#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]
==========================
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
#lockdown josh.adams
Change 2970373 on 2016/05/09 by Lee.Clark
PS4 - Fix NumInstances not getting reset after DrawIndirect calls
Change 2972873 on 2016/05/10 by Michael.Trepka
Correct initial position for SlateViewer windows on Mac
Change 2974363 on 2016/05/11 by Mark.Satterthwaite
Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.
Change 2975921 on 2016/05/12 by Michael.Trepka
Removed unused AdjustWindowRegion declaration from LinuxWindow.h
#codereview Dmitry.Rekman
Change 2977002 on 2016/05/13 by Michael.Trepka
Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready
#codereview Ben.Marsh
Change 2977337 on 2016/05/13 by Brent.Pease
UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
+ Prevent illegal characters from being entered in the packaging UI
+ Report an error from iPhonePackager if a illegal bundle id is specified
+ Convert special characters to XML equivalents
- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows
- Improve ios certificate and provision message in package settings UI
#codereview peter.sauerbrei
Change 2977509 on 2016/05/13 by Brent.Pease
+ Fix mac compile error
Change 2978036 on 2016/05/14 by Mark.Satterthwaite
One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
#jira UE-30777
Change 2978037 on 2016/05/14 by Mark.Satterthwaite
Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.
Change 2978333 on 2016/05/16 by Lee.Clark
Fix packaging of non-code projects when plugins are enabled
#codereview Peter.Sauerbrei
Change 2978780 on 2016/05/16 by Mark.Satterthwaite
Reduce temporary allocations required to set uniform parameters in Metal.
Change 2979680 on 2016/05/16 by Nick.Shin
editor's HTML5 platform settings was missing due to the emscripten SDK move
should have been included with CL: #2946251
Change 2979681 on 2016/05/16 by Nick.Shin
cleaned up websocket processing for HTML5
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 2979701 on 2016/05/16 by Brent.Pease
UE-28421 - Message box cannot be closed after accessing the home screen on iOS
+ Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution
Change 2980766 on 2016/05/17 by Jeremiah.Waldron
Adding Android build support for HarfBuzz
- using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
- Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>
Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
#jira UE-28586
#codereview chris.babcock
Change 2980953 on 2016/05/17 by Jeremiah.Waldron
Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
#jira UE-28586
Change 2981039 on 2016/05/17 by Jeff.Campeau
ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)
Change 2981054 on 2016/05/17 by Jeff.Campeau
Enable Live OSS for Orion on Xbox One
Change 2981553 on 2016/05/18 by Jeff.Campeau
Enable Oodle for Xbox One
Change 2981555 on 2016/05/18 by Jeff.Campeau
Scalability settings for Xbox One
Change 2981774 on 2016/05/18 by Keith.Judge
Xbox One - Duplicating Movie Player fix from 4.12.
Change 2981789 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.
Change 2981802 on 2016/05/18 by Keith.Judge
Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.
Change 2981875 on 2016/05/18 by Keith.Judge
Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.
Change 2981900 on 2016/05/18 by Keith.Judge
Xbox One - D3D11Query refactor. Duplicated from 4.12
Change 2981945 on 2016/05/18 by Nick.Shin
filled out response headers for HTML5 platform
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 2981981 on 2016/05/18 by Lee.Clark
PS4 - Fix COTF not updating files
#codereview Daniel.Lamb
Change 2982246 on 2016/05/18 by Michael.Trepka
Fixed Mono compile errors in UT build scripts
Change 2983869 on 2016/05/19 by Mark.Satterthwaite
Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
#jira UE-29557
Change 2983871 on 2016/05/19 by Mark.Satterthwaite
Pool Metal texture update buffers to reduce churn.
Change 2983892 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.
Change 2983898 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
Change 2983911 on 2016/05/19 by Mark.Satterthwaite
Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.
Change 2983916 on 2016/05/19 by Mark.Satterthwaite
Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.
Change 2984874 on 2016/05/20 by Keith.Judge
Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.
#jira UEPLAT-1295
Change 2985446 on 2016/05/20 by Mark.Satterthwaite
Remove the non-functional -metaldebug option from MetalRHI.
Change 2985827 on 2016/05/20 by Nick.Shin
call EndSession() onbeforeunload()
note: API CHANGE
- HTML5JavaScripteFx.{js,h}
- UE_MakeHTTPDataRequest()
#jira UE-22285 - Session End events are not generated for HTML5
Change 2986013 on 2016/05/20 by Jeremiah.Waldron
PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)
Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
Pulled from Release-4.12 CL
#jira UE-30782
#codereview chris.babcock, Peter.Sauerbrei
Change 2986057 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
Change 2986059 on 2016/05/20 by Mark.Satterthwaite
Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).
Change 2986060 on 2016/05/20 by Mark.Satterthwaite
Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.
Change 2986063 on 2016/05/20 by Mark.Satterthwaite
Missing change from previous CL.
Change 2986066 on 2016/05/20 by Mark.Satterthwaite
More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.
Change 2986455 on 2016/05/23 by Keith.Judge
Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.
Change 2986886 on 2016/05/23 by Mark.Satterthwaite
Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
Change 2986955 on 2016/05/23 by Brent.Pease
+ Do not error out if "[PROJECT_NAME]" is in the bundle ID
#codereview peter.sauerbrei
Change 2987304 on 2016/05/23 by Chris.Babcock
Remove old Android platforms
#ue4
#android
#codeview Josh.Adams
Change 2987571 on 2016/05/23 by Mark.Satterthwaite
Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
#jira UE-31111
Change 2987591 on 2016/05/23 by Mark.Satterthwaite
Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.
Change 2987679 on 2016/05/23 by Mark.Satterthwaite
Re-enable tiled reflections on Nvidia by default now that they work.
Change 2987799 on 2016/05/24 by Mark.Satterthwaite
Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).
Change 2989395 on 2016/05/25 by Lee.Clark
PS4 - Fix shader output / render target format mismatch for sparse MRT.
Change 2990003 on 2016/05/25 by Jeremiah.Waldron
When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.
Change 2990393 on 2016/05/25 by Mark.Satterthwaite
Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...
Change 2990516 on 2016/05/25 by Brent.Pease
+ UEPLAT-1294 - Support for local notifications
+ UEPLAT-1254 - Add BP event for device orientation change
+ Added a new class based on UGameInstance for mobile device callbacks
+ Ensured IOSAppDelegate.cpp follows convention for lambda functions
Change 2991361 on 2016/05/26 by Jeremiah.Waldron
Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it
Change 2992450 on 2016/05/27 by Mark.Satterthwaite
Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.
Change 2993027 on 2016/05/27 by Mark.Satterthwaite
Fix typo for new CFLAG_BoundsChecking enumeration value.
Change 2993594 on 2016/05/27 by Mark.Satterthwaite
Build fix - check not assert...
Change 2993595 on 2016/05/27 by Mark.Satterthwaite
Fix typo from Xcode hang...
Change 2993614 on 2016/05/28 by Mark.Satterthwaite
At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.
Change 2993747 on 2016/05/28 by Mark.Satterthwaite
Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.
Change 2994256 on 2016/05/31 by Lee.Clark
PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.
#codereview Chad.Taylor,Aaron.McLeran
Change 2994281 on 2016/05/31 by Rolando.Caloca
DP - Allow hlslcc to process type casts containing the 'const' keyword
- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
#codereview Mark.Satterthwaite, Dmitry.Rekman
#jira UE-31411
Change 2994467 on 2016/05/31 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 2994493 on 2016/05/31 by Daniel.Lamb
Fixed issue with DDC commandlet not caching things from the startup packages list.
Change 2994644 on 2016/05/31 by Mark.Satterthwaite
Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.
Change 2996074 on 2016/06/01 by Lee.Clark
PS4 - Fix GS mode not getting disabled when using parallel contexts.
#codereview Marcus.Wassmer
Change 2996129 on 2016/06/01 by Brent.Pease
Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.
Change 2996130 on 2016/06/01 by Jeremiah.Waldron
PR #2387 part 2 (Contributed by gameDNAstudio)
Adding ability to consume purchases during GooglePlay RestorePurchases
This also touches IOS due to changes to base classes and function signatures
#codereview chris.babcock, Peter.Sauerbrei
Change 2996441 on 2016/06/01 by Jeremiah.Waldron
Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)
Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.
#codereview chris.babcock
Change 2996514 on 2016/06/01 by Jeff.Campeau
Fix merge issue from main
#jira UE-31502
Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick
https://jira.ol.epicgames.net/browse/UE-31446
Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.
Renamed handleReserveFailed to handleReserveFailedLightweight
Change 2997235 on 2016/06/01 by Jeremiah.Waldron
RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
The IAP product in Match3 is non-consumable so just passing an empty array where necessary
Change 2997241 on 2016/06/01 by Jeremiah.Waldron
OnlineSubsystemGameCircle Plugin
- Leaderboards
- Achievements
- Friends
- IAP
- External UI Interface
- Runtime Settings in Project Settings Plugin section when plugin is enabled
- Disabled by default
#jira UEPLAT-105
#codereview chris.babcock
Change 2997618 on 2016/06/02 by Lee.Clark
#UE4Docs: Removed PS4MapFileUtil info
Change 2997840 on 2016/06/02 by Jeremiah.Waldron
Removing trace logging from OnlineSubsystemGameCircle_APL
Change 2998754 on 2016/06/02 by Brent.Pease
Change BlueprintMobileLibrary to BlueprintPlatformLibrary
Change 3000762 on 2016/06/03 by Jeff.Campeau
Add example rating info to ShooterGame
Change 3001037 on 2016/06/04 by Brent.Pease
+ Add ui screens for delegate test, local notification test, and iap test
+ Implement delegate test
Change 3001250 on 2016/06/05 by Brent.Pease
+ Initial pass at IAP test screen
Change 3001639 on 2016/06/06 by Jeff.Campeau
Fix Xbox One build issue with DX12
#codereview Zabir.Hoque
Change 3002574 on 2016/06/06 by Jeremiah.Waldron
Adding Android Install Location to Android platform runtime settings and manifest generation
Change 3002780 on 2016/06/06 by Brent.Pease
+ Initial implementation of local notification test
Change 3003005 on 2016/06/06 by Jeremiah.Waldron
OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute
Change 3004392 on 2016/06/07 by Jeremiah.Waldron
Fixing typo in APL comment :)
Change 3005768 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3005929 on 2016/06/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3006151 on 2016/06/08 by Peter.Sauerbrei
fix for LocalNotifications not available on TVOS
#lockdown josh.adams
Change 3006183 on 2016/06/08 by Brent.Pease
Manual merge CL#3000242 from Release-4.12 into Dev-Platform
#lockdown josh.adams
Change 3006296 on 2016/06/08 by Peter.Sauerbrei
submit an updated iPhonePackager and support DLLs
#lockdown josh.adams
Change 3006378 on 2016/06/08 by Peter.Sauerbrei
fix for API update to RestorePurchases
#codereview brent.pease
#lockdown josh.adams
#lockdown nick.penwarden
[CL 3008183 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2962397 on 2016/05/02 by Dmitriy.Dyomin
Fixed: Crash generating LOD for a Landscape
#jira UE-30144
Change 2962367 on 2016/05/01 by Zachary.Wilson
Building lighting on QA-Effects
#jira UE-29618
Change 2962363 on 2016/05/01 by Zachary.Wilson
Updating Reflection Capture Test Content
#jira UE-29618
Change 2962362 on 2016/05/01 by Benjamin.Hyder
Built Lighting in QA-PostProcessing level
#jira UE-29618
Change 2962361 on 2016/05/01 by Zachary.Wilson
Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes.
#jira UE-29618
Change 2962357 on 2016/05/01 by Benjamin.Hyder
Built Lighting for Tm_SceneTexture
#jira UE-29618
Change 2962356 on 2016/05/01 by Benjamin.Hyder
Adding PlayerStart to TM-TranslucencyLghtingMode map
#jira UE-29618
Change 2962351 on 2016/05/01 by Benjamin.Hyder
Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels
#jira UE-29618
Change 2962349 on 2016/05/01 by Benjamin.Hyder
Correcting Planar Reflection in TM-Shadermodels
#Jira UE-29618
Change 2962348 on 2016/05/01 by Benjamin.Hyder
Adding Planar Reflection Test Case content to TM-Shadermodels
#jira UE-29618
Change 2962347 on 2016/05/01 by Zachary.Wilson
Adding testing content for Dual Normal Clfar Coat Material Expression
#jira UE-29618
Change 2962340 on 2016/05/01 by Zachary.Wilson
Adding testing content for engine scalability (WIP)
#jira UE-29618
Change 2962173 on 2016/04/30 by Ben.Marsh
Fix typo.
Change 2962172 on 2016/04/30 by Ben.Marsh
Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB.
#jira UE-30156
Change 2961782 on 2016/04/29 by Mike.Beach
Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel.
#jira UE-30110
Change 2961780 on 2016/04/29 by Mike.Beach
Guarding against interface arrays with null entries (null checking in property editor processing code).
#jira UE-30015
Change 2961580 on 2016/04/29 by Owen.Stupka
#jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2
Change 2961531 on 2016/04/29 by Ryan.Gerleve
Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay.
#jira UE-22047
Change 2961499 on 2016/04/29 by Marc.Audy
Use accessor instead of variable directly.
#jira UE-00000
Change 2961492 on 2016/04/29 by Chris.Babcock
Android Vulkan dynamic loader with fallback to ES2
- works with either NDK r11c+ or VulkanSDK (does not require .so)
#jira UEPLAT-1249
#jira UEMOB-103
#ue4
#android
Change 2961462 on 2016/04/29 by Chris.Babcock
Fix issue with stripping symbols for non-armv7 architectures
#jira UE-30138
#android
#ue4
Change 2961442 on 2016/04/29 by Marc.Audy
Fix undo/redo of attachment between an IWCE and blueprint constructed component not working
#jira UE-28948
Change 2961400 on 2016/04/29 by Samuel.Proctor
Test assets for FiB test cases.
#jira UE-29618
Change 2961382 on 2016/04/29 by Daniel.Lamb
Fix for shadowed variables.
#jira UE-29470
Change 2961319 on 2016/04/29 by mitchell.wilson
#jira UE-29618 - Adding TM-LandscapeFoliage map
Change 2961278 on 2016/04/29 by Chris.Babcock
Fix 64-bit cast
#jira UE-30132
#ue4
#android
Change 2961263 on 2016/04/29 by Daniel.Lamb
Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps.
#jira UE-29470
Change 2961227 on 2016/04/29 by Taizyd.Korambayil
#jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini
Change 2961208 on 2016/04/29 by Nick.Darnell
UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.
#jira UE-29919
Change 2961190 on 2016/04/29 by Nick.Darnell
UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping.
#jira UE-29919
Change 2961161 on 2016/04/29 by Gareth.Martin
Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node.
#jira UE-30032
Change 2961109 on 2016/04/29 by Keith.Judge
Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was...
#jira UEPLAT-1288
Change 2961055 on 2016/04/29 by Mike.Beach
Mirroring CL 2961019:
Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues.
#jira UE-29940
Change 2961018 on 2016/04/29 by Rolando.Caloca
UE4.12 - Compile fix for shipping
#jira UE-30096
Change 2960921 on 2016/04/29 by Matthew.Griffin
Updated AutoSDK used by Android so that arm64 will build
Change 2960920 on 2016/04/29 by Martin.Wilson
Missing files from 2960847
#jira ue-25715
Change 2960906 on 2016/04/29 by Peter.Sauerbrei
added more explicit message when the deployment fails due to device not on provision
#jira UE-19875
Change 2960869 on 2016/04/29 by Chris.Bunner
Allow custom material nodes to be used with tessellation outputs.
#jira UE-29586
Change 2960847 on 2016/04/29 by Martin.Wilson
Fix setting incorrect animation assets on anim player nodes.
#jira ue-25715
Change 2960842 on 2016/04/29 by Keith.Judge
Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them.
#jira UEPLAT-1288
Change 2960841 on 2016/04/29 by Keith.Judge
Xbox One - Make temporary buffers last for three frames.
#jira UEPLAT-1288
Change 2960838 on 2016/04/29 by Keith.Judge
Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it.
#jira UEPLAT-1288
Change 2960834 on 2016/04/29 by Keith.Judge
Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs.
#jira UEPLAT-1288
Change 2960829 on 2016/04/29 by Keith.Judge
Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr!
#jira UEPLAT-1288
Change 2960826 on 2016/04/29 by Keith.Judge
Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform.
#jira UEPLAT-1288
Change 2960820 on 2016/04/29 by Keith.Judge
Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960819 on 2016/04/29 by Marc.Audy
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
Change 2960817 on 2016/04/29 by Keith.Judge
Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960814 on 2016/04/29 by Keith.Judge
Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform.
#jira UEPLAT-1288
Change 2960805 on 2016/04/29 by Keith.Judge
Fix .ini.ini filename issue (duplicated fix from Dev-Platform).
#jira UES-2270
Change 2960797 on 2016/04/29 by Mason.Seay
Deleting asset associated with crashing map, just to be safe (neither are needed anymore)
#jira UE-25215
Change 2960793 on 2016/04/29 by Mason.Seay
Deleting map that's causing a crash
#jira UE-25215
Change 2960774 on 2016/04/29 by Robert.Manuszewski
(temp) Fix for missing packages after cooking.
#jira UE-29876
Change 2960747 on 2016/04/29 by Jurre.deBaare
Mac build fixes
#jira abc-123
Change 2960739 on 2016/04/29 by Benn.Gallagher
Use mesh update mode to update cloth rather than whether or not it was rendered.
#jira UE-25934
Change 2960707 on 2016/04/29 by Jurre.deBaare
HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module)
#jira UE-24378
Change 2960704 on 2016/04/29 by Matthew.Griffin
Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line
Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build
Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now)
Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one
#jira UEB-560
Change 2960694 on 2016/04/29 by Robert.Manuszewski
Log free disk space when DirectoryWatcher's File Cache fails to move a file.
#jira UE-24660
Change 2960687 on 2016/04/29 by Benn.Gallagher
Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook)
#jira UE-30053
Change 2960381 on 2016/04/28 by Chris.Babcock
Handle movie playback not covering full surface
#jira UE-28705
#ue4
#android
Change 2960162 on 2016/04/28 by Ryan.Vance
#jira UE-30099
Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future.
We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency).
Change 2960100 on 2016/04/28 by Andrew.Porter
Removing old sub sequences.
#jira UE-29618
Change 2959962 on 2016/04/28 by Peter.Sauerbrei
fix for enabling InApp purchasing not enabling Online Subsystem IOS
#jira UE-25512
Change 2959937 on 2016/04/28 by Patrick.Donovan
Screen aligned UVs test material for QAGame for testing if they work in VR.
#jira UE-29618
Change 2959914 on 2016/04/28 by Dan.Oconnor
Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959859 on 2016/04/28 by Ryan.Gerleve
Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE.
#jira UE-26634
Change 2959856 on 2016/04/28 by Chris.Babcock
Fix scaling on low-resolution devices in Match3
#jira UE-28706
#ue4
#match3
Change 2959839 on 2016/04/28 by Dan.Oconnor
Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959836 on 2016/04/28 by Dan.Oconnor
Remove unused local variable, found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959829 on 2016/04/28 by Dan.Oconnor
Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959817 on 2016/04/28 by Peter.Sauerbrei
fix for parsing the IOS Device ID
addition of iPhone SE (courtesy davidrpozesky, PR2307)
addition of iPadPro 9.7
#jira UE-21921
Change 2959808 on 2016/04/28 by Nick.Darnell
UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using.
#jira ue-none
Change 2959805 on 2016/04/28 by Chad.Taylor
Merging
//UE4/Dev-VR/Engine/...
to //UE4/Release-4.12/Engine/...
#jira UEBP-188
Change 2959798 on 2016/04/28 by Dan.Oconnor
Manually integrate 2947850, also found with PVS-Studio by Robert Troughton
#jira UE-30058
Change 2959796 on 2016/04/28 by Aaron.McLeran
Duplicating CL 2959785 from //UE4/Dev-Framework
#jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
#tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing
Change 2959793 on 2016/04/28 by Dan.Oconnor
Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon.
#jira UE-30058
Change 2959739 on 2016/04/28 by Ori.Cohen
Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log.
#JIRA UE-29932
Change 2959709 on 2016/04/28 by Nick.Darnell
Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once.
#jira UE-30087
Change 2959701 on 2016/04/28 by Nick.Darnell
Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied.
#jira UE-30085
Change 2959691 on 2016/04/28 by Nick.Darnell
UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders.
#jira UE-30084
Change 2959678 on 2016/04/28 by mason.seay
Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder.
Also rebuilt lighting on associated test map.
#jira UE-29618
Change 2959514 on 2016/04/28 by Aaron.McLeran
Duplicating CL 2959506 from //UE4/Dev-Framework
#jira UE-30000
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
#tests Playing another looping sound on an audio component will stop the previous looping sound.
Change 2959486 on 2016/04/28 by Bob.Tellez
Duplicating CL#2948431 from //Orion/Dev-General
CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.
#JIRA UE-29625
#tests Ran editor
Change 2959414 on 2016/04/28 by Chad.Taylor
IStereoLayers API and Oculus Rift implementation
#jira UEBP-185
Change 2959395 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings
Change 2959386 on 2016/04/28 by Richard.TalbotWatkin
Replicated from CL 2959360 in //UE4/Dev-Editor/
Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]
Change 2959377 on 2016/04/28 by Matthew.Griffin
Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build
#jira UE-30024
Change 2959367 on 2016/04/28 by Alexis.Matte
#jira OR-20622
make sure LOD import Materials get map with LOD 0 material index
Change 2959302 on 2016/04/28 by Jamie.Dale
Removed invalid assert
#jira UE-30042
Change 2959263 on 2016/04/28 by Peter.Sauerbrei
fix for virtual joysticks showing up on tvOS
removed usage of ES2 define for tvOS
#jira UE-26122
Change 2959235 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings
Change 2959177 on 2016/04/28 by Thomas.Sarkanen
Fixed curve names getting incorrectly duplicated when DuplicateObject was called
Fixes crash when trying to convert curves to metadata after newly importing a sequence.
#jira UE-29988 - Crash when converting custom curve to metadata in persona
Change 2959170 on 2016/04/28 by Taizyd.Korambayil
#jira UE-29683 Resaved Maps to Fix Build Warnings
#jira UE-29685
#jira UE-29679
#jira UE-29684
Change 2959154 on 2016/04/28 by Dan.Bullard
Added Media Player assets and added example to TM-ShaderModels.
#jira UE-29618
Change 2959112 on 2016/04/28 by Jamie.Dale
Fixed a long time IME crash that could happen under certain circumtances
#jira OPP-5607
Change 2959086 on 2016/04/28 by Jamie.Dale
Refreshing the editable text layout now makes sure the layout is up-to-date
This addresses some update issues when the widget is being ticked, but not running a layout pass.
#jira UE-30054
Change 2958927 on 2016/04/28 by Phillip.Kavan
[UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set.
#jira UE-30040
Change 2958730 on 2016/04/28 by Phillip.Kavan
[UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport.
#jira UE-23087
Change 2958566 on 2016/04/27 by Marcus.Wassmer
Fix material preview and PostProcessAmbient
#jira UE-29994
Change 2958459 on 2016/04/27 by mason.seay
Test assets for Sound Class Override
#jira UE-29618
Change 2958399 on 2016/04/27 by Owen.Stupka
#jira UE-29924 Back out CL 2958355, change was in wrong position.
Change 2958395 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2950482 from //UE4/Dev-Framework
#jira FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
#tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates.
Change 2958387 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2954865 from //UE4/Dev-Framework
#jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
#tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device
Change 2958381 on 2016/04/27 by Josh.Adams
- Fixed compile error in IOSDeviceHelperMac.cpp
#lockdown nick.penwarden
#jira UE-30037
Change 2958355 on 2016/04/27 by Owen.Stupka
#jira UE-29924 Fix for UAT issues on Mac.
Change 2958351 on 2016/04/27 by Aaron.McLeran
Duplicating CL#2957953 from //UE4/Dev-Framework
#jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
#tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once
Change 2958344 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings
Change 2958342 on 2016/04/27 by mitchell.wilson
#jira UE-29618 updating shot_002 to fix an issue with snapping.
Change 2958315 on 2016/04/27 by Marc.Audy
No longer use component pooling, but instead spawn Actors for thumbnail display
#jira UE-17453
Change 2958289 on 2016/04/27 by Marc.Audy
Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component
#jira UE-30033
Change 2958280 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29723 Resaved Maps and Audio Files
Change 2958237 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29687 Resaved Some Assets to Fix Build Warnings
Change 2958176 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29701 Resaved Some Assets to Fix Build Warnings
Change 2958172 on 2016/04/27 by Ori.Cohen
Back out changelist 2955134
#JIRA UE-30030
Change 2958121 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29706 Resaved Some Assets to Fix Build Warnings
Change 2958070 on 2016/04/27 by Peter.Sauerbrei
fix for launch on to tvOS from PC
properly filter out tvOS devices when launching to IOS and vice versa
#jira UE-29928
Change 2958029 on 2016/04/27 by Andrew.Rodham
Fixed SMenuAnchor::bIsCollapsedByParent not being respected
#jira UE-30016
Change 2957962 on 2016/04/27 by Alexis.Matte
#jira UE-29984
Pixel inspector crash
Fix the viewport id
Change 2957908 on 2016/04/27 by Andrew.Rodham
Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer
#jira UE-29171
Change 2957880 on 2016/04/27 by Peter.Sauerbrei
fix for metal not being enabled in iOS 8
added some checks for bSupportsResourceOptions in Lock/Unlock
#jira UE-29268
Change 2957860 on 2016/04/27 by Gareth.Martin
Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters
#jira UE-29471
Change 2957833 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings
Change 2957805 on 2016/04/27 by Max.Chen
Sequencer: Fix crash in UMG when a property changes and there's no movie scene.
#jira UE-30008
Change 2957803 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings
Change 2957799 on 2016/04/27 by Max.Chen
Sequencer: Fix visibility track name so that it says "Visibility"
#jira UE-29996
Change 2957777 on 2016/04/27 by Allan.Bentham
Workaround ES31 HQ DoF producing no effect with vulkan rhi.
#jira UE-30006
Change 2957763 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29678 Resaved Maps to Fix Build Errors
Change 2957740 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29628 Resaved Maps to fix Build Warnings
Change 2957713 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29715 Resaved Maps to Fix Build Warnings
Change 2957678 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings
Change 2957627 on 2016/04/27 by Frank.Fella
UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated
#Jira UE-29319
#Jira UE-29321
Change 2957625 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings
Change 2957603 on 2016/04/27 by mitchell.wilson
#jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing
Change 2957577 on 2016/04/27 by Ben.Marsh
EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out.
Change 2957569 on 2016/04/27 by Maciej.Mroz
#jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true
merged from Dev-Blueprints 2957564
Change 2957565 on 2016/04/27 by Taizyd.Korambayil
#jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error
Change 2957558 on 2016/04/27 by Matthew.Griffin
Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files
#jira UE-29899
Change 2957504 on 2016/04/27 by Marc.Audy
Persist component instance data cache through blueprint construction that results in "disaster recovery mode"
#jira UE-20385
Change 2957162 on 2016/04/26 by Dmitriy.Dyomin
Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device
#jira UE-25861
Change 2957117 on 2016/04/26 by Dan.Oconnor
PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi)
Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend
#jira UE-29563
Change 2957057 on 2016/04/26 by Dan.Oconnor
Tweak logic used to make variable nodes more accessible
Motivation was PR#2202 by Lucyberad
#jira UE-28802
Change 2956884 on 2016/04/26 by Jamie.Dale
Removed an assert that can be triggered by certain IMEs
#jira UE-19744
Change 2956876 on 2016/04/26 by Dan.Oconnor
PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays)
#jira UE-29495
Change 2956860 on 2016/04/26 by Max.Preussner
Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973)
#jira: UE-29973
Change 2956801 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues
#jira UE-28140
Change 2956679 on 2016/04/26 by Andrew.Rodham
Editor: Fixed not being able to switch between cinematic/default viewport types
#jira UE-29942
Change 2956674 on 2016/04/26 by James.Fox
Updated Blueprint Bitmask test asset to include Bitwise OR.
#jira UE-29618
Change 2956573 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing
#jira UE-28140
Change 2956572 on 2016/04/26 by Rolando.Caloca
UE4.12 - vk - Added alignment to buffer offsets depending on usage
#jira UE-28140
Change 2956502 on 2016/04/26 by Peter.Sauerbrei
fix for missing particles on iPhone 5 when compiling for size
re-enable compile for size for Match 3
#jira UE-28721
Change 2956445 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29691 Resaved some Animation Assets to Fix Build Warnings
Change 2956382 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings
Change 2956332 on 2016/04/26 by Patrick.Donovan
Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled.
#jira UE-29618
Change 2956301 on 2016/04/26 by Ben.Marsh
Disable notification emails for warnings in Rocket sample builds.
Change 2956264 on 2016/04/26 by Peter.Sauerbrei
fix for binary release generation of bp-only project files for IOS on Mac
#jira UE-29934
Change 2956247 on 2016/04/26 by Jurre.deBaare
Fix for Mac compile
#jira UE-123ABC
Change 2956192 on 2016/04/26 by Jurre.deBaare
- Changed signatures for merging static mesh (LOD index now incorporated in merge data structure)
- Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels)
- Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure
- LightMap Index for merged static meshes is now set correctly
- Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct
- Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc
#jira UE-28319
Change 2956183 on 2016/04/26 by mitchell.wilson
#jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing
Change 2956152 on 2016/04/26 by Lina.Halper
- removed invalid ensure because it doesn't check recursive, it does have different value with validation
#jira : UE-29945
Change 2956034 on 2016/04/26 by Andrew.Rodham
Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present
- This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state
#jira UE-28073
Change 2956002 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29729 Resaved Blueprints to Fix Build Warnings
Change 2955999 on 2016/04/26 by Max.Chen
Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.
#jira UE-29841
Change 2955983 on 2016/04/26 by Andrew.Rodham
Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project.
#jira UE-29938
Change 2955979 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29728 Resaved Some assets to Fix Build Warnings
Change 2955941 on 2016/04/26 by Taizyd.Korambayil
#jira UE-29730 Resaved Maps to Fix Build Warnings
Change 2955937 on 2016/04/26 by Andrew.Rodham
Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class
- This fixes issues caused by undersiable state being saved into the spawnable defaults
Merged from //UE4/Dev-Sequencer/...@2952610
#jira UE-29774
Change 2955888 on 2016/04/26 by mitchell.wilson
#jira UE-29618 Updating shots for sequencer testing
Change 2955635 on 2016/04/26 by Max.Chen
Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.
#jira UE-28213
[CL 2969385 by Matthew Griffin in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2911743 on 2016/03/16 by Allan.Bentham
Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
Cleaned up some ronin integration hacks from ronin.
Change 2912053 on 2016/03/16 by Peter.Sauerbrei
disable Vulkan in Win32 builds for now
#codereview rolando.caloca
#jira UE-28465
Change 2914512 on 2016/03/18 by Dmitriy.Dyomin
Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled
Change 2914944 on 2016/03/18 by Allan.Bentham
Fix es2 tonemap flip. Fixes UE-25148
Change 2915248 on 2016/03/18 by Chris.Babcock
Updates to support NDK r11
#jira UE-28529
#ue4
#android
Change 2919192 on 2016/03/22 by Chris.Babcock
NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
#jira UE-28408
#ue4
#android
#codereview Jack.Porter
Change 2919591 on 2016/03/23 by Allan.Bentham
Merge ronin's Gaussian DoF to 4.11's dof changes.
Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.
#codereview martin.mittring
Change 2920758 on 2016/03/24 by Dmitriy.Dyomin
Fixed: shifting lighting samples octree
https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html
Change 2920793 on 2016/03/24 by Dmitriy.Dyomin
Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
#jira UE-26426
Change 2920981 on 2016/03/24 by Dmitriy.Dyomin
GPU particles support for iOS Metal (A8+ only)
#jira UE-11067
#jira UE-28514
#codereview Jack.Porter
Change 2921383 on 2016/03/24 by Allan.Bentham
Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
#codereview jack.porter
Change 2925694 on 2016/03/29 by Dmitriy.Dyomin
Fixed: GPU particles and bloom on S7 Mali
Change 2927065 on 2016/03/29 by Chris.Babcock
Set the DT_SONAME field in linker (stops warning toast)
#ue4
#android
#codereview Jack.Porter
Change 2927375 on 2016/03/30 by Jack.Porter
Fixed localization for placement mode Cube, Sphere, Cylinder and Cone
Change 2928643 on 2016/03/30 by Jack.Porter
Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF
#code_review: allan.bentham
Change 2932773 on 2016/04/04 by Jack.Porter
Reapply android Vulkan version fixes
Change 2932853 on 2016/04/05 by Jack.Porter
Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion
Change 2932998 on 2016/04/05 by Jack.Porter
Native web browser widget on iOS
#jira UEMOB-20
Change 2933420 on 2016/04/05 by Chris.Babcock
Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
#jira UE-29066
#pr #2236
#ue4
#android
Change 2934315 on 2016/04/05 by Chris.Babcock
Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
#jira UE-23937
#PR #1820
#ue4
#android
#codereview Ryan.Gerleve
Change 2935038 on 2016/04/06 by Chris.Babcock
Fix OpenGLES31 compile error
#ue4
#android
#codereview Jack.Porter
Change 2936288 on 2016/04/07 by Allan.Bentham
Planar reflection captures for mobile. (UE-27426)
Added mobile planar reflection flag to material.
#codereview jack.porter, daniel.wright
Change 2936297 on 2016/04/07 by Allan.Bentham
Missed file. Planar reflection captures for mobile. (UE-27426)
#codereview jack.porter, daniel.wright
Change 2937763 on 2016/04/08 by Dmitriy.Dyomin
Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
GitHub #2031
#jira UE-26576
#codereview Jack.Porter
Change 2937863 on 2016/04/08 by Jack.Porter
Merged Ronin CLs 2840392, 2860028
Allow vertex texture fetches on ES2 (requires absolute mip level)
Change 2938461 on 2016/04/08 by Chris.Babcock
Write Android uninstall batch files
#ue4
#android
Change 2939679 on 2016/04/11 by Allan.Bentham
Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects
#codereview jack.porter, daniel.wright
Change 2939887 on 2016/04/11 by Chris.Babcock
Android ARM64 libraries
#jira UEPLAT-1268
#ue4
#android
Change 2940125 on 2016/04/11 by Chris.Babcock
Added requirements to Arm64 and x86_64 tooltips
Change 2941051 on 2016/04/12 by Allan.Bentham
Fix for inverted RG channels when using filmic tonemapper with ES2.
#codereview jack.porter
Change 2942523 on 2016/04/13 by Chris.Babcock
Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
#ue4
#android
#codereview Josh.Adams
Change 2942578 on 2016/04/13 by Chris.Babcock
Add cxademangle dependency to Core for Android
#ue4
#android
#codereview Josh.Adams
Change 2942997 on 2016/04/13 by Chris.Babcock
Run Ant with -quiet first and run again without if there is an error for the log
#ue4
#android
#codereview Josh.Adams
Change 2943320 on 2016/04/14 by Jack.Porter
Fixed planar reflection merge errors
Change 2943352 on 2016/04/14 by Jack.Porter
Fix NAME_VULKAN_ES3_1_ANDROID shader format name
#codereview: Rolando.Coloca
Change 2943367 on 2016/04/14 by Dmitriy.Dyomin
Added cvars to add or strip specific GL extensions from a driver reported extensions string
#jira UE-29467
Change 2943425 on 2016/04/14 by Dmitriy.Dyomin
Better logging of MobileHDR mode
Change 2943461 on 2016/04/14 by Dmitriy.Dyomin
Fixing HDR rendering and bloom on Galaxy S7
Change 2943493 on 2016/04/14 by Dmitriy.Dyomin
Better HDR fix for devices with ES3 support
Change 2943855 on 2016/04/14 by Allan.Bentham
Mobile planar reflections.
- currently only supports opaque materials
#codereview jack.porter
Change 2944721 on 2016/04/14 by Chris.Babcock
Allow Vulkan-only Android builds
#ue4
#android
#codereview Allan.Bentham,Jack.Porter
Change 2944771 on 2016/04/14 by Dmitriy.Dyomin
Fixed: mesh particles crash in ES2
Change 2944827 on 2016/04/15 by Dmitriy.Dyomin
Fixed: GPU particles not working on S6 with Android 6.0.1
Change 2944836 on 2016/04/15 by Jack.Porter
Disable FX system calls in forward renderer when particles showflag is off
Change 2944840 on 2016/04/15 by Jack.Porter
Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2.
#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright
Change 2944914 on 2016/04/15 by Jack.Porter
Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode
Change 2945020 on 2016/04/15 by Gareth.Martin
Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.
Change 2943560 on 2016/04/14 by Gareth.Martin
Added ability to expand landscape bounds
#jira UE-28928
#jira UE-25230
Change 2943538 on 2016/04/14 by Gareth.Martin
Fix a crash with saving a level >2GB in size.
There may still be other crashes with >2GB levels.
Change 2943477 on 2016/04/14 by Gareth.Martin
Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
Also moved all the LOD settings together in LandscapeProxy.h because it was messy
Change 2942113 on 2016/04/13 by Gareth.Martin
Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.
Change 2941030 on 2016/04/12 by Gareth.Martin
Cleanup and commenting
Change 2940994 on 2016/04/12 by Gareth.Martin
Implement random scale option for Landscape Grass.
#jira UE-25743
Change 2940993 on 2016/04/12 by Gareth.Martin
Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent
Change 2940150 on 2016/04/11 by Gareth.Martin
Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform
Change 2940101 on 2016/04/11 by Gareth.Martin
Additional checks for bad static mesh when building the HISMC tree
Change 2945560 on 2016/04/15 by Rolando.Caloca
DM - Fix for newer Vulkan sdks
Change 2945638 on 2016/04/15 by Chris.Babcock
Fix permissions on uninstall script on Mac
#jira UE-29236
#ue4
#android
#lockdown Jack.Porter
Change 2945856 on 2016/04/15 by Rolando.Caloca
DM - vk - Fix mapped allocations on mobile
#lockdown nick.penwarden
[CL 2945995 by Chris Babcock in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin
Added support for Landscape grass to use the landscape's light/shadow maps
(original github pull request #1798 by Frugality)
Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM
DM - glslang
Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Common RHI changes
Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Initial rhi check-in. Tappy & SunTemple working on PC.
#codereview Jack.Porter, Chris.Babcock, Josh.Adams
Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Split Immediate command list off RHI
Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
changes to exclude LPV shaders from Vulkan
(reapplied with edit instead of integrate records)
Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Static shadowing + dynamic-object CSM
Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Mobile GPU particles
Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Planar reflections very WIP
Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Separate Translucency very WIP
Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
ProtoStar engine changes
Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
HACK for Max Texture Samplers hardcoded to 8 on ES2
Should be cleaned up better with UE-24419.
Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Integrate pipeline cache
Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM
DM - Initial CCT support
Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Empty bound shader states cache
- Only used currently on Vulkan
Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM
DM - Added GRHINeedsExtraDeletionLatency from 4.11
Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM
DM - Remove batched elements quads (was not been used at least since UE3!)
Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Fence mgr (disabled)
Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Resource management (disabled)
Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Expand number of stencil op bits
Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Add support for more MaxSimultaneousRenderTargets
Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Support for 3d staging textures
Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream
Vulkan RHI stub for new SharedResourceView RHI call
Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - SM4 preq
Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream
Android Vulkan support initial checkin
Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile
Reinstate vertex fog, fixes UE-28166
Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Use fence manager
Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Descriptor pool
[CL 2912606 by Peter Sauerbrei in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2817214 on 2016/01/06 by mason.seay
Adjusted Walkable Slope Override for mesh
#jira UE-24473
Change 2817384 on 2016/01/06 by Michael.Schoell
Crash fix when selecting a variable node for a variable that is not owned by a Blueprint.
#jira UE-24958 - Crash when getting the sequence player in level blueprint
Change 2817438 on 2016/01/06 by Max.Chen
Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr
#rb Andrew.Rodham
#jira UE-24926
Change 2817459 on 2016/01/06 by Marc.Audy
PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro)
#jira UE-22309
Change 2817472 on 2016/01/06 by Ben.Marsh
Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out.
Change 2817473 on 2016/01/06 by Marc.Audy
PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus)
#jira UE-21911
Change 2817533 on 2016/01/06 by Lauren.Ridge
Fixing Match3 not compiling in Debug (removed two checks on TileLibrary)
#jira UE-25004
Change 2817625 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19659 Reimported Template Animations with Proper Skeletons
Change 2817647 on 2016/01/06 by Lukasz.Furman
replaced ensure during initialization of blackboard based behavior tree task with log warning
#ue4
#jira UE-24448
#rb Mieszko.Zielinski
Change 2817648 on 2016/01/06 by Lukasz.Furman
fixed broken rendering component of navmesh actor after delete-undo operation
#ue4
#jira UE-24446
#rb Mieszko.Zielinski
Change 2817688 on 2016/01/06 by Taizyd.Korambayil
#jira UE-22347 Fixed Message Warnings on Startup
Change 2817815 on 2016/01/06 by Jamie.Dale
Multiple fixes when editing right-to-left text
- Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries.
- Text layout highlights are now able to correctly handle bi-directional and right-to-left text.
- Text picking can now handle bi-directional and right-to-left text.
- Text picking can now pick the individual characters that make up a ligature glyph.
- The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text).
- Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph.
- Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs.
#jira UE-25013
Change 2817828 on 2016/01/06 by Nick.Darnell
Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher.
#jira UE-24563
Change 2818052 on 2016/01/06 by Nick.Darnell
Editor - Adding another application check for the launcher to catch the current app name on mac.
#jira UE-24563
Change 2818149 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh
Change 2818360 on 2016/01/06 by Chris.Babcock
Fix reading from ini sections not cached after build system changes for 4.11
#jira UE-25027
#ue4
#android
Change 2818369 on 2016/01/06 by Ryan.Vance
#jira UE-24976
Adding tessellation support to instanced stereo
Change 2818999 on 2016/01/07 by Robert.Manuszewski
UHT will no longer try to load game-only plugins.
#jira UE-25032
- Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs
- Added better error message when UHT's PreInit fails
Change 2819064 on 2016/01/07 by Richard.Hinckley
#jira UE-24694
Fixing array usage in 4.11 stream.
Change 2819067 on 2016/01/07 by Ori.Cohen
When editor tries to spawn a physics asset we automatically load the needed skeletal mesh
#rb Matt.K
#JIRA UE-24165
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2719147 on 2015/10/07 by Mark.Satterthwaite
Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.
Change 2719182 on 2015/10/07 by Mark.Satterthwaite
Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.
Change 2719185 on 2015/10/07 by Mark.Satterthwaite
Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.
Change 2719434 on 2015/10/07 by Mark.Satterthwaite
Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.
Change 2724764 on 2015/10/12 by Josh.Adams
[Initial AppleTV support]
Merging //depot/YakBranch/... to //UE4/Dev-Platform/...
Change 2726266 on 2015/10/13 by Lee.Clark
PS4 - Calc reserve size required for DMA copy when using unsafe command buffers
Change 2726401 on 2015/10/13 by Mark.Satterthwaite
Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
#jira UE-15228
Change 2726421 on 2015/10/13 by Lee.Clark
PS4 - Don't try to clear invalid targets
Change 2727040 on 2015/10/13 by Michael.Trepka
Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72
Change 2729783 on 2015/10/15 by Keith.Judge
Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.
Change 2729847 on 2015/10/15 by Mark.Satterthwaite
Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
#jira UE-21992
Change 2729865 on 2015/10/15 by Keith.Judge
Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.
Change 2729897 on 2015/10/15 by Keith.Judge
Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.
Change 2729972 on 2015/10/15 by Keith.Judge
Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.
This should be marginally quicker as it stops a double call to ClearState().
Change 2731503 on 2015/10/16 by Keith.Judge
Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).
Change 2731596 on 2015/10/16 by Keith.Judge
Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.
Change 2731928 on 2015/10/16 by Michael.Trepka
PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)
Change 2731934 on 2015/10/16 by Michael.Trepka
PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)
Change 2732018 on 2015/10/16 by Mark.Satterthwaite
Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.
Change 2732365 on 2015/10/16 by Josh.Adams
- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)
Change 2733170 on 2015/10/18 by Terence.Burns
Fix for Android IAP query not returning entire inventory.
Change 2733174 on 2015/10/18 by Terence.Burns
Fix Movie player issue where wait for movie to finish isnt being respected.
Seems a stray bUserCanceled event flag was causing this not to be observed.
Added some verbose logging to apple movie player.
Change 2733488 on 2015/10/19 by Mark.Satterthwaite
Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.
Change 2735226 on 2015/10/20 by Mark.Satterthwaite
Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
#jira UE-21214
#jira UE-19913
Change 2736722 on 2015/10/21 by Daniel.Lamb
Improved performance of cooking stats system.
Change 2737172 on 2015/10/21 by Daniel.Lamb
Improved cooking stats performance for ddc stats.
Default launch image theme fallback is black to prevent stretch/squash of the image if started in wrong orientation
#jira UE-21702
#ue4
#android
[CL 2714961 by Chris Babcock in Main branch]
Generate proper proguard-project.txt file with optional additions from Build/Android/ProguardAdditions.txt
#jira UE-21653
#ue4
#android
[CL 2712042 by Chris Babcock in Main branch]
PR #1405: added specific suffix for long (Contributed by demuyan)
#jira UE-19053
#ue4
#android
#codereview Robert.Jones
[CL 2630759 by Chris Babcock in Main branch]