header from MetalRHI.
	- Remove unnecessary FrameCount delay from Metal resource free lists.

Change 3021702 on 2016/06/21 by Mark.Satterthwaite

	Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.

Change 3022152 on 2016/06/21 by Nick.Shin

	Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp

	forgot to un-do this when the giant revert (CL: #2970016) was done

	#jira UE-22166 HTML5 Cook on the fly will launch and then close browser

Change 3022409 on 2016/06/21 by Dmitry.Rekman

	Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).

	- Contains PR #2258 (contributed by wshearn).

Change 3022541 on 2016/06/22 by Lee.Clark

	PS4 - Make sure the render target masks are set correctly for disabled render targets.
	Fixes a validation check for shaders expecting to write to NULL render targets.

Change 3022973 on 2016/06/22 by Michael.Trepka

	Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.

Change 3023106 on 2016/06/22 by Dmitry.Rekman

	Linux: enable code to catch memory stomps during async loading.

	- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.

	#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.

Change 3023256 on 2016/06/22 by Mark.Satterthwaite

	Fix compile errors from latest Metal changes that broke iOS.

Change 3023268 on 2016/06/22 by Mark.Satterthwaite

	Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.

Change 3023651 on 2016/06/22 by Mark.Satterthwaite

	Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.

Change 3023777 on 2016/06/22 by Brent.Pease

	 + Update config for Android and iOS

Change 3023781 on 2016/06/22 by Chris.Babcock

	Use mmap/munmap for Android BinnedAllocFromOS
	#ue4
	#android

Change 3023947 on 2016/06/22 by Mark.Satterthwaite

	Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.

Change 3024434 on 2016/06/23 by Lee.Clark

	PS4 - Remove Delta Color Compression support

Change 3024735 on 2016/06/23 by Mark.Satterthwaite

	Changes to MetalStatistics module initialisation.

Change 3024741 on 2016/06/23 by Mark.Satterthwaite

	Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.

Change 3025477 on 2016/06/23 by Brent.Pease

	 + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
	 + Change UEDeployAndroid.cs to use UnrealPluginLanguage

Change 3026085 on 2016/06/23 by Jeff.Campeau

	Separate Xbox One target settings for editor only values
	Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
	Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
	Clean up cached ini sections for UBT/UAT

Change 3026093 on 2016/06/23 by Jeff.Campeau

	Cleanup unused files

Change 3026745 on 2016/06/24 by Mark.Satterthwaite

	+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
	+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
	+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.

	-  By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.

Change 3026831 on 2016/06/24 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3026940 on 2016/06/24 by Brent.Pease

	PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)

Change 3027396 on 2016/06/24 by Brent.Pease

	Add BuildGraph.csproj to get Xamarin .sln builds working again

Change 3029211 on 2016/06/27 by Michael.Trepka

	Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user

Change 3029518 on 2016/06/27 by Josh.Adams

	Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1

Change 3030385 on 2016/06/28 by Keith.Judge

	Fix XB1 deployment issues with AppXManifest for Paragon.

Change 3030416 on 2016/06/28 by Lee.Clark

	PS4 - Fix Mediaplayer IsPlaying

Change 3030922 on 2016/06/28 by Keith.Judge

	XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.

Change 3030948 on 2016/06/28 by Jeff.Campeau

	Revert to using constant chunk indexes instead of polling the OS.
	(OS API has a bug that will not be fixed.)

Change 3031016 on 2016/06/28 by Brent.Pease

	UEPLAT-1244 - Archive dSYM file
	UEPLAT-1359 - Support creating dSYM bundle

	Changes:
	 + Added ios settings flag for dsym bundle
	 + Added ios setting for creating xcode archive
	 + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is

Change 3031352 on 2016/06/28 by Bob.Tellez

	Added tps file for xcodeunlock

Change 3031604 on 2016/06/28 by Mark.Satterthwaite

	Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.

Change 3031879 on 2016/06/28 by Brent.Pease

	 + PhysX libraries for bitcode support on tvOS.

Change 3032374 on 2016/06/29 by Keith.Judge

	Enable Oodle Handler Component on Xbox One

Change 3032407 on 2016/06/29 by Keith.Judge

	Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.

Change 3032432 on 2016/06/29 by Keith.Judge

	XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.

Change 3033474 on 2016/06/29 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3033603 on 2016/06/29 by Brent.Pease

	 + Support UnrealPluginLanguage for IOS and TVOS builds
	 + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file

Change 3034004 on 2016/06/30 by Lee.Clark

	PS4 - Use SDK 3.508.101

Change 3034007 on 2016/06/30 by Lee.Clark

	PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH

Change 3034173 on 2016/06/30 by Lee.Clark

	PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure

Change 3034498 on 2016/06/30 by Jeff.Campeau

	Use MSBuild version 14 when generating project files.

Change 3034943 on 2016/06/30 by Mark.Satterthwaite

	For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.

Change 3035416 on 2016/07/01 by Lee.Clark

	PS4 - Replace export vertex shader check with a CFLAG

Change 3036093 on 2016/07/01 by Brent.Pease

	 + Fix dSYM bundle path on Windows ios builds
	 + Search for DeltaCopy directory if its not found from the user settings
	 + Do not build an XCArchive file when building for ios on non-mac platforms

Change 3036726 on 2016/07/02 by Brent.Pease

	 + Add missing tvOS bitcode library

Change 3037455 on 2016/07/05 by Lee.Clark

	PS4 - Default SmoothFrameRate to false

Change 3037470 on 2016/07/05 by Keith.Judge

	Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.

Change 3038322 on 2016/07/05 by Jeremiah.Waldron

	Fix for asset packages with Unicode characters in their name not being loaded on Android.

	Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
	  - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.

	The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
	This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.

	#jira UE-18643
	#android

Change 3038693 on 2016/07/05 by Mark.Satterthwaite

	Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.

Change 3039880 on 2016/07/06 by Mark.Satterthwaite

	Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.

Change 3040407 on 2016/07/06 by Michael.Trepka

	Added View->Enter Full Screen menu item for games on Mac

Change 3040550 on 2016/07/06 by Mark.Satterthwaite

	Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.

Change 3041098 on 2016/07/07 by Peter.Sauerbrei

	initial changes to get IOS builds from PC in launcher release of engine

Change 3041310 on 2016/07/07 by Keith.Judge

	Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.

Change 3041327 on 2016/07/07 by Keith.Judge

	Xbox One - Remove pointless memory barrier call in D3D11Query

Change 3041352 on 2016/07/07 by Keith.Judge

	Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.

Change 3041419 on 2016/07/07 by Jeff.Campeau

	Xbox One toolchain fix for VS2015 Update 3

Change 3041635 on 2016/07/07 by Jeff.Campeau

	Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
	#jira OR-15578

Change 3041735 on 2016/07/07 by Peter.Sauerbrei

	re-enabled the build parameters for launcher release builds in IOS

Change 3041783 on 2016/07/07 by Joe.Graf

	Changed bAutpApplyFailed to bAutoApplyFailed (typo)

Change 3041784 on 2016/07/07 by Joe.Graf

	Fixed missing %s from a log message in UResavePackagesCommandlet

Change 3042434 on 2016/07/08 by Lee.Clark

	PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.

Change 3042658 on 2016/07/08 by Lee.Clark

	PS4 - Use SDK 3.508.201

Change 3042970 on 2016/07/08 by Josh.Adams

	Redoing CL in 3040890 in Dev-Platform

Change 3043243 on 2016/07/08 by Chris.Babcock

	clamped allowed slot range for gameplay debugger's categories
	copy of CL# 3040313 from //UE4/Dev-Framework
	#jira UE-32866

Change 3043500 on 2016/07/08 by Mark.Satterthwaite

	Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.

Change 3044628 on 2016/07/11 by Mark.Satterthwaite

	Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
	#jira UE-32989

Change 3044948 on 2016/07/11 by Dmitry.Rekman

	Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)

	- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
	- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.

	#jira UE-32973

Change 3045322 on 2016/07/11 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3046028 on 2016/07/12 by Lee.Clark

	PS4 - Check for correct SDK installation
	Allow use of 7th core when Morpheus is enabled

Change 3046339 on 2016/07/12 by Peter.Sauerbrei

	fix for incorrect error message when iPhone Plus icon is the correct size

[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
Gil Gribb
e581ead572 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none

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

Change 3028958 on 2016/06/27 by Ben.Woodhouse

	Fix for perf issue with GetSingleFinalDataConst

	This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.

	Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)

	#jira UE-26179

Change 3029401 on 2016/06/27 by Rolando.Caloca

	DR - More vk logging

Change 3029549 on 2016/06/27 by Uriel.Doyon

	Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
	New options "r.Streaming.UsePerTextureBias" that assign a  bias between 0 and MipBias to each texture in order to fit in budget.
	Fixed crash when disabling texture streaming.
	Fixed issue when disabling texture streaming that would make current loaded texture low res.
	New logic to prevent retrying to cancel a streaming request more than once.
	Pending load request of one extra mip will not be cancelled anymore.
	Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
	#jira UE-32197
	#jira UE-31102

Change 3029837 on 2016/06/27 by David.Hill

	Fixed Shutter SM4 not working when using compute shader eye-adaptation
	#jira UE-32443

	The default eye adaptation value was missing.

Change 3030039 on 2016/06/27 by Uriel.Doyon

	Fix for crash when landscape materials are used in the Texture Streaming Build.
	#jira UE-32196

Change 3030081 on 2016/06/27 by Uriel.Doyon

	Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.

Change 3030401 on 2016/06/28 by Ben.Woodhouse

	Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
	#jira UE-31238

Change 3030607 on 2016/06/28 by Marc.Olano

	Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.

Change 3030627 on 2016/06/28 by Ben.Woodhouse

	Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).

Change 3030809 on 2016/06/28 by Marc.Olano

	Noise shader function rename & perf improvement.

	Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.

Change 3030850 on 2016/06/28 by Marc.Olano

	Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.

Change 3030981 on 2016/06/28 by Rolando.Caloca

	DR - vk - More logging

Change 3031056 on 2016/06/28 by Marc.Olano

	Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map

Change 3031398 on 2016/06/28 by Benjamin.Hyder

	updating TM-Shadermodels (correcting Mt Rushmore)

Change 3031441 on 2016/06/28 by Marc.Olano

	Use only float version of BBS shader rand function for ES2

Change 3031463 on 2016/06/28 by John.Billon

	Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
	#Jira UE-32020

Change 3031512 on 2016/06/28 by Zabir.Hoque

	Relax clear flags for DX12 RHIs.
	Properly flush pending commands before residency is updated.

Change 3031517 on 2016/06/28 by Rolando.Caloca

	DR - vk logging using r.Vulkan.DumpLayer

Change 3032359 on 2016/06/29 by Allan.Bentham

	Fix mobile shadows crash.

Change 3032431 on 2016/06/29 by Gil.Gribb

	Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3032757 on 2016/06/29 by Uriel.Doyon

	Fixed global mip bias being applied twice following integration with main.

Change 3033121 on 2016/06/29 by Rolando.Caloca

	DR - vk - Logging

Change 3033529 on 2016/06/29 by Daniel.Wright

	Null world guard on UReflectionCaptureComponent::ReadbackFromGPU

Change 3033668 on 2016/06/29 by Uriel.Doyon

	Grouped texture streaming settings to simplify logic.
	New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
	#jira UE-32118

Change 3034403 on 2016/06/30 by Rolando.Caloca

	DR - Shorten dumped shader debug strings

Change 3034475 on 2016/06/30 by Rolando.Caloca

	DR - Missing logging

Change 3034722 on 2016/06/30 by Uriel.Doyon

	Improved StreamingAccuracy viewmodes with alpha test and translucent materials
	#jira UE-32656

Change 3034797 on 2016/06/30 by Rolando.Caloca

	DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again

Change 3034799 on 2016/06/30 by Rolando.Caloca

	DR - vk - missed file

Change 3034905 on 2016/06/30 by Rolando.Caloca

	DR - vk - Fix for render passes being reused with wrong dimensions

Change 3035503 on 2016/07/01 by Simon.Tovey

	Async compute version of translucency lighting volume clear.

Change 3035577 on 2016/07/01 by Marc.Olano

	Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.

Change 3035587 on 2016/07/01 by Ben.Woodhouse

	Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)

	#jira UE-32709

Change 3035618 on 2016/07/01 by Olaf.Piesche

	Asset fixes

Change 3035692 on 2016/07/01 by Rolando.Caloca

	DR - vk - Deferred deletion queue

Change 3035808 on 2016/07/01 by Rolando.Caloca

	DR - vk - Stat for deletion time, fixed some logging

Change 3036012 on 2016/07/01 by John.Billon

	Alpha Coverage Preservation
	-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
	#Jira UE-31986

Change 3036041 on 2016/07/01 by Rolando.Caloca

	DR - vk - Fix for 32bit

Change 3036433 on 2016/07/01 by Rolando.Caloca

	DR - More vk logging

Change 3036935 on 2016/07/04 by Simon.Tovey

	Removing Data Objects

Change 3036942 on 2016/07/04 by Ben.Woodhouse

	Fix for decal rendering resource leak

	The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.

	The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer

	This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.

	#jira UE-32602

Change 3037563 on 2016/07/05 by Chris.Bunner

	HLOD self-shadowing in baked lighting fix.

Change 3037640 on 2016/07/05 by Marcus.Wassmer

	Fix bug in USE_GPU_OVERWRITE_CHECKING

Change 3037927 on 2016/07/05 by Rolando.Caloca

	DR - Fix touch pads not showing on Vulkan
	#jira UE-32062

Change 3038085 on 2016/07/05 by Chris.Bunner

	HLOD dynamic shadowing support.
	#jira UE-22627

Change 3038209 on 2016/07/05 by Rolando.Caloca

	DR - vk - Android compile fix

Change 3038644 on 2016/07/05 by Uriel.Doyon

	Added LerpRange that allows to lerp between two rotators without taking the sortest path.

Change 3038820 on 2016/07/05 by Uriel.Doyon

	Selecting streaming accuracy view modes will not automatically generate missing visualization data.

Change 3039332 on 2016/07/06 by John.Billon

	-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
	#Jira UE-31710

Change 3039454 on 2016/07/06 by Simon.Tovey

	Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
	Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.

	Plus a few other edits to remove Curves/DataObjects that I missed in last CL.

Change 3039517 on 2016/07/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3039587 on 2016/07/06 by Rolando.Caloca

	DR - vk logging, submit counter

Change 3039603 on 2016/07/06 by Rolando.Caloca

	DR - Allow more samplers on GL4
	#jira UE-32628
	#jira UE-32744

Change 3039661 on 2016/07/06 by Daniel.Wright

	Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
	Skylight occlusion tint now applies to specular
	Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor

Change 3039960 on 2016/07/06 by Daniel.Wright

	Forward renderer initial implementation
	* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
	* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
	* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
	* A full Z Prepass is forced with forward shading.  This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
	* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
	* GBuffer render targets are still allocated
	* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
	* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
	* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures

Change 3040050 on 2016/07/06 by Daniel.Wright

	Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps

Change 3040160 on 2016/07/06 by Daniel.Wright

	Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space

Change 3040163 on 2016/07/06 by Rolando.Caloca

	DR - vk - More logging

Change 3040257 on 2016/07/06 by Daniel.Wright

	Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early

Change 3040316 on 2016/07/06 by Daniel.Wright

	PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection.  Fix from licensee

Change 3040361 on 2016/07/06 by Daniel.Wright

	Fixed TexCreate_UAV being used on translucency volume textures in SM4

Change 3040402 on 2016/07/06 by Rolando.Caloca

	DR - vk - Make host mem accesses coherent

Change 3040486 on 2016/07/06 by Daniel.Wright

	CIS fixes

Change 3041028 on 2016/07/07 by Gil.Gribb

	Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3041235 on 2016/07/07 by Simon.Tovey

	Compile fix for FName conflict on UProperty (hopefully).

Change 3041666 on 2016/07/07 by Daniel.Wright

	Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume

Change 3041731 on 2016/07/07 by Olaf.Piesche

	Adding Niagara to dynamically loaded module list; should fix UE-32915

Change 3042181 on 2016/07/07 by Daniel.Wright

	CIS fix

[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
Andrew Grant
04588ce474 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3037465)
#lockdown Nick.Penwarden

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

Change 3037044 on 2016/07/04 by Ben.Woodhouse

	(Content only change)
	Roll back WorldAlignedNormal material function to the previous version (which worked properly). The broken version was actually checked in back in 2014 (//depot/UE4-Fortnite/...@2342687), but it only hit //UE4/main very recently.
	#jira OR-24849
	#rb me

Change 3036463 on 2016/07/01 by Andrew.Grant

	Clarified BP compiler message
	#rb na
	#tests compiled AnimBP_Grux_Base

Change 3036424 on 2016/07/01 by Andrew.Grant

	Integrated fix from //UE4/Main for state not being cleared when rebuidling HMSM.
	#rb na
	#tests verified warnings gone after resaving Agora_Terrain

Change 3036317 on 2016/07/01 by Ben.Salem

	Allow FTests to be run in succession, and allow them to also be run in game instead of just editor.
	These are engine changes that have been tested extensively in fortnite, and have gone through a minor test pass here as well.
	#rb william.ewen, bob.tellez
	#tests Ran through all of Howitzer's new FTests in one run!

Change 3036168 on 2016/07/01 by Frank.Fella

	MovieSceneRendering - Fix a crash when deserializing burn in options. Change from Andrew Rodham.

	#rb Me for Andrew.
	#tests Movie scene renders in a separate process no longer crash when the burn in options are missing.

Change 3035632 on 2016/07/01 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2 @ CL 3035536

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3035630 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3035237 on 2016/07/01 by Dmitry.Rekman

	Updated WebRTC libs to avoid SIGPIPE (OR-24857).

	- Should also remove debug output.
	- These fixes has been previously done for OR-13279 but apparently libs have been recompiled from earlier sources since that.
	- Current libs have been compiled by Lee Clark (CL 3034752).

	#rb Lee Clark
	#codereview Lee.Clark, Andrew.Grant, Sam.Zamani
	#tests Run PS4 client, made sure XMPP connection was established and got some traffic.

Change 3035210 on 2016/07/01 by Andrew.Grant

	Fix for broken AI / abilities
	#rb none
	#tests Golden path with gadget, all abilities working, AI are happy and combatitive again

Change 3034936 on 2016/06/30 by Josh.Markiewicz

	#UE4 - separated out basic features from update/patch/hotfix manager into generic engine class
	- left Orion specific overloads around
	#rb none
	#tests PS4/PC/Server hotfix and update checks (with and without update required)
	#codereview ian.fox, ben.zeigler, bob.tellez

Change 3034935 on 2016/06/30 by Josh.Markiewicz

	#UE4 - make sure that mcp client keys, names, and ids can't have extraneous spaces in them from the ini file
	#codereview sam.zamani, shon.love, david.nikdel, eric.newman
	#tests paragon launch
	#rb none

Change 3034933 on 2016/06/30 by Josh.Markiewicz

	#UE4 - moved OnlineHotfixManager out of deprecated classes directory
	#rb none
	#tests compiles

Change 3034524 on 2016/06/30 by Andrew.Grant

	Fix for team assignment being broken in blueprints
	#rb Dan.OConnor
	#tests Golden Path with sparrow, verified arrow AOE color is correct and harvesters deliver XP

Change 3034521 on 2016/06/30 by Andrew.Grant

	Setting replay version to 0 for v29
	#rb none
	#tests none

Change 3034483 on 2016/06/30 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Repair main build integration

	#RB:none
	#Tests:none

	[CodeReviewed]: david.ratti

	#ROBOMERGE-SOURCE: CL 3034395 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3034481 on 2016/06/30 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2 @ CL 3034181

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3034319 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3034464 on 2016/06/30 by Martin.Wilson

	Fix for trying to load preview mesh for skeleton when the preview meshes skeleton doesn't match

	#rb Jurre.DeBaare
	#tests Asset loading in the editor

Change 3034194 on 2016/06/30 by Martin.Wilson

	Fix for rendering crash

	#codereview Rolando.Caloca
	#rb Rolando.Caloca

	#test editor startup

Change 3034192 on 2016/06/30 by Andrew.Grant

	Removing Fortnight madness

	#codereview Ben.Marsh
	#rb none
	#tests compiled

Change 3034106 on 2016/06/30 by Martin.Wilson

	Fix retargetting of anim blueprints so that all animations referred to are collected and duplicated, not just direct bp variables

	#rb Thomas.Sarkanen
	#tests In editor retargeting of various blueprint setups

Change 3034041 on 2016/06/30 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: antony.carter
	Exposing some of the slate interfaces for upcoming Social Plugin usage

	#RB Jamie.Dale
	#TESTS NA

	#ROBOMERGE-SOURCE: CL 3034040 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3033591 on 2016/06/29 by Andrew.Grant

	Merging //UE4/Main @ 3033257 through Orion-Staging
	#rb none
	#tests engine QA, golden path in PIE and out, BuildCookRun PS4

Change 3033545 on 2016/06/29 by Josh.Markiewicz

	#UE4 - fixed shadowed variable
	#rb none
	#tests compiles

Change 3033462 on 2016/06/29 by Josh.Markiewicz

	#UE4 - notify game about net guid mismatch or net checksum failures
	#rb john.pollard
	#codereview john.pollard, dave.ratti, andrew.grant, matt.oelfke
	#tests triggered fake mismatches while networked

Change 3033453 on 2016/06/29 by Josh.Markiewicz

	#UE4 - turned off extra logging feature now that the auth expiration issues have been solved
	- removes some bad log spam showing up in live (starting when already started, stopped when not started)
	#rb none
	#tests none
	#codereview ben.zeigler, sam.zamani

Change 3033020 on 2016/06/29 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: david.nikdel
	#OGF
	Merging //GamePlugins/Main/PluginTestGame/Plugins/OnlineGameplayFramework/...
	to //Orion/Main/OrionGame/Plugins/OnlineGameplayFramework/...
	---------
	- Support for exclusive profile locking (by dedicated servers)
	- PostAdd event for IMcpItemAware
	- New McpItemDefinitionBase class
	- Support for converting to new colon-based template ids
	- Improvements to FJsonObjectWrapper (technically an engine change)
	- Ability to specify an explicit fulfillment class to instantiate
	- Ability to split catalog localization out from the main data.
	- Couple of Orion fix ups for the new code
	- Re-exported catalog (loc data now separated out)
	---------
	#RB: none
	#TESTS: login, mcp, etc
	[CodeReviewed]: Jason.Bestimt

	#ROBOMERGE-SOURCE: CL 3033018 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3032623 on 2016/06/29 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2 @ CL 3032459

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3032516 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3032451 on 2016/06/29 by bruce.nesbit

	Added code in AutoPopulateInstanceProperties to populate vector and scalar parameter data.

	#rb SimonT

	#tests PIE

Change 3031620 on 2016/06/28 by Aaron.McLeran

	Implementing CL 3029659 to Dev-General.

	Adding new minor feature to add new concurrency mode to allow not stopping old sounds if new sound is not lower priority (or is same priority) than any existing sounds in concurrency group

	#rb marc.audy
	#TESTS existing concurrency doesn't break. New concurrency rule results in not stopping sounds if new sound is not lower pri than existing sounds

Change 3031616 on 2016/06/28 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: bob.ferreira
	Fixed an additional cast issue (hopefully the last!) in SetupSkyIrradianceEnvironmentMapConstants where Scene objects were not being cast and/or null checked

	#rb Marcus.Wassmer
	#tests Compiled and verified clients connected to server
	#jira OR-24678

	#ROBOMERGE-SOURCE: CL 3031610 in //Orion/Release-28/... via CL 3031611 via CL 3031613 via CL 3031614
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3031607 on 2016/06/28 by Josh.Markiewicz

	#UE4 - pass the UniqueNetId along with client beacons so the server can tell who is making requests
	#rb sam.zamani
	#codereview paul.moore
	#tests draft lobby golden path

Change 3031606 on 2016/06/28 by Josh.Markiewicz

	#UE4 - added code to stop logging out players from reservation beacon on timeouts if game doesn't request it
	#rb sam.zamani
	#codereview paul.moore
	#tests draft lobby golden path

Change 3031598 on 2016/06/28 by Josh.Markiewicz

	#UE4 - FUniqueNetIdRepl is stored on the UNetConnection and passed into engine login functions rather than TSharedPtr<FUniqueNetId>
	- wrapped class is safer and simplifies some other code
	#rb sam.zamani
	#tests draft lobby golden path
	#codereview paul.moore

Change 3031523 on 2016/06/28 by Josh.Markiewicz

	#UE4 - added ToDebugString to FUniqueNetIdRepl
	#rb none
	#tests draft lobby golden path

Change 3031366 on 2016/06/28 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: bob.ferreira
	Adding proper checks for Scene objects if it returns null

	#rb Marcus.Wassmer
	#tests Compiled and verified clients connected to server
	#jira OR-24678

	#ROBOMERGE-SOURCE: CL 3031361 in //Orion/Release-28/... via CL 3031362 via CL 3031363 via CL 3031365
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3030919 on 2016/06/28 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: bob.ferreira
	Fixed issue that was causing client bots to crash when running with -nullrhi. Now use interface provided by the Scene object.

	#rb Marcus.Wassmer
	#tests Compiled and verified clients connected to server
	#jira OR-24678

	#ROBOMERGE-SOURCE: CL 3030914 in //Orion/Release-28/... via CL 3030915 via CL 3030916 via CL 3030917
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3030715 on 2016/06/28 by David.Ratti

	removing warning. It is valid to use the ability system with actors without an animinstance.

	#rb none
	#test compile

Change 3030663 on 2016/06/28 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2 @ CL 3030407

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3030660 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3030533 on 2016/06/28 by Marcus.Wassmer

	Fix incorrect warning
	#rb none
	#test none
	#codereview Daniel.Lamb

Change 3030526 on 2016/06/28 by bruce.nesbit

	Re-added MaxRoughness changes in scalability config and added ECVF_Scalability to the CVar for same

	#rb none

	#codereview Marcus.Wassmer

	#tests PIE

Change 3029022 on 2016/06/27 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2 @ CL 3028879

	#RB:none
	#tests:none

	#ROBOMERGE-SOURCE: CL 3029020 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3028712 on 2016/06/27 by David.Ratti

	AbilitySystem debug hud
	-Made this more accessible from the base engine system. No longer required to forward calls from the owning actor class'es DisplayDebug function

	PlayerController::DisplayDebug
	-Set DisplayDebugManager's Y pos to the out Y pos, so that subsequent debug huds don't overlap with this one

	#rb none
	#tests gameplay ability sample project

[CL 3043787 by Andrew Grant in Main branch]
2016-07-08 22:29:24 -04:00
Mike Beach
4578fc38d7 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3042808)
#lockdown Nick.Penwarden
#rb none

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

Change 3026763 on 2016/06/24 by Phillip.Kavan

	[UE-32259] Fix missing heat map coloration on pure nodes.

	change summary:
	- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.

	#jira UE-32259

Change 3026829 on 2016/06/24 by Mike.Beach

	Mirroring CL 3025832 from Release-4.12

	Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.

	#jira UE-32356

Change 3026888 on 2016/06/24 by Mike.Beach

	PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)

Change 3027245 on 2016/06/24 by Phillip.Kavan

	[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).

	change summary:
	- added SProfilerStatExpander (from BenC)
	- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA

	#jira UEBP-180

Change 3027279 on 2016/06/24 by Ryan.Rauschkolb

	Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
	#jira UE-31148

Change 3027606 on 2016/06/25 by Dan.Oconnor

	Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)

Change 3028731 on 2016/06/27 by Ben.Cosh

	Minor change to the spacing around the new expander icons for the blueprint profiler.
	#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
	#Proj Kismet

Change 3028740 on 2016/06/27 by Ben.Cosh

	This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
	#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
	#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine

Change 3028844 on 2016/06/27 by Maciej.Mroz

	#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.

	Better way to find Placeholder classes in BlueprintNativeCodeGenModule.

Change 3029573 on 2016/06/27 by Ryan.Rauschkolb

	Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
	#jira UE-32211

Change 3030335 on 2016/06/28 by Maciej.Mroz

	#jira UE-30858 Nativized Orion - Some particle effects are not rendering

	List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
	Added SearchDynamicClassCues function in GameplayCueManager.cpp

Change 3030492 on 2016/06/28 by Ben.Cosh

	CIS Mac Build fix

Change 3030494 on 2016/06/28 by Ben.Cosh

	This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
	#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
	#Proj BlueprintProfiler, CoreUObject, Engine, Kismet

Change 3030612 on 2016/06/28 by Maciej.Mroz

	typo fixed

Change 3031461 on 2016/06/28 by Dan.Oconnor

	Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
	#jira UE-32553

Change 3031537 on 2016/06/28 by Ben.Cosh

	Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
	#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
	#Proj BlueprintProfiler

Change 3031556 on 2016/06/28 by Ben.Cosh

	This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
	#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
	#Proj BlueprintProfiler, Kismet

Change 3031588 on 2016/06/28 by Ryan.Rauschkolb

	Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
	#jira UE-31148

Change 3031887 on 2016/06/28 by Dan.Oconnor

	Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
	#jira UE-32604

Change 3031932 on 2016/06/28 by Dan.Oconnor

	Fix for major regression in pin value visibility
	#jira UE-32614

Change 3032568 on 2016/06/29 by Phillip.Kavan

	[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.

	change summary:
	- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
	- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
	- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)

	additional notes:
	- should also resolve UE-32558

	#jira UE-31681

Change 3032998 on 2016/06/29 by Dan.Oconnor

	Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
	#jira UE-32634

Change 3033448 on 2016/06/29 by Ryan.Rauschkolb

	Discard Return Nodes that have no outputs when collapsing to function
	#jira UE-23381

Change 3034407 on 2016/06/30 by Phillip.Kavan

	[UE-32675] Fix no-editor compile issue.

Change 3034691 on 2016/06/30 by Ryan.Rauschkolb

	Fixed issue where Macro nodes with ambiguous links could be collapsed into a function

Change 3034701 on 2016/06/30 by Ryan.Rauschkolb

	Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans

Change 3035093 on 2016/06/30 by Maciej.Mroz

	#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date

	Temporary fix.

Change 3035440 on 2016/07/01 by Maciej.Mroz

	#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...

	Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.

Change 3035442 on 2016/07/01 by Maciej.Mroz

	Added UDynamicClass::FindArchetype

	#jira UE-30667 Ground material in Agora incorrect in Nativized Orion

Change 3036233 on 2016/07/01 by Dan.Oconnor

	Proper handling of null pin references in compiler results logs

Change 3036541 on 2016/07/01 by Dan.Oconnor

	Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
	#jira UE-32645

Change 3036581 on 2016/07/02 by Dan.Oconnor

	Non-editor fix

Change 3036632 on 2016/07/02 by Maciej.Mroz

	Removed too strict check in BlueprintNativeCodeGenModule

Change 3036715 on 2016/07/02 by Maciej.Mroz

	#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property

	- Private bitfield can be used as LHS expression in generated code.
	- Refactoring. Introduced ENativizedTermUsage.

Change 3037014 on 2016/07/04 by Maciej.Mroz

	#jira UE-32729 Orion failing to package for PS4 with Nativization

	Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.

Change 3037300 on 2016/07/05 by Maciej.Mroz

	#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend

Change 3037303 on 2016/07/05 by Maciej.Mroz

	#jira UE-31756
	Nativization - fixed hardcoded string.

Change 3037307 on 2016/07/05 by Maciej.Mroz

	AutomationTool:
	Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.

	Paths to nativized BP plugin is stored in a map.

Change 3037712 on 2016/07/05 by Mike.Beach

	Adding a non-const version of MultiFindPointer() for TMultiMap.

Change 3037790 on 2016/07/05 by Mike.Beach

	Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.

	#jira UE-32693

Change 3038014 on 2016/07/05 by Ben.Cosh

	Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
	#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
	#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd

Change 3038533 on 2016/07/05 by Mike.Beach

	PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)

Change 3038608 on 2016/07/05 by Dan.Oconnor

	Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
	#jira FORT-26495

Change 3038770 on 2016/07/05 by Dan.Oconnor

	Hiding  TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
	#jira UE-31935

Change 3038841 on 2016/07/05 by Dan.Oconnor

	Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
	#jira UE-31115

Change 3039179 on 2016/07/06 by Maciej.Mroz

	#jira UE-31987 Editor crashes when transforming actor after applying instances changes

	Selected (in Level editor) instance components are still selected after they are converted to regular components.

Change 3039216 on 2016/07/06 by Maciej.Mroz

	#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]

	FIxed unsafe code.

Change 3040046 on 2016/07/06 by Ben.Cosh

	This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
	#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
	#Proj BlueprintProfiler

Change 3040061 on 2016/07/06 by Ben.Cosh

	fix for bad unshelve before submit in CL 3040046

	- Phillip already reviewed this version of the file and not what was actually submitted.

Change 3040346 on 2016/07/06 by Maciej.Mroz

	#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings

	Fix(?)  for warning C28182

Change 3040349 on 2016/07/06 by Dan.Oconnor

	Updating test data

Change 3040473 on 2016/07/06 by Dan.Oconnor

	Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200

Change 3040536 on 2016/07/06 by Dan.Oconnor

	Call to APITestFunction

Change 3040565 on 2016/07/06 by Dan.Oconnor

	Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.

Change 3040603 on 2016/07/06 by Dan.Oconnor

	PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)

	#jira UE-32497

Change 3040798 on 2016/07/07 by Maciej.Mroz

	Fixed warning C6011: Dereferencing NULL pointer 'Object'.
	Added some comments.

	#jira UE-32840

Change 3041185 on 2016/07/07 by Ben.Cosh

	This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
	#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
	#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
	#Proj BlueprintProfiler, Kismet

	Notes:

	This attempts to continue to address fall out from CL 3040046 to improve stability.
	Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
	between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
	to locate critical path nodes using a new node search system making use of these child function contexts.

	CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
	The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
	non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.

Change 3041603 on 2016/07/07 by Dan.Oconnor

	Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
	#jira UE-31639

Change 3042058 on 2016/07/07 by Dan.Oconnor

	Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
	#jira UE-32769

Change 3042468 on 2016/07/08 by Maciej.Mroz

	#jira UE-32882, UE-32887

	Fixed Crash in UHT.
	Fixed "Ambiguous search" error, when delegate has owner class declared.

Change 3042739 on 2016/07/08 by Maciej.Mroz

	Nativization. Included headers for native subobjects.

Change 3042747 on 2016/07/08 by Maciej.Mroz

	Minor changes in Orion code, necessary to compile the project with nativized Blueprints

Change 3042758 on 2016/07/08 by Maciej.Mroz

	"OrionGame.h" is included in NativizedAssets module.

[CL 3043181 by Mike Beach in Main branch]
2016-07-08 14:59:19 -04:00
James Brinkerhoff
c434d97f42 Copying //UE4/Ocean-Staging to //UE4/Dev-Main (Source: //Ocean/Main @ 3039233)
#lockdown Nick.Penwarden
#rb none

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

Change 3035988 on 2016/07/01 by James.Brinkerhoff

	Hotfix from CL 3032831 for UHT compile error on Windows 10 machines

Change 3034711 on 2016/06/30 by Peter.Sauerbrei

	latest provision to go with latest certificate

Change 3032018 on 2016/06/28 by Shon.Love

	#ocn, #mcp: Fixed create clan call.

Change 3031372 on 2016/06/28 by David.Nikdel

	#Ocean: Post-Integration fixup commit

Change 3030867 on 2016/06/28 by Scott.Bowen

	#ocean - Integrate changes from //WEX/... to allow importing Json attributes to apply to an item when created on Mcp.

Change 3030859 on 2016/06/28 by Shon.Love

	#ocn, #mcp: Fixed Mac compiler errors.

Change 3030595 on 2016/06/28 by Shon.Love

	#ocn, #mcp: Updated Groups implementation to interact with latest API.

Change 3030549 on 2016/06/28 by Shon.Love

	#ocn, #mcp: Fixed nullptr-dereference if an async method disappeared/changed while still referenced by a blueprint.  Crash would happen if you put your mouse of the 'missing async method' node in the blueprint editor.

Change 3028705 on 2016/06/27 by Ian.Fox

	Duplicating 3027482 from //Orion/Main

	Read TaggedPropertyRedirects from all config files to allow plugins to register property redirectors

	You'll need this before you grab the latest OGF or your catalog prices will go away, so here it is now

	#ue4
	#tests none

Change 2993102 on 2016/05/27 by James.Brinkerhoff

	Hotfix from CL 2985226 for UE-30995 - Player built walls have default material (for Orlando's material error X8000)

Change 2989818 on 2016/05/25 by James.Brinkerhoff

	Hotfix from 2989681 for UHT rebuilding when it doesn't need to

Change 2984539 on 2016/05/19 by James.Brinkerhoff

	Making some changes to the script to generate the changelist description for copying up streams to UE4 Main based on game dev stream needs
	- Adding a lockdown parameter
	- Calculating the last changelist for game dev streams from the second of the input changelist range
	- Ignoring case for CodeReview and RB tags
	- Defining a separate source stream for game dev streams

Change 2984055 on 2016/05/19 by James.Brinkerhoff

	Merging //UE4/Ocean-Staging to //Ocean/Main

[CL 3040652 by James Brinkerhoff in Main branch]
2016-07-06 22:10:20 -04:00
Jack Porter
3179ddd884 New UnrealDocTranslator config files to support streams
#rb Sungjin.Hong
#lockdown Nick.Penwarden

[CL 3038912 by Jack Porter in Main branch]
2016-07-05 23:39:03 -04:00
Ben Marsh
3a93fbd79e UAT: Remove forced arguments for BuildForUGS script. Games now specify other parameters via command-line arguments in their individual EC jobs.
#codereview Bob.Tellez
#lockdown Nick.Penwarden
#rb none

[CL 3035542 by Ben Marsh in Main branch]
2016-07-01 09:28:34 -04:00
Leigh Swift
9366895573 Fixing build warning for Build Patch Tool
warning C4996: 'FOutputDevice::FormatLogLine': Please use FOutputDeviceHelper::FormatLogLine. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
#lockdown nick.penwarden
#rb barnabas.mcmanners

[CL 3035430 by Leigh Swift in Main branch]
2016-07-01 05:39:58 -04:00
Ben Marsh
1da4c89b9e Rollback to revision 1. Fixes version files not being updated when building for UGS.
#lockdown Nick.Penwarden
#rb none

[CL 3034191 by Ben Marsh in Main branch]
2016-06-30 10:07:37 -04:00
Alex Fennell
1b2dd61304 Merging \\UE4\Portal-Staging to \\UE4\Main
#lockdown nick.penwarden
#RB none
#codereview justin.sargent

[CL 3033489 by Alex Fennell in Main branch]
2016-06-29 18:00:01 -04:00
Andrew Grant
48331caa30 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#lockdown Nick.Penwarden

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

Change 3028439 on 2016/06/27 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28 @ CL 3028090

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3027952 on 2016/06/26 by Jurre.deBaare

	- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
	- Readded landscape/volume culling for in-engine static mesh merging path
	- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
	- Marked hlodcullingvolume as experimental
	- Added Landscape culling flag + precision level

	#codereview Michael.Noland
	#rb Michael.Noland
	#tests build clusters locally/cloud + landscape culling tests

Change 3027702 on 2016/06/25 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 3027698

	#RB:none
	#Tests:none

Change 3027312 on 2016/06/24 by Daniel.Lamb

	Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
	#rb Peter.Sauerbrei
	#test QA game launch on and cook by the book + cook on the fly paragon

Change 3027165 on 2016/06/24 by Daniel.Lamb

	Fix compiler warnings from cvars changes.
	#rb none
	#test cook paragon

Change 3026900 on 2016/06/24 by Daniel.Lamb

	Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
	#rb Marcus.Wasmer
	#test Cook on the fly paragon
	#codereview Rolando.Caloca

Change 3026874 on 2016/06/24 by Olaf.Piesche

	#jira OR-18363
	fix distortion in particle macro UVs with camera movement

	#rb frank.fella
	#tests PC Editor/Game

Change 3026494 on 2016/06/24 by jason.bestimt

	#ORION_MAIN - Merge 28 @ CL 3026460

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3026381 on 2016/06/24 by Graeme.Thornton

	Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon

	#rb simon.tovey
	#codereview dmitry.rekman
	#tests pc cooked client/server, golden path

Change 3025760 on 2016/06/23 by jason.bestimt

	#ORION_MAIN - Merge 28 @ CL 3025687

	#RB:none
	#tests:none

	#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3025661 on 2016/06/23 by Mieszko.Zielinski

	Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3025359 on 2016/06/23 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	#online,externalui,ps4
	- expose access to reset cookies before invoking embedded web browser
	- fixed not capturing resulting Url when PS4 browser is closed

	#rb none
	#tests ps4

	#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3025184 on 2016/06/23 by Lina.Halper

	Fix crash with morphtargets

	#jira: OR-24257
	#rb: Rolando.Caloca
	#tests: switching mesh with different morphtargets in editor

Change 3024714 on 2016/06/23 by Lukasz.Furman

	added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in  games started with -LogBotGame param
	#rb Mieszko.Zielinski
	#tests server game with and without LogBotGame cmdline

Change 3024709 on 2016/06/23 by Daniel.Lamb

	Added support for async save when saving seperate bulk data file.
	Added mb saved to cooking package stats.
	#rb Andrew.Grant,Wes.Hunt
	#test Cook Paragon

Change 3024674 on 2016/06/23 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	Merging //Orion/Release-28 to Main (//Orion/Main)

	#online,identity,ps4
	- add psplus flag to online account after privilege check

	#rb none
	#tests ps4 login flow

	#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3024510 on 2016/06/23 by Graeme.Thornton

	Added more info to the dumpparticlesystems exec command output

	#rb simon.tovey
	#tests cooked pc client, golden path

Change 3024504 on 2016/06/23 by Graeme.Thornton

	Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)

	#rb robert.manuszewski
	#tests windows cooked client, golden path

Change 3024213 on 2016/06/22 by Ryan.Gerleve

	Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
	Added an ensure before a check that would fail in this case so we'll know if it happens again.

	#tests replays
	#rb john.pollard

Change 3024127 on 2016/06/22 by John.Pollard

	Bulk merge using Dev-Networking_->_Dev-General_(Orion)

	3002989
	Add ability to skip missing/changed properties in FFastArraySerializer

	3003072
	Fix crash related to new replay backwards compatibility changes

	3008097
	Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache

	3009684
	Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout

	* Adds ability to track missing/changed custom delta properties names
	* Adds ability to track missing/changed RPC's

	3013455
	Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility

	* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
	* No longer factor in parameters when building checksum for RPC's
	* Save FNetFieldExport handle for FClassNetCache fields
	* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
	* Lots of cleanup and sanity checking improvements

	3018078
	Optimize replay checkpoints

	* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
	* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
	* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint

	3021196
	Fix issue with Fast tarray exporting package map info during checkpoints

	* Add ability to save and restore package map ack status
	* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
	* No longer queue up reliable bunches on ack list for internal ack connections

	3024033
	Prune the cached change list before using when saving out checkpoints

	* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist

	3024034
	Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream

	#rb RyanG
	#tests Replays

Change 3024021 on 2016/06/22 by Dmitry.Rekman

	Fix PS4 build.

	#rb Michael.Noland
	#tests none
	#codereview Michael.Noland, Dan.Youhon, Sammy.James

Change 3023734 on 2016/06/22 by Lukasz.Furman

	added replication for input events and tool state for both gameplay debugger categories and extensions
	#ue4
	#rb Mieszko.Zielinski
	#tests PIE, server game

Change 3023708 on 2016/06/22 by Dmitry.Rekman

	Add a separate macro for a poison malloc proxy usage.

	#rb Michael.Noland
	#codereview Michael.Noland, Gil.Gribb
	#tests Compiled OrionServer-Linux-Debug, ran it

Change 3023670 on 2016/06/22 by Nick.Darnell

	Home screen - Fixing safezones on the homescreen.  Adding a scale option to the XP_Fill widget.  Adding better animations to the tiles.  Showing subtitles again.  Hero XP summary widget now takes you to that hero.

	#rb none
	#tests PIE

Change 3023632 on 2016/06/22 by Dmitry.Rekman

	Fix incorrect matching condition in comments.

	#rb none
	#tests Compiled OrionServer-Linux-Debug
	#codereview Michael.Noland

Change 3023475 on 2016/06/22 by Rolando.Caloca

	O - Back out changelist 3022847 as it broke SSS on PC
	#rb none
	#tests re-run editor on PC

Change 3023178 on 2016/06/22 by Michael.Noland

	Engine: Added system memory and % of time spent hitching to analytics
	#rb bob.tellez
	#tests Tested a match in Paragon

Change 3022963 on 2016/06/22 by Mieszko.Zielinski

	Fixed a subtle navigation repathing bug #UE4

	While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.

	#rb Lukasz.Furman
	#test golden path

Change 3022865 on 2016/06/22 by David.Ratti

	gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects

	#rb none
	#tests ability system sample project

Change 3022847 on 2016/06/22 by Rolando.Caloca

	O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
	#rb Marcus.Wassmer
	#codereview Marcus.Wassmer, Brian.Karis
	#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin

Change 3022804 on 2016/06/22 by Mieszko.Zielinski

	Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4

	Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT

	#rb Lukasz.Furman
	#test golden path

Change 3022674 on 2016/06/22 by Robert.Manuszewski

	Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:

	UE-30729 Crash in Native Orion when selecting Sword or Tomahawk

	Clear AsyncLoading in subobjects.

	#jira OR-23997

	#rb me
	#tests Golden path in editor build, selecting Venus

Change 3022405 on 2016/06/21 by Ryan.Gerleve

	Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.

	#rb john.pollard
	#tests bug repro

Change 3022387 on 2016/06/21 by Ryan.Gerleve

	Added the ability to disable ticking of individual worlds.

	#tests golden path
	#rb john.pollard
	#codereview marc.audy

Change 3022312 on 2016/06/21 by Nick.Darnell

	Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases.  The XP ovewview panels now have a basic support for account and hero progression.  Hero one shows the last hero you played, widget is invisibile until you play your first game.  The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy.  Weekly quests now show the weekly quests screen when clicked.  OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.

	#rb none
	#tests PIE

Change 3022207 on 2016/06/21 by Wes.Hunt

	Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
	#rb none
	#tests run windows server with one bot connecting and checking analytics version is what is expected.

Change 3021808 on 2016/06/21 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
	#rb none
	#tests compile run ps4

	#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3021663 on 2016/06/21 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - CancelFindSessions() didn't null out search result
	- future FindSession() calls would fail with "search in progress"
	#rb joe.wilcox
	#tests UT matchmaking

	#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3021508 on 2016/06/21 by Marcus.Wassmer

	Remove anti-ghosting AA for now.
	Causes dithered transparency to be very wrong (Dekker shoulders)
	And also a border around all characters of 'noisy fuzz' even when they are not moving
	#rb none
	#test PC/PS4
	#codereview Brian.Karis,Jordan.Walker

Change 3021475 on 2016/06/21 by Marcus.Wassmer

	Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
	unified some code for easier maintainance, fixed missing multiply from former change
	#rb none
	#test PS4/PC agora

Change 3021468 on 2016/06/21 by Michael.Noland

	Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
	#rb ori.cohen
	#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
	#jira OR-24082

Change 3021460 on 2016/06/21 by Michael.Noland

	Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
	#rb bob.tellez
	#tests Tested a match in Paragon
	#codereview dmitry.rekman

Change 3021368 on 2016/06/21 by Marcus.Wassmer

	Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
	#rb rolando.caloca
	#test agora with/wo new config
	#codereview brian.karis

Change 3021119 on 2016/06/21 by David.Ratti

	Make -notimeouts work during initial connecting phase
	#codereview John.Pollard
	#rb none
	#tests pie agora

Change 3021048 on 2016/06/21 by David.Ratti

	minor tweaks to gameplay cues:
	-Descriptions of engine GC notify classes
	-Added 'auto attach to owner' flag on actor notify class.

	#rb none
	#test ability system sample project

Change 3020694 on 2016/06/20 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3020301

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#CodeReview: cody.haskell

Change 3020624 on 2016/06/20 by Michael.Noland

	Engine: Pushing more fps chart analytics up to engine level code from Paragon
	Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
	#rb Bob.Tellez
	#tests Golden path Solo VS AI in Paragon and forced a match
	#codereview bob.tellez, peter.knepley

Change 3020181 on 2016/06/20 by Dmitry.Rekman

	Re-do allowing allocations in NullRHI (OR-24029).

	- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.

	#rb none
	#codereview Marcus.Wassmer, Andrew.Grant
	#tests none

Change 3020139 on 2016/06/20 by Ryan.Gerleve

	Added ability to pause replay recording while keeping the current replay open.

	#rb john.pollard
	#tests paused deathcam recording while disabled

Change 3019817 on 2016/06/20 by Dmitry.Rekman

	Poison allocated/freed memory in Debug and Development (non-editor) configs.

	- With this Paragon client may be more likely to crash on start.

	#rb Steve.Robb
	#codereview  Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
	#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.

Change 3019599 on 2016/06/20 by Rolando.Caloca

	O - Fix flickering on heroes with morph targets
	#rb Marcus.Wassmer
	#tests Load Agora_P
	#jira OR-23866

Change 3019581 on 2016/06/20 by Wes.Hunt

	Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
	#rb Chris.Wood
	#tests none

Change 3019524 on 2016/06/20 by David.Ratti

	call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly

	#rb none
	#tests golden path

Change 3019406 on 2016/06/20 by Marcus.Wassmer

	Duplicate 3014956 from Dev-Rendering
	Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
	Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
	#rb none
	#test none
	#codereview Jordan.Walker

Change 3019371 on 2016/06/20 by Graeme.Thornton

	Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.

	#rb robert.manuszewski
	#tests tested with cooked pc client + server

Change 3018492 on 2016/06/17 by Laurent.Delayen

	FBoneReferenceCustomization: support editing properties in AnimBP defaults.

	#rb none
	#tests: Sword.

Change 3017974 on 2016/06/17 by Ryan.Gerleve

	Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.

	#rb cody.haskell
	#tests settings menu, enabled and disabled deathcam

Change 3017913 on 2016/06/17 by Robert.Manuszewski

	Fixing leaked log archive.

	#rb Steve.Robb
	#tests Cooked Win64 client + server

Change 3017873 on 2016/06/17 by Daniel.Lamb

	Fix warning in diff cooked build.
	#test none
	#rb none

Change 3017676 on 2016/06/17 by Sam.Zamani

	#online,identity,mcp
	fix for uninitialized variable

	#rb dmitry.rekman
	#tests none

Change 3017671 on 2016/06/17 by Robert.Manuszewski

	Fxied and improved log message when cluster assumptions are violated.

	#rb Steve.Robb
	#tests Win64 client + server (cooked) golden path

Change 3017358 on 2016/06/16 by Nick.Atamas

	Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.

	#rb none
	#test PIE

Change 3017242 on 2016/06/16 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3017179

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3017237 on 2016/06/16 by Dmitry.Rekman

	Fix accessing uninitialized field (kills valgrind warnings).

	#rb none
	#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
	#tests Compiled and ran Linux server.

Change 3017236 on 2016/06/16 by Dmitry.Rekman

	Initialize missed field (kills valgrind warnings).

	#rb none
	#codereview Michael.Noland, Andrew.Grant
	#tests Compiled and ran Linux server.

Change 3017186 on 2016/06/16 by Dmitry.Rekman

	Linux: Add hooks for libcrypto memory functions.

	- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
	- This change a) redirects these allocations to use UE's malloc  b) initializes it with zeros, avoiding valgrind's warnings.
	- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).

	#rb Michael.Noland, Rob.Cannaday (original version)
	#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
	#tests Compiled Linux server and ran it.

Change 3017037 on 2016/06/16 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	Merging content fix for driver crash from Release-27

	#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3016838 on 2016/06/16 by Alexis.Matte

	#jira UE-31901 fix to export all blueprint component to obj

	#rb uriel.doyon
	#codereview matt.kuhlenschmidt
	#test export a blueprint containing multiple staticmesh component to obj

Change 3016629 on 2016/06/16 by Dmitry.Rekman

	Make Binned default on Linux non-editor builds.

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 3016615 on 2016/06/16 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	Temporarily disabling jemalloc for Linux
	#rb #tests none
	[CodeReviewed] Dmitry.Rekman

	#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3016566 on 2016/06/16 by Michael.Noland

	Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
	#codereview andrew.grant
	#rb dan.hertzka
	#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared

Change 3016521 on 2016/06/16 by Ryan.Gerleve

	Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.

	Includes the following CLs from Dev-Networking:
	2997908
	2998001
	2998832
	2999054
	2999057
	2999749
	3000051
	3001361
	3001365
	3004958
	3009972
	3009973

	And this CL from //UE4/Main:
	3015528

	#tests golden path, replays
	#rb john.pollard

Change 3016503 on 2016/06/16 by Brian.Karis

	Fixed uninitialized variables on particle lights. Fixes hair shading.

	#rb none
	#tests editor

Change 3016429 on 2016/06/16 by Max.Chen

	Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.

	#jira UE-29167
	#tests Load up AnnounceMaster and adjust leading edge of animation clips
	#rb Frank.Fella

Change 3016356 on 2016/06/16 by Lina.Halper

	- Fix crash on rampage morphtarget

	Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
	 - this is dupe change from Dev-Framework

	#jira: https://jira.ol.epicgames.net/browse/OR-23194
	#rb: Ori.Cohen
	#tests: editor/pie spawn as rampage's alt skin

Change 3015696 on 2016/06/15 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 27.2 @ CL 3015646

	This re-unifies our build pipeline.  Fingers crossed. (only 6 files are actually different)

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3015642 on 2016/06/15 by Mieszko.Zielinski

	Fixes to multiple reasons AI bots were getting stuck #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3015622 on 2016/06/15 by Mieszko.Zielinski

	fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3015514 on 2016/06/15 by Uriel.Doyon

	Fixed GlobalMipBias not affecting max texture resolution.
	This fix is implemented differently in Dev-Rendering in  CL 301498.
	#jira OR-23511
	#rb marcus.wassmer
	#test played game with different quality settings

Change 3015258 on 2016/06/15 by Lina.Halper

	Fix crash with recursive reference between two assets

	#rb: Ori.Cohen
	#tests: Sword

Change 3014988 on 2016/06/15 by Wes.Hunt

	Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
	#rb daniel.lamb
	#tests compile Orion

Change 3014962 on 2016/06/15 by Olaf.Piesche

	Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.

	#rb simon.tovey
	#tests PC editor game

Change 3014958 on 2016/06/15 by Laurent.Delayen

	Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
	This ensures that when the capsule is in view, the mesh will remain updated.

	#rb Michael.Noland
	#test Sword ultimate from another player's view.

Change 3014833 on 2016/06/15 by Laurent.Delayen

	Fix for Base Heroes having their locomotion blendspace broken.

	#rb Thomas.Sarkanen
	#codereview Thomas.Sarkanen
	#tests Gadget networked PIE

Change 3014688 on 2016/06/15 by Nick.Darnell

	UMG - Fixing IsHovered on UUserWidgets.  SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.

	#rb none
	#tests PIE

Change 3014325 on 2016/06/15 by Marcus.Wassmer

	Duplicate 3012706:
	Scalability CVAR for ContactShadows
	#rb john.billon
	#test flip cvar in editor.

Change 3014230 on 2016/06/15 by Robert.Manuszewski

	Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.

	#rb Steve.Robb
	#tests Tested in editor build (client + server)

Change 3013913 on 2016/06/14 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Updating from DMM (updated from 27.1MM)

	#RB:none
	#Tests:compiled

	#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3013437 on 2016/06/14 by Simon.Tovey

	Speculative fix for OR-23158

	Couldnt' repro NANs but did see it reading garbage.

	Reinstated the check that direct accesses for particles in a zero size emitter will return null.
	Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.

	#tests GoldenPath, No broken fx and no more reading garbage.
	#rb Olaf.Piesche

Change 3013063 on 2016/06/14 by Jason.Bestimt

	#ORION_DG - Unclog robomerge from DMM Merge

	#RB:none
	#tests:none

Change 3012936 on 2016/06/14 by Rob.Cannaday

	Fix for multiple account login not kicking previous logins
	Client was not parsing response from backend.  Client was expecting content-type to be "application/json" (using FString::Equals).  Backend was returning "application/json;charset=UTF-8".  Changed usage from FString::Equals to FString::StartsWith
	#jira FORT-25452
	#rb sam.zamani
	#tests multiple account login, frontend only

	Merge from FN CL 3011647, plus fixing one other location expecting "application/json"

Change 3012696 on 2016/06/14 by Max.Chen

	Sequencer: Select actors for corresponding selected keys or sections.

	Copy from Dev-Sequencer

	#jira UE-30727
	#tests Load up AnnounceMaster and select keyframes
	#rb none

Change 3012691 on 2016/06/14 by Max.Chen

	Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.

	Copy from Dev-Sequencer

	#jira UE-29167
	#tests Load up AnnounceMaster and adjust leading edge of animation clips
	#rb Frank.Fella

Change 3012690 on 2016/06/14 by Andrew.Grant

	Removed Linux work-around for memory stomp alignment
	#rb none
	#tests compiled

Change 3012687 on 2016/06/14 by Max.Chen

	Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.

	Copy from Dev-Sequencer

	#rb none
	#tests Load up AnnounceMaster and played through sequence

Change 3012627 on 2016/06/14 by Mieszko.Zielinski

	Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4

	#rb none
	#test golden path

Change 3012615 on 2016/06/14 by Mieszko.Zielinski

	Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3012572 on 2016/06/14 by Dmitry.Rekman

	Fix realloc with non-default alignment in jemalloc (OR-23541).

	- Removed obsolete check(), the code was already there since CL 1834526.

	#rb none
	#codereview Andrew.Grant, Robert.Manuszewski
	#tests none

Change 3012481 on 2016/06/14 by David.Ratti

	ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class

	#rb none
	#tests ability system sample project

Change 3012457 on 2016/06/14 by Andrew.Grant

	Un-fix misaligned memory-stomp fix for Linux
	#rb none
	#tests compiled

Change 3012320 on 2016/06/14 by Graeme.Thornton

	Fixes for MemoryAnalyser2 solution
	 - Upgraded to VS 2015
	 - Clean up solution configurations. Only leave "Any CPU"
	 - Switch project to build with "Any CPU" rather than "x64".

	Reimplementation of CL 3012221 from Dev-Core

	#rb robert.manuszewski
	#tests opened the main window form correctly in visual studio

Change 3012316 on 2016/06/14 by Thomas.Sarkanen

	Fix copying non-POD structs in the fast path

	Prevents double-deletions of TArrays etc.

	#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
	#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
	#rb Martin.Wilson

Change 3012187 on 2016/06/14 by Graeme.Thornton

	Corrected error message when not specifying linux server device command line correctly in UAT

	#rb Dmitry.Rekman
	#tests Checked error message was useful when wrong command line was specified

Change 3012026 on 2016/06/13 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3011936

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3011969 on 2016/06/13 by Brian.Karis

	Tweaks for hair

Change 3011638 on 2016/06/13 by Andrew.Grant

	Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).

	Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor

	#codereview Dave.Ratti, John.Pollard
	#rb none
	#tests Ran with/without memstomp

Change 3011575 on 2016/06/13 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3011414

	NOTE - Card data was altered.  Shame shame shame.  Not authoritative in DUI

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt

	#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3011462 on 2016/06/13 by Alexis.Matte

	#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.

	#rb nick.darnell
	#codereview Robert.Manuszewski
	#test export a obj file and verify all object are exported in maya or max

Change 3011424 on 2016/06/13 by Martin.Wilson

	Hack out fastpath anim bp code until heap corruption issue can be fixed.

	#rb Laurent.Delayen
	#tests Persona + PIE

Change 3011191 on 2016/06/13 by Mieszko.Zielinski

	Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4

	#rb none
	#test golden path

Change 3011138 on 2016/06/13 by Mieszko.Zielinski

	Switched bots over from travel mode to sprinting #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3011075 on 2016/06/13 by David.Ratti

	Default GameplayAbility instancing policy to InstancePerExecution

	#rb BenZ
	#tests compile

Change 3011051 on 2016/06/13 by David.Ratti

	Add missing include so GameplayAbilitySet.h can be included on its own.

	#rb none
	#tests compile

Change 3010968 on 2016/06/13 by Mieszko.Zielinski

	Fixed console variables crashing on "" string #UE4

	#rb Lukasz.Furman
	#codereview Martin.Mittring
	#test PIE

Change 3010888 on 2016/06/13 by Alexis.Matte

	#jira OR-23301 Close the OS handle when closing the FAsyncWriter.

	#rb Robert.Manuszewski
	#codereview Robert.Manuszewski
	#test try to export a obj file

Change 3010239 on 2016/06/11 by Michael.Noland

	UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]

	#jira UE-31570
	#tests Compiled some blueprints
	#rb none

Change 3009870 on 2016/06/10 by Wes.Hunt

	Remove logging of analytics payloads from dedicated servers #jira UE-31858
	#codereview:dmitry.rekman
	#rb none
	#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.

Change 3009599 on 2016/06/10 by Michael.Noland

	Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
	#tests Verified in the output of the help command
	#rb none
	#rn

Change 3009559 on 2016/06/10 by Marcus.Wassmer

	Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results.  Set SceneColorFormat to 2 on PS4 and lowspec PC.  All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
	#rb Brian.Karis
	#test Agora PS4 / PC

Change 3009525 on 2016/06/10 by David.Ratti

	Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.

	#rb none
	#tests object libraries in paragon

Change 3009228 on 2016/06/10 by David.Ratti

	remove world check. Can be triggered in editor with PIE

	#rb none
	#tests pie

Change 3009050 on 2016/06/10 by Dmitry.Rekman

	Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.

	- Fixes by BenM.

	#rb none
	#codereview Ben.Marsh
	#tests Compiled OrionEditor on Linux.

Change 3008973 on 2016/06/10 by Marcus.Wassmer

	Fix Windualshock on VS2015
	#rb Rolando.Caloca
	#test PS4 controller on VS2015 build

Change 3008970 on 2016/06/10 by David.Ratti

	Fix warning about minimal replication tag count
	-Made bit count a config setting. Bumped to 5
	-Minor optimization to UAbilitySystemGlobals::Get()

	#rb none
	#tests goldne path, pie

Change 3008478 on 2016/06/09 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 3008469

	#RB:none
	#Tests:none

Change 3008416 on 2016/06/09 by Andrew.Grant

	Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
	#review-3008417 Ben.Marsh, Justin.Sargent
	#rb none
	#tests BuildCookRun with config

Change 3008286 on 2016/06/09 by Dmitry.Rekman

	Add LinuxClient target platform.

	#rb none
	#tests Compile OrionEditor on Linux.
	#codereview Brad.Angelcyk, Ben.Marsh

Change 3007978 on 2016/06/09 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3007507

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, kerrington.smith

	#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3007771 on 2016/06/09 by Laurent.Delayen

	Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.

	#rb martin.wilson
	#codereview martin.wilson
	#tests Sword Leap.

Change 3007436 on 2016/06/09 by David.Ratti

	change designer facing parameter name
	#rb none
	#test compile

Change 3007408 on 2016/06/09 by David.Ratti

	WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events

	#rb danY
	#tests pie

Change 3007250 on 2016/06/09 by bruce.nesbit

	Banner impact location fix. (OR-23179)

	#rb none

	#tests Game+PIE

Change 3007228 on 2016/06/09 by Ben.Marsh

	BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.

	#rb none
	#tests none

Change 3007225 on 2016/06/09 by Ben.Marsh

	EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.

Change 3006985 on 2016/06/08 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3006936

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3006926 on 2016/06/08 by Andrew.Grant

	Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
	#rb none
	#tests engine QA, orion qa smoke

Change 3006444 on 2016/06/08 by Ben.Marsh

	BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.

	#rb none
	#tests none

Change 3006389 on 2016/06/08 by Daniel.Lamb

	Delay the processing of packages which aren't ready till the end of the cook.
	This allows other packages to be processed sooner.
	#rb Peter.Sauerbrei
	#test cook orion.

Change 3006306 on 2016/06/08 by Michael.Noland

	Rendering: Added FreezeRendering to the console autocomplete list
	#rn

Change 3006305 on 2016/06/08 by Michael.Noland

	HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
	Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
	-1: No maximum level (default)
	0: Prevent ever showing a HLOD cluster instead of individual meshes
	1: Allow only the first level of HLOD clusters to be shown
	2+: Allow up to the Nth level of HLOD clusters to be shown

	Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels

	HLOD: Allowed r.HLOD console command to be used in Test configurations
	HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
	HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code

	#rn
	#codereview jurre.debaare
	#rb marc.audy
	#tests Tested with various settings in Paragon and tried creating some new clusters in the editor

Change 3006304 on 2016/06/08 by Michael.Noland

	Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
	#rb marc.audy
	#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon

Change 3006041 on 2016/06/08 by Andrew.Grant

	Added buildidoverride to shipping whitelist
	#rb none
	#tests compiled and used param in shipping

Change 3005678 on 2016/06/08 by Ben.Marsh

	Back out changelist 3004395

	#rb none
	#tests none

Change 3005265 on 2016/06/07 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3005120

	#RB: none
	#Tests: none

	#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3005081 on 2016/06/07 by Daniel.Lamb

	Reworked the way packages which are renamed on load are added to the cooked package list.
	Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
	#rb Andrew.Grant, Marcus.Wasmer
	#test cook orion

Change 3004752 on 2016/06/07 by Daniel.Lamb

	Requeue packages to the next package on the list instead of to the end of the list.
	#rb Andrew.Grant
	#test cook orion

Change 3004560 on 2016/06/07 by David.Ratti

	Kill timelines, latent actions, timer when recycling gameplay cues

	#rb danY
	#tests pie

Change 3004559 on 2016/06/07 by David.Ratti

	Object Library:
	-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.

	GameplayCue Editor:
	-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).

	-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.

	#rb none
	#tests editor

Change 3004395 on 2016/06/07 by Ben.Marsh

	BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.

	#rb none
	#tests none

Change 3004164 on 2016/06/07 by David.Ratti

	Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.

	#rb danY
	#tests multi pie

Change 3003837 on 2016/06/07 by David.Ratti

	Ability system engine work
	-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.

	#rb none
	#tests ability sample project

Change 3002800 on 2016/06/06 by Marcus.Wassmer

	Fix shader crash in PIE
	#rb none
	#test PIE

Change 3002657 on 2016/06/06 by Dmitry.Rekman

	Do not copy to clipboard on crash if headless or on the wrong thread.

	- Could result in crash handler crashing itself in some circumstances.

	#rb none
	#codereveiw Brad.Angelcyk
	#tests Compiled Linux dedicated server and CrashReportClient.

Change 3002546 on 2016/06/06 by Daniel.Lamb

	Improve cooking performance.
	Allow cooker to save other packages opportunistically if main package is compiling shaders.
	Allow cooker to load more packages if there aren't many packages to save.
	#rb Josh.Adams
	#test cook orion

Change 3002369 on 2016/06/06 by Marcus.Wassmer

	Project setting for optional rendering features to reduce shader compile times.
	# of shaders per material is reduced by ~30-40% depending on material
	#rb Daniel.Wright
	#test Editor with/without all options, cooked ps4.

Change 3002142 on 2016/06/06 by David.Ratti

	Ability system engine level:
	-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
	-Fix crash when GameplayCue tag is not specified

	#rb none
	#tests sample ability system project, paragon

Change 3002106 on 2016/06/06 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	#orion
	- add support for code tokens which can be shared/redeemed
	- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
	- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
	- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
	- No longer differentiation between PC/PS4 friend codes
	- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
	- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type

	[CodeReviewed]: david.nikdel, jason.bestimt
	#rb david.nikdel
	#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes

	#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3001218 on 2016/06/05 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3001162

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2999508 on 2016/06/03 by jason.bestimt

	#ORION_MAIN - Merge 27 @ CL 2999463

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 2999465 on 2016/06/03 by Robert.Manuszewski

	Whitelisting more DLLs for injection.

	#rb none
	#tests none

Change 2999455 on 2016/06/03 by Lukasz.Furman

	disabled path invalidation events for minions
	#orion
	#rb Mieszko.Zielinski
	#tests PIE with additional debug logging

Change 2998488 on 2016/06/02 by Michael.Noland

	Engine: Prevent forced drawing of spline components in Test configuration
	#codereview james.golding
	#tests Ran a cooked Test build on a map with splines in it
	#rb david.ratti
	#robomerge: main

Change 2997954 on 2016/06/02 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jon.lietz
	OR-22425

	no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.

	#RB Dave.Ratti
	#Tests golden path

	#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2997750 on 2016/06/02 by Graeme.Thornton

	Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
	Added -checkpak option for force a check of every mounted pak file

	#rb robert.manuszewski
	#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.

[CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
Gil Gribb
0b102492a9 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden

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

Change 3006483 on 2016/06/08 by Simon.Tovey

	Fix for UE-31653
	Instance params from the Spawn, Required and TypeData modules were not being autopopulated.

Change 3006514 on 2016/06/08 by Zabir.Hoque

	MIGRATING FIX @ Request

	Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.

	#CodeReview: Marcus.Wassmer, Daniel.Wright

Change 3006605 on 2016/06/08 by Rolando.Caloca

	DR - vk - Remove a bunch of unused code, clean up some todos

Change 3006969 on 2016/06/08 by HaarmPieter.Duiker

	Add #ifdefs around inverse tonemapping to avoid performance hit in normal use

Change 3007240 on 2016/06/09 by Chris.Bunner

	Made a pass at fixing global shader compile warnings and errors.

Change 3007242 on 2016/06/09 by Chris.Bunner

	Don't force unlit mode when re-loading a map.
	#jira UE-31247

Change 3007243 on 2016/06/09 by Chris.Bunner

	Cache InvalidLightmapSettings material for instanced meshes.
	#jira UE-31182

Change 3007258 on 2016/06/09 by Chris.Bunner

	Fixed refractive depth bias material parameter.

Change 3007466 on 2016/06/09 by Rolando.Caloca

	DR - Use vulkan debug marker extension directly from header

Change 3007504 on 2016/06/09 by Martin.Mittring

	added refresh button to ImageVerifier

Change 3007528 on 2016/06/09 by Martin.Mittring

	ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
	make render more deterministic

Change 3007551 on 2016/06/09 by Chris.Bunner

	Reverted constant type change in previous commit.

Change 3007559 on 2016/06/09 by Martin.Mittring

	updated ImageValidator

Change 3007584 on 2016/06/09 by Rolando.Caloca

	DR - Fix case when not running under RD

Change 3007668 on 2016/06/09 by Rolando.Caloca

	DR - vk - Split layers/extensions by required/optional

Change 3007820 on 2016/06/09 by Rolando.Caloca

	DR - Android compile fix

Change 3007926 on 2016/06/09 by Martin.Mittring

	fixed UI scaling in ImageVerifyer

Change 3007931 on 2016/06/09 by John.Billon

	-Fixed cutouts not working for certain sized texture/subUV size combinations.
	-Also fixed issue with subUV module not being postloaded consistently on startup.
	#Jira UE-31583

Change 3008023 on 2016/06/09 by Martin.Mittring

	refactor noise code in shaders

Change 3008127 on 2016/06/09 by Zabir.Hoque

	Merging back hot fixes:

	1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.

	2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.

Change 3008129 on 2016/06/09 by Daniel.Wright

	Disabled r.ProfileGPU.PrintAssetSummary by default due to spam

Change 3008169 on 2016/06/09 by Rolando.Caloca

	DR - Fix mobile rendering not freeing resource when using RHI thread

Change 3008429 on 2016/06/09 by Uriel.Doyon

	Enabled texture streaming new metrics.
	Added progress bar while texture streaming is being built.
	Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
	Added texture streaming build to "Build All"

Change 3008436 on 2016/06/09 by Uriel.Doyon

	Fixed shipping build

Change 3008833 on 2016/06/10 by Rolando.Caloca

	DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
	Submitted by Allar
	PR #1864
	#jira UE-24545

Change 3008842 on 2016/06/10 by Rolando.Caloca

	DR - Remove vertex densities view mode

Change 3008857 on 2016/06/10 by John.Billon

	Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.

Change 3008870 on 2016/06/10 by Rolando.Caloca

	DR - Rebuild hlslcc libs (missing from last merge)

Change 3008925 on 2016/06/10 by John.Billon

	Fixed r.ScreenPercentage.Editor
	#Jira UE-31549

Change 3009028 on 2016/06/10 by Daniel.Wright

	Shadow depth refactor
	* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
	* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
	* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
	* A large amount of duplicated code to handle each shadow type has been combined
	* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
	* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures

Change 3009032 on 2016/06/10 by Daniel.Wright

	Fixed crash with simple forward shading in the material editor

Change 3009178 on 2016/06/10 by Rolando.Caloca

	DR - Add support for multi callbacks on HlslParser, added a write to string callback

Change 3009268 on 2016/06/10 by Daniel.Wright

	Warning fixes

Change 3009416 on 2016/06/10 by Martin.Mittring

	moved decal rendering code in common spot for upcoming MeshDecal rendering

Change 3009433 on 2016/06/10 by John.Billon

	Adding ensures for translucency lighting volume render target acesses.
	#Jira UE-31578

Change 3009449 on 2016/06/10 by Daniel.Wright

	Fixed whole scene point light shadow depths getting rendered redundantly

Change 3009675 on 2016/06/10 by Martin.Mittring

	fixed Clang compiling

Change 3009815 on 2016/06/10 by Martin.Mittring

	renamed IsUsedWithDeferredDecal to IsDeferredDecal
	to be more correct

Change 3009946 on 2016/06/10 by Martin.Mittring

	minor optimization

Change 3010270 on 2016/06/11 by HaarmPieter.Duiker

	Update gamut transformations used when dumping EXRs to account for bug UE-29935

Change 3011423 on 2016/06/13 by Martin.Mittring

	fixed default of bOutputsVelocityInBasePass
	#code_review:Rolando.Caloca
	#test:PC

Change 3011448 on 2016/06/13 by Martin.Mittring

	minor engine code cleanup
	#code_review:Olaf.Piesche
	#test:PC

Change 3011991 on 2016/06/13 by Daniel.Wright

	Fixed downsampled translucency crash in VR

Change 3011993 on 2016/06/13 by Daniel.Wright

	Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
	Mobility tooltips now reflect whether a primitive component or light component is being inspected

Change 3012096 on 2016/06/13 by Daniel.Wright

	Missing file from cl 3011993

Change 3012546 on 2016/06/14 by John.Billon

	Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
	#Jira OR-23282

Change 3012706 on 2016/06/14 by John.Billon

	Renamed r.ContactShadows.Enable to r.ContactShadows

Change 3012992 on 2016/06/14 by Rolando.Caloca

	DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
	- Added support for CustomPresent

Change 3013030 on 2016/06/14 by Rolando.Caloca

	DR - vk - Fix dev issue

Change 3013423 on 2016/06/14 by Martin.Mittring

	removed code redundancy for easier upcoming changes
	#test:PC

Change 3013451 on 2016/06/14 by Martin.Mittring

	removed no longer needed debug cvar
	#test:PC

Change 3013643 on 2016/06/14 by Zabir.Hoque

	Fix API only being inlined in the cpp and not avaialble in the .h

Change 3013696 on 2016/06/14 by Olaf.Piesche

	Adding missing quality level spawn rate scaling on GPU emitters

Change 3013736 on 2016/06/14 by Daniel.Wright

	Cached shadowmaps for whole scene point and spot light shadows
	* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
	* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
	* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
	* Cached shadowmaps are copied each frame and then movable primitive depths composited
	* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
	* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
	* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)

Change 3014103 on 2016/06/15 by Daniel.Wright

	Compile fix

Change 3014507 on 2016/06/15 by Simon.Tovey

	Resurrected Niagara playground and moved to Samples/NotForLicencees

Change 3014931 on 2016/06/15 by Martin.Mittring

	moved r.RenderInternals code into renderer to be able to access more low level data
	#test:PC, paragon

Change 3014933 on 2016/06/15 by Martin.Mittring

	nicer text

Change 3014956 on 2016/06/15 by Daniel.Wright

	Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
	Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)

Change 3014985 on 2016/06/15 by Uriel.Doyon

	Enabled Texture Build shaders on Mac
	Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
	Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
	Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
	#jira UE-30566
	#jira UE-31098

Change 3014995 on 2016/06/15 by Rolando.Caloca

	DR - vk - Removed RHI thread wait on acquire image
	- Move Descriptor pool into context

Change 3015002 on 2016/06/15 by Rolando.Caloca

	DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine

Change 3015041 on 2016/06/15 by Martin.Mittring

	fixed ImageValidator crashing when using files that exist only in ref or test folder

Change 3015309 on 2016/06/15 by Rolando.Caloca

	DR - vk - Enable fence re-use on SDKs >= 1.0.16.0

Change 3015356 on 2016/06/15 by Rolando.Caloca

	DR - vk - Prep for staging buffer refactor

Change 3015430 on 2016/06/15 by Martin.Mittring

	minor optimization for subsurfacescatteringprofile

Change 3016097 on 2016/06/16 by Simon.Tovey

	Enabling Niagara by default in the Niagara playground

Change 3016098 on 2016/06/16 by Simon.Tovey

	Some misc fixup to get niagara working again

Change 3016183 on 2016/06/16 by Rolando.Caloca

	DR - vk - Recreate buffer view for volatile buffers

Change 3016225 on 2016/06/16 by Marcus.Wassmer

	Duplicate reflection fixes from 4.12 hotfixes.

Change 3016289 on 2016/06/16 by Chris.Bunner

	Always gather MP_Normal definitions as they can be shared by other material properties.
	#jira UE-31792

Change 3016294 on 2016/06/16 by Daniel.Wright

	Fix for ensure accessing CVarCacheWPOPrimitives in game

Change 3016305 on 2016/06/16 by Daniel.Wright

	Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been

Change 3016330 on 2016/06/16 by Daniel.Wright

	Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
	Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
	Stats for shadowmap memory used under 'stat shadowrendering'

Change 3016506 on 2016/06/16 by Daniel.Wright

	Fixed crash building map in SunTemple due to null access

Change 3016703 on 2016/06/16 by Uriel.Doyon

	Fixed warning due to floating point imprecision when building texture streaming

Change 3016718 on 2016/06/16 by Daniel.Wright

	Volume lighting samples use adaptive sampling final gather
	* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)

Change 3016871 on 2016/06/16 by Max.Chen

	Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.

	Copy from Dev-Sequencer

	#jira UE-32093

Change 3017189 on 2016/06/16 by Zabir.Hoque

	Fix GBuffer format selection type-o.

	#CodeReview: Marcus.Wassmer

Change 3017241 on 2016/06/16 by Martin.Mittring

	optimized  and cleaned up rendering in transluceny, distortion, custom mesh drawing
	#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden

Change 3017856 on 2016/06/17 by Rolando.Caloca

	DR - Missing GL enum

Change 3017910 on 2016/06/17 by Ben.Woodhouse

	- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
	- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
	Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
	#RB:Keli.Hloedversson,Martin.Mittring

Change 3018126 on 2016/06/17 by Ben.Woodhouse

	Fix build warning on Mac
	#RB:David.Hill

Change 3018167 on 2016/06/17 by Chris.Bunner

	Handle case when float4 is passed to TransformPosition material node.
	#jira UE-24980

Change 3018246 on 2016/06/17 by Benjamin.Hyder

	Submitting Preliminary ShadowRefactor TestMap

Change 3018330 on 2016/06/17 by Benjamin.Hyder

	labeled ShadowRefactor map

Change 3018377 on 2016/06/17 by Chris.Bunner

	Removed additional node creation when initializing a RotateAboutAxis node.
	#jira UE-8034

Change 3018433 on 2016/06/17 by Rolando.Caloca

	DR - Fix some clang warnings on Vulkan

Change 3018664 on 2016/06/17 by Martin.Mittring

	unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
	#test:PC
	#code_review:Marcus.Wassmer,Brian.Karis

Change 3019023 on 2016/06/19 by Benjamin.Hyder

	Re-Labeled ShadowRefactor map

Change 3019024 on 2016/06/19 by Benjamin.Hyder

	Correcting Translucent Volume (Non-Directional) settings

Change 3019026 on 2016/06/19 by Benjamin.Hyder

	Correcting Lighting ShadowRefactor map

Change 3019414 on 2016/06/20 by Allan.Bentham

	Refactor mobile shadows

Change 3019494 on 2016/06/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3019504 on 2016/06/20 by John.Billon

	-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
	-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
	-Created a small common interface for blueprints and the editor itself to use for exporting.
	#Jira UE-31429

Change 3019561 on 2016/06/20 by Gil.Gribb

	UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.

Change 3019616 on 2016/06/20 by Rolando.Caloca

	DR - Replicate change in DevRendering to fix splotches on characters with morph targets
	Change: 3019599
	O - Fix flickering on heroes with morph targets

Change 3019627 on 2016/06/20 by Rolando.Caloca

	DR - Doh! Compile fix

Change 3019674 on 2016/06/20 by Simon.Tovey

	Ripped out the quick hacky VM debugger I wrote a while back.
	Over complicated the VM and didn't do enough work to justify it.
	Will revisit debugging and profiling of VM scripts in future.

Change 3019691 on 2016/06/20 by Ben.Woodhouse

	Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.

	This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
	#RB:Martin.Mittring, Daniel.Wright

Change 3019741 on 2016/06/20 by John.Billon

	Fixed compile error on mac.

Change 3019984 on 2016/06/20 by Martin.Mittring

	minor optimization

Change 3020172 on 2016/06/20 by Zachary.Wilson

	Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none

Change 3020195 on 2016/06/20 by Zachary.Wilson

	Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none

Change 3020196 on 2016/06/20 by Rolando.Caloca

	DR - Appease static analysis

Change 3020231 on 2016/06/20 by Zachary.Wilson

	Making basic shapes consistent distance field resolution scale.  #rb: none

Change 3020468 on 2016/06/20 by David.Hill

	CameraWS  UE-29146

Change 3020502 on 2016/06/20 by Benjamin.Hyder

	Adding AutomationMatinee Camera for RenderOutputValidation

Change 3020508 on 2016/06/20 by Benjamin.Hyder

	Adding AutomationMatinee for RenderOutputValidation

Change 3020514 on 2016/06/20 by Benjamin.Hyder

	Setting Autoplay for AutomationMatinee (sequence)

Change 3020561 on 2016/06/20 by Daniel.Wright

	Removed outdated comment on uniform expression assert

Change 3021268 on 2016/06/21 by Daniel.Wright

	Scaled sphere intersection for indirect capsule shadows
	* Fixes the discontinuity when capsule axis points close to the light direction
	* GPU cost is effectively the same (more expensive to compute, but tighter culling)

Change 3021325 on 2016/06/21 by Daniel.Wright

	Split ShadowRendering.cpp into ShadowDepthRendering.cpp

Change 3021355 on 2016/06/21 by Daniel.Wright

	Fixed RTDF shadows (broken by shadowmap caching)

Change 3021444 on 2016/06/21 by Daniel.Wright

	Fixed crash due to Depth drawing policy not using the default material shader map properly

Change 3021543 on 2016/06/21 by Daniel.Wright

	Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
	Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns

Change 3021749 on 2016/06/21 by Daniel.Wright

	Moved RenderBasePass and dependencies into BasePassRendering.cpp
	Moved RenderPrePass and dependencies into DepthRendering.cpp

Change 3021766 on 2016/06/21 by Benjamin.Hyder

	Adding 150dynamiclights level to Dev-Folder

Change 3021971 on 2016/06/21 by Daniel.Wright

	Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
	* TLM_SurfacePerPixelLighting now behaves like TLM_Surface

Change 3022760 on 2016/06/22 by Chris.Bunner

	Merge fixup.

Change 3022911 on 2016/06/22 by Rolando.Caloca

	DR - Added  r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders

Change 3023037 on 2016/06/22 by Rolando.Caloca

	DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed

Change 3023139 on 2016/06/22 by Daniel.Wright

	Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled

Change 3023231 on 2016/06/22 by Daniel.Wright

	Only allowing opaque per-object shadows or CSM in the mobile renderer

Change 3023415 on 2016/06/22 by Daniel.Wright

	Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target

Change 3024888 on 2016/06/23 by Daniel.Wright

	Fixed preshadows being rendered redundantly with multiple lights

Change 3025119 on 2016/06/23 by Martin.Mittring

	added MeshDecal content to RenderTest

Change 3025122 on 2016/06/23 by Martin.Mittring

	enabled DBuffer for RenderTest

Change 3025153 on 2016/06/23 by Marc.Olano

	Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
	Needed to use world space without shader offsets, not absolute world space.

Change 3025180 on 2016/06/23 by Marc.Olano

	Use translated world space for particle centers.
	Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.

Change 3025265 on 2016/06/23 by David.Hill

	Bilbords translucent during PIE  - lighting model was incorrectly set in gbuffer
	#jira UE-26165

Change 3025269 on 2016/06/23 by Ryan.Brucks

	Adding new Testmap for Pixel Depth Offset velocities with Temporal AA

Change 3025345 on 2016/06/23 by Benjamin.Hyder

	Submitting MeshDecal Content

Change 3025444 on 2016/06/23 by Benjamin.Hyder

	updating content for MeshDecal

Change 3025491 on 2016/06/23 by Benjamin.Hyder

	Updating DecalMesh Textures

Change 3025802 on 2016/06/23 by Martin.Mittring

	added to readme

Change 3026475 on 2016/06/24 by Rolando.Caloca

	DR - Show current state of r.RHIThread.Enable when not using param

Change 3026479 on 2016/06/24 by Rolando.Caloca

	DR - Upgrade glslang to 1.0.17.0

Change 3026480 on 2016/06/24 by Rolando.Caloca

	DR - Vulkan headers to 1.0.17.0

Change 3026481 on 2016/06/24 by Rolando.Caloca

	DR - Vulkan wrapper for extra logging

Change 3026491 on 2016/06/24 by Rolando.Caloca

	DR - Missed file

Change 3026574 on 2016/06/24 by Rolando.Caloca

	DR - vk - Enabled fence reuse on 1.0.17.0
	- Added more logging info

Change 3026656 on 2016/06/24 by Frank.Fella

	Niagara - Prevent sequencer uobjects from being garbage collected.

Change 3026657 on 2016/06/24 by Benjamin.Hyder

	Updating Rendertestmap to latest

Change 3026723 on 2016/06/24 by Rolando.Caloca

	DR - Fix for ES3.1 RHIs

Change 3026784 on 2016/06/24 by Martin.Mittring

	New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)

Change 3026866 on 2016/06/24 by Olaf.Piesche

	#jira OR-18363
	#jira UE-27780
	fix distortion in particle macro uvs

[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
Bob Tellez
c747634240 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#rb none
#lockdown Nick.Penwarden

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

Change 3016173 on 2016/06/16 by Lukasz.Furman

	fixed path updates in nested move tasks
	#jira FORT-25742

Change 3015722 on 2016/06/15 by Bob.Tellez

	#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence

	#JIRA OR-14102

Change 3015626 on 2016/06/15 by Bob.Tellez

	#UE4 Experimental fix for hitches involving spinlocks in windows.

	#JIRA FORT-25253

Change 3015473 on 2016/06/15 by Bob.Tellez

	#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.

	#JIRA FORT-25748

Change 3014721 on 2016/06/15 by Bob.Tellez

	#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.

	#JIRA FORT-25689

Change 3014323 on 2016/06/15 by Rob.Cannaday

	When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
	#jira FORT-25407
	#tests front end parties, being kicked from outpost lobby

Change 3013712 on 2016/06/14 by Bob.Tellez

	#UE4 Fix DrawNetDriverDebug crash during map transitions

Change 3013418 on 2016/06/14 by Mark.Satterthwaite

	Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
	#jira FORT-24510

Change 3013394 on 2016/06/14 by Mark.Satterthwaite

	Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
	#jira FORT-24808

Change 3012977 on 2016/06/14 by Fred.Kimberley

	Add a blueprint exposed function to evaluate an attribute from a given base value.

Change 3012755 on 2016/06/14 by Bob.Tellez

	#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe

	#JIRA FORT-113

Change 3011948 on 2016/06/13 by Mark.Satterthwaite

	Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.

Change 3011659 on 2016/06/13 by Bob.Tellez

	#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.

Change 3011647 on 2016/06/13 by Rob.Cannaday

	Fix for multiple account login not kicking previous logins
	Client was not parsing response from backend.  Client was expecting content-type to be "application/json" (using FString::Equals).  Backend was returning "application/json;charset=UTF-8".  Changed usage from FString::Equals to FString::StartsWith
	#jira FORT-25452
	#tests multiple account login, frontend only

Change 3011436 on 2016/06/13 by Nick.Cooper

	#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation

	#jira FORT-23606

Change 3010411 on 2016/06/12 by Bob.Tellez

	#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.

	#jira FORT-113, FORT-22222

Change 3009885 on 2016/06/10 by Billy.Bramer

	#jira FORT-25361
	[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
	- Fix some resultant bugs from swapping attributes to be struct-based:
	   - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
	   - Fix issue where subsequent changes to the aggregator's base value on the client would be lost

Change 3009514 on 2016/06/10 by Bob.Tellez

	#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.

Change 3009197 on 2016/06/10 by Michael.Trepka

	Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway

Change 3008392 on 2016/06/09 by Ben.Zeigler

	#jira FORT-25244
	Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.

Change 3008106 on 2016/06/09 by Lukasz.Furman

	fixed cutting corners near navmesh obstacles in detour crowd's string pulling
	#jira FORT-24981

Change 3008039 on 2016/06/09 by Bob.Tellez

	#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.

Change 3007864 on 2016/06/09 by Fred.Kimberley

	Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.

Change 3007682 on 2016/06/09 by Michael.Trepka

	Re-enabled reverb on Mac

Change 3006971 on 2016/06/08 by Saul.Abreu

	#fortnite
	#jira FORT-25169
	Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.

Change 3006933 on 2016/06/08 by Chris.Gagnon

	Fixed up all the Power levle widget use cases.

	#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924

Change 3006633 on 2016/06/08 by Dmitry.Rekman

	Linux: propagate ensure message to the CR (FORT-23030).

	- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.

	#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
	#jira FORT-23030

Change 3006036 on 2016/06/08 by Rob.Cannaday

	Remove warning about missing "recentplayers" field.  The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
	#jira FORT-18687

Change 3005216 on 2016/06/07 by Bob.Tellez

	#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.

Change 3004857 on 2016/06/07 by Rob.Cannaday

	Fix for incorrect reason displayed for inability to join party
	#jira FORT-13517

Change 3004811 on 2016/06/07 by Michael.Trepka

	Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.

Change 3004553 on 2016/06/07 by Lukasz.Furman

	fixed AnySpawners activating before navmesh unlock & rebuild
	#jira FORT-25067

Change 3004083 on 2016/06/07 by Bob.Tellez

	#UE4 Fixing GenerateApplicationPath for monolithic games.

Change 3003457 on 2016/06/06 by Bob.Tellez

	#UE4 Add a little info to a warning about failing to load a file for streaming.

Change 3003256 on 2016/06/06 by Bob.Tellez

	#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac

Change 3003146 on 2016/06/06 by jonathan.lindquist

	switching from a ceil and lerp technique to an if statement to provide better transform results.

Change 3002048 on 2016/06/06 by Daniel.Broder

	Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.

	This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.

	#RB Stephan.Delmer

	#CodeReview Bob.Tellez

	#UE4 #ReleaseNote

Change 3001315 on 2016/06/05 by Daniel.Broder

	Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated().  That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.

	#RB Stephan.Delmer

	Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it.  If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).

	#CodeReview Ori.Cohen

	#UE4 #Fortnite #BugFix

Change 3001001 on 2016/06/04 by Fred.Kimberley

	Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.

	Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.

Change 3000613 on 2016/06/03 by Sam.Spiro

	#fort online 24747
	Take change from SamZ to get connection change delegates firing correctly
	Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)

	#RB Ben.Zeigler

Change 3000482 on 2016/06/03 by Rob.Cannaday

	Fix problem where newly added friends don't recognize party invitations
	#jira FORT-19415

	From CL 2953432:
	Ignore presence updates for local user with different resources
	#jira OR-19929
	#tests front end party invites

Change 2998044 on 2016/06/02 by Lukasz.Furman

	fixed path box intersection test used to verify if hotspot is still required for updated path
	#jira FORT-24422

Change 2997948 on 2016/06/02 by Eric.Newman

	Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria.  Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing

Change 2997660 on 2016/06/02 by Chris.Wood

	Changed Linux server crash handler to force CRC log paths to match main engine log.
	[UE-30259] - Some server crashes are missing from crashreporter database

	Should allow us to have CRC logs uploaded to S3 along with main logs easily.

Change 2996702 on 2016/06/01 by Bob.Tellez

	#UE4 You can now use Edit Asset on Level assets in the reference viewer.

Change 2996683 on 2016/06/01 by Tim.Tillotson

	#fortnite
	Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
	#JIRA FORT-23833

Change 2996548 on 2016/06/01 by Bob.Tellez

	#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.

Change 2996322 on 2016/06/01 by Bob.Tellez

	#UE4 Fix for specifying more than one ini override on the command line

Change 2996306 on 2016/06/01 by Bob.Tellez

	#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.

Change 2995634 on 2016/06/01 by Jonathan.Lindquist

	imrpoving the wind magnitude and noise texture

Change 2995249 on 2016/05/31 by Bob.Tellez

	#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.

Change 2992135 on 2016/05/26 by Bob.Tellez

	#UE4 extern for GuardedMain in LaunchLinux to fix nonunity

Change 2991912 on 2016/05/26 by jonathan.lindquist

	moved a texture sample into a new grouping

Change 2991738 on 2016/05/26 by Bob.Tellez

	#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.

Change 2991449 on 2016/05/26 by Lukasz.Furman

	AI Ftests will now delay spawning until navmesh is ready
	#fortnite

Change 2990705 on 2016/05/25 by Chris.Gagnon

	New stats panel, upon stat changes there is a delta pop up.
	New Squads Tab.
	Navigation from nodes to squad slots working.

	Added GetAnimationCurrentTime() to UMG Animation API.

	#RB Fred.Kimberley, Saul.Abreu

Change 2990286 on 2016/05/25 by Bob.Tellez

	#UE4 Fix logging error regarding max tag container replication size

Change 2990285 on 2016/05/25 by Bob.Tellez

	#UE4 Fix for crash when using "ShowDebug Game" client side

Change 2989977 on 2016/05/25 by Lukasz.Furman

	auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
	#fortnite

Change 2989174 on 2016/05/24 by Bob.Tellez

	#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.

Change 2988571 on 2016/05/24 by Jonathan.Lindquist

	submitting a fix for grass-like hierarchy layouts

Change 2985428 on 2016/05/20 by Bob.Tellez

	Experimenting with making UGS CIS not rebuild UBT when incremental building.

Change 2985319 on 2016/05/20 by Bob.Tellez

	#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.

Change 2985258 on 2016/05/20 by Billy.Bramer

	- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute

Change 2985157 on 2016/05/20 by Bob.Tellez

	Experimenting with non-unity CIS

Change 2984664 on 2016/05/19 by Bob.Tellez

	#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.

Change 2984663 on 2016/05/19 by Bob.Tellez

	#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.

Change 2984613 on 2016/05/19 by Bob.Tellez

	#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.

Change 2984508 on 2016/05/19 by Billy.Bramer

	- Add constructors for the new struct based attribute

Change 2983883 on 2016/05/19 by Lukasz.Furman

	disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
	#ue4

Change 2983770 on 2016/05/19 by Bob.Tellez

	#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.

	#JIRA FORT-24303

Change 2982306 on 2016/05/18 by Bob.Tellez

	Also experimenting with not updating version files in UGS CIS.

Change 2982154 on 2016/05/18 by Lukasz.Furman

	changed navwalking geometry conforming to use building prop special case
	#jira FORT-24215

Change 2982019 on 2016/05/18 by Bob.Tellez

	Trying out incremental CIS builds

Change 2981192 on 2016/05/17 by Bob.Tellez

	#UE4 No longer staging movie files for dedicated server builds.

Change 2981023 on 2016/05/17 by Lukasz.Furman

	added new mode for NavWalking geometry conforming: prefer height closer to current one
	this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars

Change 2980578 on 2016/05/17 by Lukasz.Furman

	added option for disabling path replan in crowd manager, turned it off in fortnite
	this must be handled through path update events and corridor assignment or else hotspot detection will break
	#jira FORT-24116

Change 2980364 on 2016/05/17 by Lukasz.Furman

	unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
	#jira FORT-24045

Change 2980360 on 2016/05/17 by Lukasz.Furman

	more detailed logs for using custom navlinks
	#jira FORT-23990

Change 2979880 on 2016/05/16 by Bob.Tellez

	#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.

Change 2979522 on 2016/05/16 by Saul.Abreu

	#fortnite
	Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.

Change 2977690 on 2016/05/13 by Daniel.Broder

	Made most FBox functions FORCEINLINE to improve DebugGame performance.

	#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.

	#CodeReview Bob.Tellez

	#UE4 #ReleaseNotes

Change 2977517 on 2016/05/13 by Daniel.Broder

	Added ForceInline to TIndexedContainerIterator<...>::operator!=(...).  This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!

	#CodeReview Bob.Tellez

	#Fortnite Wind perf improvement in DebugGame builds.

	#UE4 #ReleaseNote

Change 2974910 on 2016/05/11 by Bob.Tellez

	#UE4 More graceful handling of export class names in string asset references.

Change 2974095 on 2016/05/11 by Bob.Tellez

	#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.

Change 2973663 on 2016/05/11 by John.Abercrombie

	[implemented by Ben.Marsh]

	UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:

		<BuildConfiguration>
			<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
		</BuildConfiguration>

Change 2972603 on 2016/05/10 by Saad.Nader

	#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.

Change 2971741 on 2016/05/09 by Bob.Tellez

	#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.

Change 2969838 on 2016/05/06 by Bob.Tellez

	#Fortnite Added FN PS4 to build scripts

Change 2969542 on 2016/05/06 by Bob.Tellez

	#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.

	#JIRA FORT-23754

Change 2969520 on 2016/05/06 by Billy.Bramer

	- Fix missing virtual destructor now that the initter struct has virtual members

Change 2969467 on 2016/05/06 by Billy.Bramer

	- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
	- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
	- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
	- Fix typos in the initter
	- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
	- Allow attribute init data to come from several curve tables instead of just one
	- Remove reimport bindings from attribute metadata and global curve table, as neither was in use

Change 2969279 on 2016/05/06 by John.Abercrombie

	Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused

Change 2966311 on 2016/05/04 by Rob.Cannaday

	Fix PS4 Orion players being able to whisper chat with non-Orion players
	#jira OR-20626
	#tests chat with launcher, fortnite
	(From //Orion/Dev-General CL 2963555)

Change 2966255 on 2016/05/04 by Bob.Tellez

	#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.

	#JIRA FORT-23604

Change 2966083 on 2016/05/04 by Bob.Tellez

	#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.

Change 2965669 on 2016/05/04 by Nicholas.Davies

	Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
	#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
	#RB Antony.Carter

Change 2965316 on 2016/05/03 by Ben.Zeigler

	#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
	Manual merge of CL #2907874:
	When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
	This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
	The fix is to add the request to the list when it is cancelled if we did not find it.

Change 2965164 on 2016/05/03 by Bob.Tellez

	#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!

Change 2963754 on 2016/05/02 by Billy.Bramer

	- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
	- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)

Change 2962922 on 2016/05/02 by Lukasz.Furman

	fixed gameplay debugger in "simulate in editor" mode

Change 2959860 on 2016/04/28 by David.Nikdel

	#OGF #McpProfile
	- Add Profile Write Lock support to client API
	NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
	NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
	#CodeReview: Ben.Zeigler

Change 2959810 on 2016/04/28 by Jonathan.Lindquist

	A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)

Change 2959336 on 2016/04/28 by Bob.Tellez

	#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)

Change 2958942 on 2016/04/28 by Jonathan.Lindquist

	Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes

Change 2958644 on 2016/04/27 by Jonathan.Lindquist

	lowering default recursive steps

Change 2956612 on 2016/04/26 by Jonathan.Lindquist

	A few new saftey measures

Change 2956197 on 2016/04/26 by Fred.Kimberley

	Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.

	Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.

Change 2955386 on 2016/04/25 by Jonathan.Lindquist

	Fixed a ui bug related to the first time path geo generator is run
	Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.

Change 2955230 on 2016/04/25 by Billy.Bramer

	- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes

Change 2954899 on 2016/04/25 by Fred.Kimberley

	Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.

Change 2953511 on 2016/04/22 by Bob.Tellez

	#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.

Change 2953496 on 2016/04/22 by Chris.Gagnon

	When the console closes it now properly restores the viewports input state (both focus and capture).

Change 2952930 on 2016/04/22 by Lukasz.Furman

	fixed behavior tree getting stuck on instantly finished gameplay tasks
	#jira FORT-23041

Change 2951765 on 2016/04/21 by John.Abercrombie

	Removed unused code when initializing attribute sets

Change 2951617 on 2016/04/21 by Jonathan.Lindquist

	new elements to the grass shader to include wind influence

	also adding a test model

	and the latest version of canopy creator

Change 2950861 on 2016/04/21 by Jonathan.Lindquist

	Submitting a new material for grass so that it may react to the wind
	New wind test maps
	Functions to support global wind
	a new "fuzzy" mat functions
	Adding wind to the rift portals

Change 2950725 on 2016/04/20 by Bob.Tellez

	Fixups for non NewEC in GetLastSucceededCL

Change 2950695 on 2016/04/20 by Bob.Tellez

	Adding a small helper function to get the last succeeded CL of a given node.

Change 2950616 on 2016/04/20 by Maury.Mountain

	hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots

Change 2950207 on 2016/04/20 by Bob.Tellez

	#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.

Change 2950162 on 2016/04/20 by Lukasz.Furman

	fixed processing of repath requests, added infinite loop protection
	#jira FORT-23090

Change 2949974 on 2016/04/20 by Lukasz.Furman

	another batch of fixes for hotspot tasks getting out of sync:
	abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed

Change 2949923 on 2016/04/20 by Rob.Cannaday

	FOnlineIdentityMcp:  Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
	#tests PIE start game / shutdown

Change 2949210 on 2016/04/19 by Bob.Tellez

	#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.

	#JIRA FORT-23024

Change 2947381 on 2016/04/18 by Rob.Cannaday

	Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
	#jira FORT-22861
	#tests front end partying

Change 2945301 on 2016/04/15 by Michael.Trepka

	Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind

Change 2944422 on 2016/04/14 by Michael.Trepka

	Fixed Mono compile errors in UAT

Change 2944375 on 2016/04/14 by Fred.Kimberley

	Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.

Change 2944040 on 2016/04/14 by Michael.Trepka

	Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick

Change 2943864 on 2016/04/14 by Lukasz.Furman

	fixed initialization order of gameplay debugger replicators on client
	#jira FORT-22885

Change 2943228 on 2016/04/13 by Bob.Tellez

	#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.

Change 2942303 on 2016/04/13 by Daniel.Broder

	Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.

	#RB Bob.Tellez

	#UE4

Change 2941919 on 2016/04/13 by Jonathan.Lindquist

	Adding a new maxscript that allows artists to procedurally generate trees.

Change 2941816 on 2016/04/13 by Saul.Abreu

	Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.

Change 2941752 on 2016/04/12 by jonathan.lindquist

	adding a new function to optimize trees and fix a few issues

Change 2941519 on 2016/04/12 by Jonathan.Lindquist

	submitting a new warning regarding file unit types

Change 2940980 on 2016/04/12 by John.Abercrombie

	Turned Graphs off by default in the Visual Logger

Change 2940134 on 2016/04/11 by Billy.Bramer

	- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
	- Change row struct combo box on the data table importer to be sorted alphabetically

Change 2938828 on 2016/04/08 by David.Hunt

	#FN || Economy Rebuild
	Updating several code references to items and item paths that no longer exist, with Bob's help.

	This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.

	#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello

Change 2938675 on 2016/04/08 by Lukasz.Furman

	fixed gameplay debugger displaying paths of killed pawns
	#fortnite

Change 2938426 on 2016/04/08 by Rob.Cannaday

	Implement new command line party invitation format into Fortnite
	#jira FORT-22685
	#tests launch with command line party invite
	Integrate CLs 2908339 and 2917498 from Orion

Change 2938367 on 2016/04/08 by Billy.Bramer

	- Mark the reimport data table factory with UNREALED_API for external use
	- Change CSVImportFactory to respect the class of existing data being reimported upon

Change 2937319 on 2016/04/07 by Lukasz.Furman

	improved gameplay task info in gameplay debugger tool

Change 2937178 on 2016/04/07 by Lukasz.Furman

	fixed aborting undermine tasks when player becomes reachable
	#jira FORT-22240, FORT-22077

Change 2937166 on 2016/04/07 by Saul.Abreu

	Fixed redundant typename in TPair that was causing clang compilation errors.

Change 2937093 on 2016/04/07 by Saul.Abreu

	#fortnite
	Made ElementSetType protected again in the Map family.

Change 2937044 on 2016/04/07 by Saul.Abreu

	Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.

Change 2936940 on 2016/04/07 by Bob.Tellez

	#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.

Change 2936696 on 2016/04/07 by Bob.Tellez

	#UE4 Blueprint names are once again part of Blueprint compile log messages.

Change 2936572 on 2016/04/07 by Lukasz.Furman

	added more debug logs for tracking rare NaN error in player movement
	#jira FORT-19426

Change 2934892 on 2016/04/06 by Lukasz.Furman

	fixed updating hotspot information after all tasks instigated by it are finished
	#jira FORT-22515

Change 2933664 on 2016/04/05 by Michael.Trepka

	Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished

Change 2933554 on 2016/04/05 by Lukasz.Furman

	fixed taker's portal move (priorities of gameplay tasks spawned by path following)
	#jira FORT-22482

Change 2933343 on 2016/04/05 by John.Abercrombie

	Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
	- AnimInstance can be used through an accessor

Change 2933300 on 2016/04/05 by Lukasz.Furman

	fixed number of spawned AI in FTests using PreSpawnDelay
	#fortnite

Change 2933171 on 2016/04/05 by Lukasz.Furman

	added PreSpawnDelay param to function test spawn sets
	#fortnite

Change 2931072 on 2016/04/01 by Lukasz.Furman

	changed pawn actions to gameplay tasks
	#jira FORT-21314

Change 2930987 on 2016/04/01 by Billy.Bramer

	- Add method to data table to get all rows as a type
	- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
	- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"

Change 2929651 on 2016/03/31 by Nick.Cooper

	#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress

	#jira FORT-21330
	#RB ben.zeigler

Change 2929360 on 2016/03/31 by Daniel.Broder

	Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.

	Thanks to Bob for what I needed to check to early-out and avoid the crash.

	#RB Bob.Tellez

	#UE4

Change 2928845 on 2016/03/31 by Nicholas.Davies

	Add fix for chat text not clearing
	#jira FORT-22049 Textbox does not clear when text is sent through chat

Change 2928574 on 2016/03/30 by Ben.Zeigler

	Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect

Change 2928572 on 2016/03/30 by Ben.Zeigler

	#Jira FORT-20763
	Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load

Change 2928436 on 2016/03/30 by Bob.Tellez

	#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.

Change 2928372 on 2016/03/30 by Bob.Tellez

	#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.

Change 2926805 on 2016/03/29 by Bob.Tellez

	#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.

Change 2926752 on 2016/03/29 by Bob.Tellez

	#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.

Change 2926189 on 2016/03/29 by Rob.Cannaday

	Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
	#jira FORT-18947
	#jira OR-17695
	#tests golden path

Change 2924921 on 2016/03/28 by Lukasz.Furman

	removed log message showing as navmesh generation error when it skips over degenerated poly
	#fortnite

Change 2924843 on 2016/03/28 by Lukasz.Furman

	added more debug logs for navmesh's failed triangulate()
	#jira FORT-22186

Change 2924719 on 2016/03/28 by Lukasz.Furman

	fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
	#jira FORT-22132

Change 2921698 on 2016/03/24 by Lukasz.Furman

	fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
	#fortnite

Change 2920395 on 2016/03/23 by Bob.Tellez

	#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.

Change 2920343 on 2016/03/23 by Ben.Zeigler

	In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
	#RB josh.markiewicz

Change 2920310 on 2016/03/23 by Bob.Tellez

	#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init

Change 2920254 on 2016/03/23 by Aaron.McLeran

	FORT-22090 Re-disabling reverb.

	Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037

Change 2920249 on 2016/03/23 by Rob.Cannaday

	Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
	Don't trigger "member left" type events if we are leaving the party
	#jira FORT-20422
	#jira FORT-21726

Change 2920178 on 2016/03/23 by Bob.Tellez

	#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.

Change 2919858 on 2016/03/23 by Bob.Tellez

	#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.

Change 2919775 on 2016/03/23 by Bob.Tellez

	#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.

Change 2919233 on 2016/03/22 by Bob.Tellez

	#UE4 Removing a warning that is pretty chatty in our cooked logs.

Change 2919125 on 2016/03/22 by Bob.Tellez

	#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.

Change 2918831 on 2016/03/22 by Bob.Tellez

	#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.

	#JIRA FORT-22054

Change 2917722 on 2016/03/21 by Ben.Zeigler

	Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
	Resave assets that directly referenced FortniteServer

Change 2917588 on 2016/03/21 by Bob.Tellez

	#UE4 Fixed shadow variable that I introduced

Change 2914169 on 2016/03/17 by Ben.Zeigler

	Disable extra logging that was added to track down Auth issues, they look to be resolved

Change 2912626 on 2016/03/16 by Bob.Tellez

	#UE4 Success messages should not be warnings.

Change 2911171 on 2016/03/15 by Bob.Tellez

	#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading

Change 2911170 on 2016/03/15 by Billy.Bramer

	#jira [FORT-6139]
	Trap models persist after destroying supporting structure in Outpost
	- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
	- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs

Change 2911009 on 2016/03/15 by Bob.Tellez

	#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.

	#JIRA FORT-21605

Change 2910295 on 2016/03/15 by Bob.Tellez

	#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.

Change 2909324 on 2016/03/14 by Bob.Tellez

	#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.

Change 2905920 on 2016/03/11 by Lukasz.Furman

	fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
	#fortnite

Change 2905612 on 2016/03/11 by Bob.Tellez

	#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.

[CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00