Commit Graph

95 Commits

Author SHA1 Message Date
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
Matthew Griffin
a3a2d4d633 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397)
#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]
2016-05-06 15:20:28 -04:00
Ben Marsh
c254db71a7 Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2909886 on 2016/03/15 by Matthew.Griffin

	Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build.

Change 2911727 on 2016/03/16 by Matthew.Griffin

	Added Platform Type and Architecture to Installed Platform Info
	Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts
	Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds
	Added temporary hack to write Android architecture until I can get it from build process

Change 2913692 on 2016/03/17 by Ben.Marsh

	UAT: Move script to archive a build for UGS into a public folder.

Change 2915445 on 2016/03/18 by Ben.Marsh

	UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying.

Change 2915450 on 2016/03/18 by Ben.Marsh

	UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited.

Change 2925830 on 2016/03/29 by Matthew.Griffin

	Added new selective download tags
	Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings

Change 2926437 on 2016/03/29 by Ben.Marsh

	PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi)

Change 2927399 on 2016/03/30 by Matthew.Griffin

	Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist.

Change 2933093 on 2016/04/05 by Ben.Marsh

	PR #2232: Updated copyright text to 2016 (Contributed by erikbye)

Change 2936221 on 2016/04/07 by Matthew.Griffin

	Adding checks on architecture for android config options

Change 2938021 on 2016/04/08 by Ben.Marsh

	UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account.

Change 2939332 on 2016/04/11 by Matthew.Griffin

	Added AdditionalBundleResources to external file list so that they should be included in Launcher releases

Change 2939767 on 2016/04/11 by Ben.Marsh

	BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging.

Change 2941611 on 2016/04/12 by Ben.Marsh

	UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line.

Change 2942037 on 2016/04/13 by Ben.Marsh

	UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats.

Change 2942640 on 2016/04/13 by Ben.Marsh

	GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels.

Change 2942728 on 2016/04/13 by Ben.Marsh

	BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML.

Change 2942735 on 2016/04/13 by Ben.Marsh

	BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs)

Change 2943568 on 2016/04/14 by Ben.Marsh

	EC: Print out the log folder at the start of each job.

Change 2944421 on 2016/04/14 by Ben.Marsh

	EC: Add GitHub dashboard page which shows the current syncing state

#lockdown Nick.Penwarden

[CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
Andrew Grant
0b4257e23a Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#lockdown Nick.Penwarden

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

Change 2927181 on 2016/03/29 by Dmitry.Rekman

	(Optionally) exclude idle time from server FPS charts.

	- Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers).
	- Server FPS charts analytics events and log output will include the information if idle time was excluded.

	- Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log.

	#rb Paul.Moore
	#codereview Paul.Moore, Michael.Noland
	#tests Ran Linux server and Windows client on compatible content.

Change 2927084 on 2016/03/29 by Ben.Marsh

	BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately.

	#rb none
	#tests none

Change 2927060 on 2016/03/29 by Michael.Noland

	Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter)
	Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup)
	#rb marcus.wassmer
	#tests Ran and did some fps charts

Change 2927048 on 2016/03/29 by Michael.Noland

	HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD)
	#tests Compiled and ran Paragon
	#rb marcus.wassmer

Change 2926920 on 2016/03/29 by Ben.Marsh

	BuildGraph: Update schema with Rename task.

Change 2926911 on 2016/03/29 by Ben.Marsh

	BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/>

	#rb none
	#tests none

Change 2926908 on 2016/03/29 by Andrew.Grant

	Fix for CDO properties of renamed blueprints not being applied
	#rb none
	#tests loaded Origin map (renamed from Playgo3) and verified properties are applied.

Change 2926799 on 2016/03/29 by Jason.Bestimt

	#ORION_DG - Merge MAIN (23) @ CL# 2926780

	#RB:none
	#Tests:none

Change 2926663 on 2016/03/29 by david.nikdel

	#ROBOMERGE-OBO: jason.bestimt
	#ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ORION_23 - Potential fix for Cook failures

	"Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd."

	#RB:none
	#Tests: none

	[CodeReviewed]: andrew.grant, dan.oconnor

Change 2926510 on 2016/03/29 by Andrew.Grant

	Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock)
	#rb none
	#tests compiled

Change 2926495 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
	#rb eric.newman

Change 2926427 on 2016/03/29 by Josh.Markiewicz

	#UE4 - fixed typo
	#rb none
	#tests none

Change 2926250 on 2016/03/29 by Martin.Mittring

	fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect
	#rb:Chris.Bunner
	#codereview:Brian.Karis

Change 2926224 on 2016/03/29 by Daniel.Lamb

	Fix for potenital threading issue with Console manager removing vars which could cause double free.
	#rb Robert.Manuszewski
	#test Orion cook

Change 2926174 on 2016/03/29 by Gareth.Martin

	Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people
	#rb
	#tests editor

Change 2925968 on 2016/03/29 by David.Nikdel

	#MCP #OSS
	- Read RedirectUrl from ini

	#RB: Eric.Newman
	#TESTS: compiled in another branch (merge over)
	#ROBOMERGE: Main

[CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
Andrew Grant
fad858c6db Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736)
#lockdown Nick.Penwarden

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

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

	attempted cook fix
	#rb none
	#tests compile

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

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

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

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

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

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

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

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

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

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

	CIS fix
	#rb none
	#tests none

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

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

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

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

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

	#rb none
	#codereview Wes.Hunt
	#tests none

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

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

	#rb Lukasz.Furman
	#test none

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

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

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

	[AUTOMERGE]

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

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

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

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

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

	#rb DanY
	#tests PIE

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

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

	support for cookies across curl easy handles in libcurl

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

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

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

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

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

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

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

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

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

	Fix AvgPing perfcounter being occasionally NaN (FORT-20523)

	- Prevent division by zero.

	#rb none

[CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
Matthew Griffin
bdd611cee2 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2875445 on 2016/02/22 by Matthew.Griffin

	Added UE4.natvis to Visual Studio Projects

	#jira UE-27153

Change 2875456 on 2016/02/22 by Keith.Judge

	Fix custom stencil shaders on Xbox One

	#jira UES-1387

Change 2875524 on 2016/02/22 by Robert.Manuszewski

	More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.

	#jira UE-20945

Change 2875698 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Add new bool for RHIs (unused currently)
	#jira UE-24967

Change 2875897 on 2016/02/22 by Taizyd.Korambayil

	#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights

Change 2875922 on 2016/02/22 by Mieszko.Zielinski

	Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4

	#jira UE-25034
	#rb Lukasz.Furman

Change 2875960 on 2016/02/22 by Michael.Trepka

	Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking

	#jira UE-21895

Change 2875984 on 2016/02/22 by Michael.Schoell

	Split output struct pins will no longer give a warning about override pins being removed.

	#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.

Change 2876169 on 2016/02/22 by Ben.Marsh

	Changes to support building UHT plugins with the binary release.

	* Add source code and target files for UHT to binary distribution
	* Fix UBT deleting build products if we're only compiling a single module.
	* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
	* Include DLL import libraries for UHT in the build
	* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.

Change 2876219 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2874609
	#jira UE-24967
	PC: Update D3D12 RHI
	- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
	- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
	- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
	- Disable API shader blobs
	- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
	- Pool Fences to prevent creation and destruction every frame when using Async Compute
	- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView

Change 2876232 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2876173
	#jira UE-24967
	PC: Update D3D12 RHI

	- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.

	- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.

	- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()

Change 2876366 on 2016/02/22 by Douglas.Copeland

	Adding Skeletal Meshes for Import Test Case
	#jira UE-24473

Change 2876401 on 2016/02/22 by Peter.Sauerbrei

	fix for WindowsClient build from UFE and Project Launcher
	#jira UE-23897

Change 2876456 on 2016/02/22 by Ben.Marsh

	Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.

Change 2876507 on 2016/02/22 by Nick.Shin

	use HOME (osx) and USERPROFILE (windows) on appropriate target platform

	#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5

Change 2876537 on 2016/02/22 by Dan.Oconnor

	Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
	#jira UE-24891

Change 2876545 on 2016/02/22 by Chad.Taylor

	SteamVR camera late-update fix

	#jira UE-27254

Change 2876825 on 2016/02/22 by Dan.Oconnor

	Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
	#jira UE-25956

Change 2876878 on 2016/02/22 by Nick.Whiting

	PSVR HMD Server support

	#jira UE-27262

[CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
Matthew Griffin
d9f2a9fd85 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2864843 on 2016/02/12 by Ben.Marsh

	Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.

Change 2865161 on 2016/02/12 by Ben.Marsh

	Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.

Change 2865643 on 2016/02/12 by Ben.Marsh

	Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.

Change 2874408 on 2016/02/19 by Ben.Marsh

	Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.

Change 2879572 on 2016/02/24 by Ben.Marsh

	Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.

Change 2883216 on 2016/02/26 by Ben.Marsh

	Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.

Change 2883755 on 2016/02/26 by Ben.Marsh

	Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.

Change 2886223 on 2016/02/29 by Ben.Marsh

	Ignore SignTool errors - we can recover from them.

Change 2887414 on 2016/03/01 by Ben.Marsh

	Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2888235 on 2016/03/01 by Ben.Marsh

	Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.

Change 2889602 on 2016/03/02 by Ben.Marsh

	Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.

Change 2889610 on 2016/03/02 by Ben.Marsh

	Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.

Change 2891866 on 2016/03/03 by Matthew.Griffin

	Removed Rocket specific batch files and made sure installed build won't try to include them
	Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead

Change 2893349 on 2016/03/03 by Ben.Marsh

	Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.

Change 2894703 on 2016/03/04 by Ben.Marsh

	Include *.usf when looking for the last code changelist. Also update version to 1.68.

Change 2897991 on 2016/03/07 by Ben.Marsh

	Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.

Change 2898005 on 2016/03/07 by Ben.Marsh

	Minor changes to support BuildGraph:

	* UE4Build now has a static function that can update version files.
	* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
	* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".

Change 2898095 on 2016/03/07 by Ben.Marsh

	UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.

Change 2898248 on 2016/03/07 by Ben.Marsh

	UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.

Change 2898615 on 2016/03/08 by Matthew.Griffin

	Removed last uses of RunningRocket function
	All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.

Change 2898681 on 2016/03/08 by Matthew.Griffin

	Removed Automation.RunningRocket function as there are no more uses
	Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.

#lockdown Nick.Penwarden

[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00
Peter Sauerbrei
ac2c39d796 potential fix for failure to build IOS on build machines
#codereview ben.marsh, matthew.griffith
#lockdown nick.penwarden

[CL 2857788 by Peter Sauerbrei in Main branch]
2016-02-05 17:42:33 -05:00
Ben Marsh
5e75112469 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2828332 on 2016/01/14 by Matthew.Griffin

	Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.

Change 2828335 on 2016/01/14 by Matthew.Griffin

	Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.

Change 2831365 on 2016/01/16 by Ben.Marsh

	Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.

Change 2832166 on 2016/01/18 by Ben.Marsh

	Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.

Change 2835725 on 2016/01/20 by Matthew.Griffin

	Removed more uses of RunningRocket functions

	Switch Linux staging check to see if required files exist until switched to using receipts
	Always stage CrashReporter for Linux
	Mac and Linux will not use Compile Lean And Mean when generating project files
	Allow normal DynamicCompilation check to occur in binary builds
	Allow XMPP dependency on WebRTC now that it's publically distributed

Change 2835864 on 2016/01/20 by Matthew.Griffin

	Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
	Also tidied up some arguments that are set in UVS and never used.

Change 2839932 on 2016/01/22 by Matthew.Griffin

	Removed last uses of RunningRocket from UnrealBuildTool

	Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
	Combined code doing very similar things for single games and rocket projects.
	Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
	Removed RunningRocket function and the code checking for -rocket on the command line

Change 2846971 on 2016/01/28 by Matthew.Griffin

	Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built.

Change 2853879 on 2016/02/03 by Matthew.Griffin

	Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected

	#jira UE-25666

#lockdown Nick.Penwarden

[CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
Wes Hunt
a94b6477cb Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2790858 on 2015/12/04 by Ben.Marsh

	Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio.

	#codereview Wes.Hunt

Change 2792683 on 2015/12/07 by Matthew.Griffin

	Removed some usages of RunningRocket() function

	Checks for whether engine tools need rebuilding should be ignored in all installed engine builds.
	New Intermediate folders should be within project directory and engine's should not be removed when engine installed.

Change 2794194 on 2015/12/08 by Matthew.Griffin

	Removed IsRocket function.
	Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior.

Change 2801483 on 2015/12/14 by Matthew.Griffin

	Removed uses of UnrealBuildTool.RunningRocket()

	Mac Tool chain test was down to Engine libraries being pre-compiled
	Allow Third Party dependencies in any monolithic target, not just games
	All installed engine builds should use shared build environment
	Removed test no longer needed now that projects from installed builds have game targets
	Include engine source if it exists in any installed build to improve intellisense in VCProjects

Change 2803276 on 2015/12/15 by Matthew.Griffin

	Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket()
	Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket()
	Changed a few usages to IsEngineInstalled where obvious

Change 2814190 on 2016/01/03 by Ben.Marsh

	Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point.

	Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT.

Change 2822503 on 2016/01/10 by Wes.Hunt

	AnalyticsET now uses the Data Router protocol.
	* Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs.
	* There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning.
	* Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values.
	* Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly).
	Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it.
	#jira UE-21755

#lockdown nick.penwarden

[CL 2822983 by Wes Hunt in Main branch]
2016-01-11 10:12:46 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Josh Adams
660ab7f0c9 Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2719147 on 2015/10/07 by Mark.Satterthwaite

	Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.

Change 2719182 on 2015/10/07 by Mark.Satterthwaite

	Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.

Change 2719185 on 2015/10/07 by Mark.Satterthwaite

	Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.

Change 2719434 on 2015/10/07 by Mark.Satterthwaite

	Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.

Change 2724764 on 2015/10/12 by Josh.Adams

	[Initial AppleTV support]
	Merging	//depot/YakBranch/... to //UE4/Dev-Platform/...

Change 2726266 on 2015/10/13 by Lee.Clark

	PS4 - Calc reserve size required for DMA copy when using unsafe command buffers

Change 2726401 on 2015/10/13 by Mark.Satterthwaite

	Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
	#jira UE-15228

Change 2726421 on 2015/10/13 by Lee.Clark

	PS4 - Don't try to clear invalid targets

Change 2727040 on 2015/10/13 by Michael.Trepka

	Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72

Change 2729783 on 2015/10/15 by Keith.Judge

	Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.

Change 2729847 on 2015/10/15 by Mark.Satterthwaite

	Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
	#jira UE-21992

Change 2729865 on 2015/10/15 by Keith.Judge

	Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.

Change 2729897 on 2015/10/15 by Keith.Judge

	Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.

Change 2729972 on 2015/10/15 by Keith.Judge

	Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.

	This should be marginally quicker as it stops a double call to ClearState().

Change 2731503 on 2015/10/16 by Keith.Judge

	Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2731928 on 2015/10/16 by Michael.Trepka

	PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)

Change 2731934 on 2015/10/16 by Michael.Trepka

	PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)

Change 2732018 on 2015/10/16 by Mark.Satterthwaite

	Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
	- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
	- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
	- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.

Change 2732365 on 2015/10/16 by Josh.Adams

	- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)

Change 2733170 on 2015/10/18 by Terence.Burns

	Fix for Android IAP query not returning entire inventory.

Change 2733174 on 2015/10/18 by Terence.Burns

	Fix Movie player issue where wait for movie to finish isnt being respected.

	Seems a stray bUserCanceled event flag was causing this not to be observed.

	Added some verbose logging to apple movie player.

Change 2733488 on 2015/10/19 by Mark.Satterthwaite

	Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
	- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
	- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.

Change 2735226 on 2015/10/20 by Mark.Satterthwaite

	Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
	#jira UE-21214
	#jira UE-19913

Change 2736722 on 2015/10/21 by Daniel.Lamb

	Improved performance of cooking stats system.

Change 2737172 on 2015/10/21 by Daniel.Lamb

	Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Robert Manuszewski
f9cdeb96cd Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1

	GC and WeakObjectPtr performance optimizations.

	- Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray
	- Moved WeakObjectPtr serial numbersto FUObjectArray
	- Added pre-allocated UObject array

Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1

	Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved.

Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920

	UHT will now use makefiles to speed up iterative runs.

Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963

	Hot-reload performance optimizations:
	1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier).
	2. Parallelized search for old CDOs referencers.

Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster

	Dependency preloading improvements
	 - Asset registry dependencies now resolve asset redirectors
	 - Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package

Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1

	Allow UnfocusedVolumeMultiplier to be set programmatically

Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1

	When cooking, don't add imports that are outers of objects excluded from the current cook target.

Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core

	Inline storage for TFunction.
	Fix for delegate inline storage on Win64.
	Some build fixes.
	Visualizer fixes for new TFunction format.

Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	CrashReporter Web - Search by Platform
	Added initial support for streams (GetBranchesAsListItems, CopyToJira)

Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core

	Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString.

Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core

	Some TSet function optimisations:

	Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent).
	Taking local copies of HashSize during iterations.

Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core

	BulkData zero byte allocations are now handled by an RAII object which owns the memory.

Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core

	FName::operator== and != optimised to be a single comparison.

Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro)

Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec

	PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360)

	Also fixed starting condition.

Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1

	PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus)

Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core

	PR #1540 - Specifying a different Saved folder at launch through a command line parameter

	Integrated and optimized.

#lockdown Nick.Penwarden

[CL 2772222 by Robert Manuszewski in Main branch]
2015-11-18 16:20:49 -05:00
Ben Marsh
1cc0be0a06 Separate all the project specific settings for a platform into a separate class (derived from UEBuildPlatformContext), and remove the last few references to the global .uproject file path. Checks for SupportsWindowsXP() are now done inside the toolchain.
#codereview Peter.Sauerbrei

[CL 2711835 by Ben Marsh in Main branch]
2015-09-30 16:40:04 -04:00
Jeff Campeau
1388452b5b VS2015 now the default toolchain for Windows
Fallback to 2013 is automatic if 2015 is not installed or a platform SDK is detected that doesn't support the new IDE
Manual override is available via -2013
#platformnotify Josh.Adams

[CL 2709701 by Jeff Campeau in Main branch]
2015-09-29 13:17:32 -04:00
Ben Marsh
1adc540d76 Instance UEBuildPlatform for each supported platform so we don't have to keep passing an UnrealTargetPlatform back into it, and separate the SDK logic for each group of platforms into a separate class (UEBuildPlatformSDK). Add a new factory class (UEBuildPlatformFactory) for creating them and binding them together.
[CL 2709253 by Ben Marsh in Main branch]
2015-09-29 08:56:10 -04:00
Lee Clark
7e82c793e5 Merging - cl# 2704196 - PS4 - Don't add PS4 c# projects if PS4 SDK is not installed
[CL 2704201 by Lee Clark in Main branch]
2015-09-24 08:16:36 -04:00
Ben Marsh
5a77694bbb Removing a bunch of static variables for the project file in UBT.
[CL 2695050 by Ben Marsh in Main branch]
2015-09-17 09:15:44 -04:00
Ben Marsh
d5f47b28ec Optimize searching for source files under a given directory, by constructing DirectoryReference and FileReference objects directly from the full paths returned by the system.
[CL 2680146 by Ben Marsh in Main branch]
2015-09-04 07:56:29 -04:00
Ben Marsh
8aec191675 Remove some esoteric options from the project file generator (for only showing public headers, and hiding NoRedist folders) to improve performance of directory scanning.
[CL 2679439 by Ben Marsh in Main branch]
2015-09-03 17:31:11 -04:00
Ben Marsh
9610023ca5 Use FileReference and DirectoryReference classes instead of strings for paths. Massively reduces the amount of paranoid calls to GetFullPath(), CleanDirectorySeparators() et al., and improves performance for really common UBT operations like making relative paths or checking if files are under a directory. Strong typing ensures that intention of parameters is explicit.
[CL 2678429 by Ben Marsh in Main branch]
2015-09-03 08:47:24 -04:00
Richard Fawcett
f0f7d3a513 Fix detection of automation projects when running UBT with -ProjectFiles.
#codereview Ben.Marsh

[CL 2676811 by Richard Fawcett in Main branch]
2015-09-02 08:09:16 -04:00
Ben Marsh
d06ce0c4a0 Compile rules for the engine into separate assemblies than rules for each project, so we aren't redundantly compiling them more than once. Also compile rules for each foreign plugin into its own assembly. Reduces time taken to generate project files by almost half (~40s to ~26s) in local testing.
#codereview Peter.Sauerbrei

[CL 2674225 by Ben Marsh in Main branch]
2015-08-31 12:39:51 -04:00
Ben Marsh
0a89383b5a Explicitly compile the rules assembly and pass it around as a parameter, rather than caching it as global state in RulesCompiler.
[CL 2674051 by Ben Marsh in Main branch]
2015-08-31 10:33:16 -04:00
Wes Hunt
d2a1b60eaa UE-18654 - Fix uses of GetExecutingAssembly in UAT/UBT
#codereview:ben.marsh

[CL 2624862 by Wes Hunt in Main branch]
2015-07-17 16:38:17 -04:00