Commit Graph

44 Commits

Author SHA1 Message Date
Andrew Grant
48331caa30 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#lockdown Nick.Penwarden

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

Change 3028439 on 2016/06/27 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28 @ CL 3028090

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3027952 on 2016/06/26 by Jurre.deBaare

	- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
	- Readded landscape/volume culling for in-engine static mesh merging path
	- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
	- Marked hlodcullingvolume as experimental
	- Added Landscape culling flag + precision level

	#codereview Michael.Noland
	#rb Michael.Noland
	#tests build clusters locally/cloud + landscape culling tests

Change 3027702 on 2016/06/25 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 3027698

	#RB:none
	#Tests:none

Change 3027312 on 2016/06/24 by Daniel.Lamb

	Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
	#rb Peter.Sauerbrei
	#test QA game launch on and cook by the book + cook on the fly paragon

Change 3027165 on 2016/06/24 by Daniel.Lamb

	Fix compiler warnings from cvars changes.
	#rb none
	#test cook paragon

Change 3026900 on 2016/06/24 by Daniel.Lamb

	Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
	#rb Marcus.Wasmer
	#test Cook on the fly paragon
	#codereview Rolando.Caloca

Change 3026874 on 2016/06/24 by Olaf.Piesche

	#jira OR-18363
	fix distortion in particle macro UVs with camera movement

	#rb frank.fella
	#tests PC Editor/Game

Change 3026494 on 2016/06/24 by jason.bestimt

	#ORION_MAIN - Merge 28 @ CL 3026460

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3026381 on 2016/06/24 by Graeme.Thornton

	Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon

	#rb simon.tovey
	#codereview dmitry.rekman
	#tests pc cooked client/server, golden path

Change 3025760 on 2016/06/23 by jason.bestimt

	#ORION_MAIN - Merge 28 @ CL 3025687

	#RB:none
	#tests:none

	#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3025661 on 2016/06/23 by Mieszko.Zielinski

	Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3025359 on 2016/06/23 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	#online,externalui,ps4
	- expose access to reset cookies before invoking embedded web browser
	- fixed not capturing resulting Url when PS4 browser is closed

	#rb none
	#tests ps4

	#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3025184 on 2016/06/23 by Lina.Halper

	Fix crash with morphtargets

	#jira: OR-24257
	#rb: Rolando.Caloca
	#tests: switching mesh with different morphtargets in editor

Change 3024714 on 2016/06/23 by Lukasz.Furman

	added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in  games started with -LogBotGame param
	#rb Mieszko.Zielinski
	#tests server game with and without LogBotGame cmdline

Change 3024709 on 2016/06/23 by Daniel.Lamb

	Added support for async save when saving seperate bulk data file.
	Added mb saved to cooking package stats.
	#rb Andrew.Grant,Wes.Hunt
	#test Cook Paragon

Change 3024674 on 2016/06/23 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	Merging //Orion/Release-28 to Main (//Orion/Main)

	#online,identity,ps4
	- add psplus flag to online account after privilege check

	#rb none
	#tests ps4 login flow

	#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3024510 on 2016/06/23 by Graeme.Thornton

	Added more info to the dumpparticlesystems exec command output

	#rb simon.tovey
	#tests cooked pc client, golden path

Change 3024504 on 2016/06/23 by Graeme.Thornton

	Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)

	#rb robert.manuszewski
	#tests windows cooked client, golden path

Change 3024213 on 2016/06/22 by Ryan.Gerleve

	Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
	Added an ensure before a check that would fail in this case so we'll know if it happens again.

	#tests replays
	#rb john.pollard

Change 3024127 on 2016/06/22 by John.Pollard

	Bulk merge using Dev-Networking_->_Dev-General_(Orion)

	3002989
	Add ability to skip missing/changed properties in FFastArraySerializer

	3003072
	Fix crash related to new replay backwards compatibility changes

	3008097
	Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache

	3009684
	Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout

	* Adds ability to track missing/changed custom delta properties names
	* Adds ability to track missing/changed RPC's

	3013455
	Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility

	* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
	* No longer factor in parameters when building checksum for RPC's
	* Save FNetFieldExport handle for FClassNetCache fields
	* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
	* Lots of cleanup and sanity checking improvements

	3018078
	Optimize replay checkpoints

	* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
	* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
	* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint

	3021196
	Fix issue with Fast tarray exporting package map info during checkpoints

	* Add ability to save and restore package map ack status
	* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
	* No longer queue up reliable bunches on ack list for internal ack connections

	3024033
	Prune the cached change list before using when saving out checkpoints

	* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist

	3024034
	Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream

	#rb RyanG
	#tests Replays

Change 3024021 on 2016/06/22 by Dmitry.Rekman

	Fix PS4 build.

	#rb Michael.Noland
	#tests none
	#codereview Michael.Noland, Dan.Youhon, Sammy.James

Change 3023734 on 2016/06/22 by Lukasz.Furman

	added replication for input events and tool state for both gameplay debugger categories and extensions
	#ue4
	#rb Mieszko.Zielinski
	#tests PIE, server game

Change 3023708 on 2016/06/22 by Dmitry.Rekman

	Add a separate macro for a poison malloc proxy usage.

	#rb Michael.Noland
	#codereview Michael.Noland, Gil.Gribb
	#tests Compiled OrionServer-Linux-Debug, ran it

Change 3023670 on 2016/06/22 by Nick.Darnell

	Home screen - Fixing safezones on the homescreen.  Adding a scale option to the XP_Fill widget.  Adding better animations to the tiles.  Showing subtitles again.  Hero XP summary widget now takes you to that hero.

	#rb none
	#tests PIE

Change 3023632 on 2016/06/22 by Dmitry.Rekman

	Fix incorrect matching condition in comments.

	#rb none
	#tests Compiled OrionServer-Linux-Debug
	#codereview Michael.Noland

Change 3023475 on 2016/06/22 by Rolando.Caloca

	O - Back out changelist 3022847 as it broke SSS on PC
	#rb none
	#tests re-run editor on PC

Change 3023178 on 2016/06/22 by Michael.Noland

	Engine: Added system memory and % of time spent hitching to analytics
	#rb bob.tellez
	#tests Tested a match in Paragon

Change 3022963 on 2016/06/22 by Mieszko.Zielinski

	Fixed a subtle navigation repathing bug #UE4

	While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.

	#rb Lukasz.Furman
	#test golden path

Change 3022865 on 2016/06/22 by David.Ratti

	gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects

	#rb none
	#tests ability system sample project

Change 3022847 on 2016/06/22 by Rolando.Caloca

	O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
	#rb Marcus.Wassmer
	#codereview Marcus.Wassmer, Brian.Karis
	#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin

Change 3022804 on 2016/06/22 by Mieszko.Zielinski

	Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4

	Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT

	#rb Lukasz.Furman
	#test golden path

Change 3022674 on 2016/06/22 by Robert.Manuszewski

	Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:

	UE-30729 Crash in Native Orion when selecting Sword or Tomahawk

	Clear AsyncLoading in subobjects.

	#jira OR-23997

	#rb me
	#tests Golden path in editor build, selecting Venus

Change 3022405 on 2016/06/21 by Ryan.Gerleve

	Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.

	#rb john.pollard
	#tests bug repro

Change 3022387 on 2016/06/21 by Ryan.Gerleve

	Added the ability to disable ticking of individual worlds.

	#tests golden path
	#rb john.pollard
	#codereview marc.audy

Change 3022312 on 2016/06/21 by Nick.Darnell

	Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases.  The XP ovewview panels now have a basic support for account and hero progression.  Hero one shows the last hero you played, widget is invisibile until you play your first game.  The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy.  Weekly quests now show the weekly quests screen when clicked.  OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.

	#rb none
	#tests PIE

Change 3022207 on 2016/06/21 by Wes.Hunt

	Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
	#rb none
	#tests run windows server with one bot connecting and checking analytics version is what is expected.

Change 3021808 on 2016/06/21 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
	#rb none
	#tests compile run ps4

	#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3021663 on 2016/06/21 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - CancelFindSessions() didn't null out search result
	- future FindSession() calls would fail with "search in progress"
	#rb joe.wilcox
	#tests UT matchmaking

	#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3021508 on 2016/06/21 by Marcus.Wassmer

	Remove anti-ghosting AA for now.
	Causes dithered transparency to be very wrong (Dekker shoulders)
	And also a border around all characters of 'noisy fuzz' even when they are not moving
	#rb none
	#test PC/PS4
	#codereview Brian.Karis,Jordan.Walker

Change 3021475 on 2016/06/21 by Marcus.Wassmer

	Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
	unified some code for easier maintainance, fixed missing multiply from former change
	#rb none
	#test PS4/PC agora

Change 3021468 on 2016/06/21 by Michael.Noland

	Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
	#rb ori.cohen
	#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
	#jira OR-24082

Change 3021460 on 2016/06/21 by Michael.Noland

	Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
	#rb bob.tellez
	#tests Tested a match in Paragon
	#codereview dmitry.rekman

Change 3021368 on 2016/06/21 by Marcus.Wassmer

	Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
	#rb rolando.caloca
	#test agora with/wo new config
	#codereview brian.karis

Change 3021119 on 2016/06/21 by David.Ratti

	Make -notimeouts work during initial connecting phase
	#codereview John.Pollard
	#rb none
	#tests pie agora

Change 3021048 on 2016/06/21 by David.Ratti

	minor tweaks to gameplay cues:
	-Descriptions of engine GC notify classes
	-Added 'auto attach to owner' flag on actor notify class.

	#rb none
	#test ability system sample project

Change 3020694 on 2016/06/20 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3020301

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#CodeReview: cody.haskell

Change 3020624 on 2016/06/20 by Michael.Noland

	Engine: Pushing more fps chart analytics up to engine level code from Paragon
	Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
	#rb Bob.Tellez
	#tests Golden path Solo VS AI in Paragon and forced a match
	#codereview bob.tellez, peter.knepley

Change 3020181 on 2016/06/20 by Dmitry.Rekman

	Re-do allowing allocations in NullRHI (OR-24029).

	- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.

	#rb none
	#codereview Marcus.Wassmer, Andrew.Grant
	#tests none

Change 3020139 on 2016/06/20 by Ryan.Gerleve

	Added ability to pause replay recording while keeping the current replay open.

	#rb john.pollard
	#tests paused deathcam recording while disabled

Change 3019817 on 2016/06/20 by Dmitry.Rekman

	Poison allocated/freed memory in Debug and Development (non-editor) configs.

	- With this Paragon client may be more likely to crash on start.

	#rb Steve.Robb
	#codereview  Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
	#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.

Change 3019599 on 2016/06/20 by Rolando.Caloca

	O - Fix flickering on heroes with morph targets
	#rb Marcus.Wassmer
	#tests Load Agora_P
	#jira OR-23866

Change 3019581 on 2016/06/20 by Wes.Hunt

	Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
	#rb Chris.Wood
	#tests none

Change 3019524 on 2016/06/20 by David.Ratti

	call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly

	#rb none
	#tests golden path

Change 3019406 on 2016/06/20 by Marcus.Wassmer

	Duplicate 3014956 from Dev-Rendering
	Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
	Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
	#rb none
	#test none
	#codereview Jordan.Walker

Change 3019371 on 2016/06/20 by Graeme.Thornton

	Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.

	#rb robert.manuszewski
	#tests tested with cooked pc client + server

Change 3018492 on 2016/06/17 by Laurent.Delayen

	FBoneReferenceCustomization: support editing properties in AnimBP defaults.

	#rb none
	#tests: Sword.

Change 3017974 on 2016/06/17 by Ryan.Gerleve

	Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.

	#rb cody.haskell
	#tests settings menu, enabled and disabled deathcam

Change 3017913 on 2016/06/17 by Robert.Manuszewski

	Fixing leaked log archive.

	#rb Steve.Robb
	#tests Cooked Win64 client + server

Change 3017873 on 2016/06/17 by Daniel.Lamb

	Fix warning in diff cooked build.
	#test none
	#rb none

Change 3017676 on 2016/06/17 by Sam.Zamani

	#online,identity,mcp
	fix for uninitialized variable

	#rb dmitry.rekman
	#tests none

Change 3017671 on 2016/06/17 by Robert.Manuszewski

	Fxied and improved log message when cluster assumptions are violated.

	#rb Steve.Robb
	#tests Win64 client + server (cooked) golden path

Change 3017358 on 2016/06/16 by Nick.Atamas

	Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.

	#rb none
	#test PIE

Change 3017242 on 2016/06/16 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3017179

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3017237 on 2016/06/16 by Dmitry.Rekman

	Fix accessing uninitialized field (kills valgrind warnings).

	#rb none
	#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
	#tests Compiled and ran Linux server.

Change 3017236 on 2016/06/16 by Dmitry.Rekman

	Initialize missed field (kills valgrind warnings).

	#rb none
	#codereview Michael.Noland, Andrew.Grant
	#tests Compiled and ran Linux server.

Change 3017186 on 2016/06/16 by Dmitry.Rekman

	Linux: Add hooks for libcrypto memory functions.

	- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
	- This change a) redirects these allocations to use UE's malloc  b) initializes it with zeros, avoiding valgrind's warnings.
	- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).

	#rb Michael.Noland, Rob.Cannaday (original version)
	#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
	#tests Compiled Linux server and ran it.

Change 3017037 on 2016/06/16 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	Merging content fix for driver crash from Release-27

	#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3016838 on 2016/06/16 by Alexis.Matte

	#jira UE-31901 fix to export all blueprint component to obj

	#rb uriel.doyon
	#codereview matt.kuhlenschmidt
	#test export a blueprint containing multiple staticmesh component to obj

Change 3016629 on 2016/06/16 by Dmitry.Rekman

	Make Binned default on Linux non-editor builds.

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 3016615 on 2016/06/16 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	Temporarily disabling jemalloc for Linux
	#rb #tests none
	[CodeReviewed] Dmitry.Rekman

	#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3016566 on 2016/06/16 by Michael.Noland

	Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
	#codereview andrew.grant
	#rb dan.hertzka
	#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared

Change 3016521 on 2016/06/16 by Ryan.Gerleve

	Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.

	Includes the following CLs from Dev-Networking:
	2997908
	2998001
	2998832
	2999054
	2999057
	2999749
	3000051
	3001361
	3001365
	3004958
	3009972
	3009973

	And this CL from //UE4/Main:
	3015528

	#tests golden path, replays
	#rb john.pollard

Change 3016503 on 2016/06/16 by Brian.Karis

	Fixed uninitialized variables on particle lights. Fixes hair shading.

	#rb none
	#tests editor

Change 3016429 on 2016/06/16 by Max.Chen

	Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.

	#jira UE-29167
	#tests Load up AnnounceMaster and adjust leading edge of animation clips
	#rb Frank.Fella

Change 3016356 on 2016/06/16 by Lina.Halper

	- Fix crash on rampage morphtarget

	Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
	 - this is dupe change from Dev-Framework

	#jira: https://jira.ol.epicgames.net/browse/OR-23194
	#rb: Ori.Cohen
	#tests: editor/pie spawn as rampage's alt skin

Change 3015696 on 2016/06/15 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 27.2 @ CL 3015646

	This re-unifies our build pipeline.  Fingers crossed. (only 6 files are actually different)

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3015642 on 2016/06/15 by Mieszko.Zielinski

	Fixes to multiple reasons AI bots were getting stuck #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3015622 on 2016/06/15 by Mieszko.Zielinski

	fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3015514 on 2016/06/15 by Uriel.Doyon

	Fixed GlobalMipBias not affecting max texture resolution.
	This fix is implemented differently in Dev-Rendering in  CL 301498.
	#jira OR-23511
	#rb marcus.wassmer
	#test played game with different quality settings

Change 3015258 on 2016/06/15 by Lina.Halper

	Fix crash with recursive reference between two assets

	#rb: Ori.Cohen
	#tests: Sword

Change 3014988 on 2016/06/15 by Wes.Hunt

	Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
	#rb daniel.lamb
	#tests compile Orion

Change 3014962 on 2016/06/15 by Olaf.Piesche

	Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.

	#rb simon.tovey
	#tests PC editor game

Change 3014958 on 2016/06/15 by Laurent.Delayen

	Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
	This ensures that when the capsule is in view, the mesh will remain updated.

	#rb Michael.Noland
	#test Sword ultimate from another player's view.

Change 3014833 on 2016/06/15 by Laurent.Delayen

	Fix for Base Heroes having their locomotion blendspace broken.

	#rb Thomas.Sarkanen
	#codereview Thomas.Sarkanen
	#tests Gadget networked PIE

Change 3014688 on 2016/06/15 by Nick.Darnell

	UMG - Fixing IsHovered on UUserWidgets.  SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.

	#rb none
	#tests PIE

Change 3014325 on 2016/06/15 by Marcus.Wassmer

	Duplicate 3012706:
	Scalability CVAR for ContactShadows
	#rb john.billon
	#test flip cvar in editor.

Change 3014230 on 2016/06/15 by Robert.Manuszewski

	Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.

	#rb Steve.Robb
	#tests Tested in editor build (client + server)

Change 3013913 on 2016/06/14 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Updating from DMM (updated from 27.1MM)

	#RB:none
	#Tests:compiled

	#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3013437 on 2016/06/14 by Simon.Tovey

	Speculative fix for OR-23158

	Couldnt' repro NANs but did see it reading garbage.

	Reinstated the check that direct accesses for particles in a zero size emitter will return null.
	Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.

	#tests GoldenPath, No broken fx and no more reading garbage.
	#rb Olaf.Piesche

Change 3013063 on 2016/06/14 by Jason.Bestimt

	#ORION_DG - Unclog robomerge from DMM Merge

	#RB:none
	#tests:none

Change 3012936 on 2016/06/14 by Rob.Cannaday

	Fix for multiple account login not kicking previous logins
	Client was not parsing response from backend.  Client was expecting content-type to be "application/json" (using FString::Equals).  Backend was returning "application/json;charset=UTF-8".  Changed usage from FString::Equals to FString::StartsWith
	#jira FORT-25452
	#rb sam.zamani
	#tests multiple account login, frontend only

	Merge from FN CL 3011647, plus fixing one other location expecting "application/json"

Change 3012696 on 2016/06/14 by Max.Chen

	Sequencer: Select actors for corresponding selected keys or sections.

	Copy from Dev-Sequencer

	#jira UE-30727
	#tests Load up AnnounceMaster and select keyframes
	#rb none

Change 3012691 on 2016/06/14 by Max.Chen

	Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.

	Copy from Dev-Sequencer

	#jira UE-29167
	#tests Load up AnnounceMaster and adjust leading edge of animation clips
	#rb Frank.Fella

Change 3012690 on 2016/06/14 by Andrew.Grant

	Removed Linux work-around for memory stomp alignment
	#rb none
	#tests compiled

Change 3012687 on 2016/06/14 by Max.Chen

	Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.

	Copy from Dev-Sequencer

	#rb none
	#tests Load up AnnounceMaster and played through sequence

Change 3012627 on 2016/06/14 by Mieszko.Zielinski

	Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4

	#rb none
	#test golden path

Change 3012615 on 2016/06/14 by Mieszko.Zielinski

	Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3012572 on 2016/06/14 by Dmitry.Rekman

	Fix realloc with non-default alignment in jemalloc (OR-23541).

	- Removed obsolete check(), the code was already there since CL 1834526.

	#rb none
	#codereview Andrew.Grant, Robert.Manuszewski
	#tests none

Change 3012481 on 2016/06/14 by David.Ratti

	ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class

	#rb none
	#tests ability system sample project

Change 3012457 on 2016/06/14 by Andrew.Grant

	Un-fix misaligned memory-stomp fix for Linux
	#rb none
	#tests compiled

Change 3012320 on 2016/06/14 by Graeme.Thornton

	Fixes for MemoryAnalyser2 solution
	 - Upgraded to VS 2015
	 - Clean up solution configurations. Only leave "Any CPU"
	 - Switch project to build with "Any CPU" rather than "x64".

	Reimplementation of CL 3012221 from Dev-Core

	#rb robert.manuszewski
	#tests opened the main window form correctly in visual studio

Change 3012316 on 2016/06/14 by Thomas.Sarkanen

	Fix copying non-POD structs in the fast path

	Prevents double-deletions of TArrays etc.

	#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
	#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
	#rb Martin.Wilson

Change 3012187 on 2016/06/14 by Graeme.Thornton

	Corrected error message when not specifying linux server device command line correctly in UAT

	#rb Dmitry.Rekman
	#tests Checked error message was useful when wrong command line was specified

Change 3012026 on 2016/06/13 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3011936

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3011969 on 2016/06/13 by Brian.Karis

	Tweaks for hair

Change 3011638 on 2016/06/13 by Andrew.Grant

	Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).

	Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor

	#codereview Dave.Ratti, John.Pollard
	#rb none
	#tests Ran with/without memstomp

Change 3011575 on 2016/06/13 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3011414

	NOTE - Card data was altered.  Shame shame shame.  Not authoritative in DUI

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt

	#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3011462 on 2016/06/13 by Alexis.Matte

	#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.

	#rb nick.darnell
	#codereview Robert.Manuszewski
	#test export a obj file and verify all object are exported in maya or max

Change 3011424 on 2016/06/13 by Martin.Wilson

	Hack out fastpath anim bp code until heap corruption issue can be fixed.

	#rb Laurent.Delayen
	#tests Persona + PIE

Change 3011191 on 2016/06/13 by Mieszko.Zielinski

	Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4

	#rb none
	#test golden path

Change 3011138 on 2016/06/13 by Mieszko.Zielinski

	Switched bots over from travel mode to sprinting #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3011075 on 2016/06/13 by David.Ratti

	Default GameplayAbility instancing policy to InstancePerExecution

	#rb BenZ
	#tests compile

Change 3011051 on 2016/06/13 by David.Ratti

	Add missing include so GameplayAbilitySet.h can be included on its own.

	#rb none
	#tests compile

Change 3010968 on 2016/06/13 by Mieszko.Zielinski

	Fixed console variables crashing on "" string #UE4

	#rb Lukasz.Furman
	#codereview Martin.Mittring
	#test PIE

Change 3010888 on 2016/06/13 by Alexis.Matte

	#jira OR-23301 Close the OS handle when closing the FAsyncWriter.

	#rb Robert.Manuszewski
	#codereview Robert.Manuszewski
	#test try to export a obj file

Change 3010239 on 2016/06/11 by Michael.Noland

	UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]

	#jira UE-31570
	#tests Compiled some blueprints
	#rb none

Change 3009870 on 2016/06/10 by Wes.Hunt

	Remove logging of analytics payloads from dedicated servers #jira UE-31858
	#codereview:dmitry.rekman
	#rb none
	#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.

Change 3009599 on 2016/06/10 by Michael.Noland

	Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
	#tests Verified in the output of the help command
	#rb none
	#rn

Change 3009559 on 2016/06/10 by Marcus.Wassmer

	Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results.  Set SceneColorFormat to 2 on PS4 and lowspec PC.  All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
	#rb Brian.Karis
	#test Agora PS4 / PC

Change 3009525 on 2016/06/10 by David.Ratti

	Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.

	#rb none
	#tests object libraries in paragon

Change 3009228 on 2016/06/10 by David.Ratti

	remove world check. Can be triggered in editor with PIE

	#rb none
	#tests pie

Change 3009050 on 2016/06/10 by Dmitry.Rekman

	Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.

	- Fixes by BenM.

	#rb none
	#codereview Ben.Marsh
	#tests Compiled OrionEditor on Linux.

Change 3008973 on 2016/06/10 by Marcus.Wassmer

	Fix Windualshock on VS2015
	#rb Rolando.Caloca
	#test PS4 controller on VS2015 build

Change 3008970 on 2016/06/10 by David.Ratti

	Fix warning about minimal replication tag count
	-Made bit count a config setting. Bumped to 5
	-Minor optimization to UAbilitySystemGlobals::Get()

	#rb none
	#tests goldne path, pie

Change 3008478 on 2016/06/09 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 3008469

	#RB:none
	#Tests:none

Change 3008416 on 2016/06/09 by Andrew.Grant

	Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
	#review-3008417 Ben.Marsh, Justin.Sargent
	#rb none
	#tests BuildCookRun with config

Change 3008286 on 2016/06/09 by Dmitry.Rekman

	Add LinuxClient target platform.

	#rb none
	#tests Compile OrionEditor on Linux.
	#codereview Brad.Angelcyk, Ben.Marsh

Change 3007978 on 2016/06/09 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3007507

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, kerrington.smith

	#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3007771 on 2016/06/09 by Laurent.Delayen

	Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.

	#rb martin.wilson
	#codereview martin.wilson
	#tests Sword Leap.

Change 3007436 on 2016/06/09 by David.Ratti

	change designer facing parameter name
	#rb none
	#test compile

Change 3007408 on 2016/06/09 by David.Ratti

	WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events

	#rb danY
	#tests pie

Change 3007250 on 2016/06/09 by bruce.nesbit

	Banner impact location fix. (OR-23179)

	#rb none

	#tests Game+PIE

Change 3007228 on 2016/06/09 by Ben.Marsh

	BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.

	#rb none
	#tests none

Change 3007225 on 2016/06/09 by Ben.Marsh

	EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.

Change 3006985 on 2016/06/08 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3006936

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3006926 on 2016/06/08 by Andrew.Grant

	Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
	#rb none
	#tests engine QA, orion qa smoke

Change 3006444 on 2016/06/08 by Ben.Marsh

	BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.

	#rb none
	#tests none

Change 3006389 on 2016/06/08 by Daniel.Lamb

	Delay the processing of packages which aren't ready till the end of the cook.
	This allows other packages to be processed sooner.
	#rb Peter.Sauerbrei
	#test cook orion.

Change 3006306 on 2016/06/08 by Michael.Noland

	Rendering: Added FreezeRendering to the console autocomplete list
	#rn

Change 3006305 on 2016/06/08 by Michael.Noland

	HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
	Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
	-1: No maximum level (default)
	0: Prevent ever showing a HLOD cluster instead of individual meshes
	1: Allow only the first level of HLOD clusters to be shown
	2+: Allow up to the Nth level of HLOD clusters to be shown

	Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels

	HLOD: Allowed r.HLOD console command to be used in Test configurations
	HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
	HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code

	#rn
	#codereview jurre.debaare
	#rb marc.audy
	#tests Tested with various settings in Paragon and tried creating some new clusters in the editor

Change 3006304 on 2016/06/08 by Michael.Noland

	Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
	#rb marc.audy
	#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon

Change 3006041 on 2016/06/08 by Andrew.Grant

	Added buildidoverride to shipping whitelist
	#rb none
	#tests compiled and used param in shipping

Change 3005678 on 2016/06/08 by Ben.Marsh

	Back out changelist 3004395

	#rb none
	#tests none

Change 3005265 on 2016/06/07 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3005120

	#RB: none
	#Tests: none

	#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3005081 on 2016/06/07 by Daniel.Lamb

	Reworked the way packages which are renamed on load are added to the cooked package list.
	Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
	#rb Andrew.Grant, Marcus.Wasmer
	#test cook orion

Change 3004752 on 2016/06/07 by Daniel.Lamb

	Requeue packages to the next package on the list instead of to the end of the list.
	#rb Andrew.Grant
	#test cook orion

Change 3004560 on 2016/06/07 by David.Ratti

	Kill timelines, latent actions, timer when recycling gameplay cues

	#rb danY
	#tests pie

Change 3004559 on 2016/06/07 by David.Ratti

	Object Library:
	-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.

	GameplayCue Editor:
	-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).

	-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.

	#rb none
	#tests editor

Change 3004395 on 2016/06/07 by Ben.Marsh

	BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.

	#rb none
	#tests none

Change 3004164 on 2016/06/07 by David.Ratti

	Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.

	#rb danY
	#tests multi pie

Change 3003837 on 2016/06/07 by David.Ratti

	Ability system engine work
	-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.

	#rb none
	#tests ability sample project

Change 3002800 on 2016/06/06 by Marcus.Wassmer

	Fix shader crash in PIE
	#rb none
	#test PIE

Change 3002657 on 2016/06/06 by Dmitry.Rekman

	Do not copy to clipboard on crash if headless or on the wrong thread.

	- Could result in crash handler crashing itself in some circumstances.

	#rb none
	#codereveiw Brad.Angelcyk
	#tests Compiled Linux dedicated server and CrashReportClient.

Change 3002546 on 2016/06/06 by Daniel.Lamb

	Improve cooking performance.
	Allow cooker to save other packages opportunistically if main package is compiling shaders.
	Allow cooker to load more packages if there aren't many packages to save.
	#rb Josh.Adams
	#test cook orion

Change 3002369 on 2016/06/06 by Marcus.Wassmer

	Project setting for optional rendering features to reduce shader compile times.
	# of shaders per material is reduced by ~30-40% depending on material
	#rb Daniel.Wright
	#test Editor with/without all options, cooked ps4.

Change 3002142 on 2016/06/06 by David.Ratti

	Ability system engine level:
	-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
	-Fix crash when GameplayCue tag is not specified

	#rb none
	#tests sample ability system project, paragon

Change 3002106 on 2016/06/06 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	#orion
	- add support for code tokens which can be shared/redeemed
	- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
	- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
	- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
	- No longer differentiation between PC/PS4 friend codes
	- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
	- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type

	[CodeReviewed]: david.nikdel, jason.bestimt
	#rb david.nikdel
	#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes

	#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3001218 on 2016/06/05 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3001162

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2999508 on 2016/06/03 by jason.bestimt

	#ORION_MAIN - Merge 27 @ CL 2999463

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 2999465 on 2016/06/03 by Robert.Manuszewski

	Whitelisting more DLLs for injection.

	#rb none
	#tests none

Change 2999455 on 2016/06/03 by Lukasz.Furman

	disabled path invalidation events for minions
	#orion
	#rb Mieszko.Zielinski
	#tests PIE with additional debug logging

Change 2998488 on 2016/06/02 by Michael.Noland

	Engine: Prevent forced drawing of spline components in Test configuration
	#codereview james.golding
	#tests Ran a cooked Test build on a map with splines in it
	#rb david.ratti
	#robomerge: main

Change 2997954 on 2016/06/02 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jon.lietz
	OR-22425

	no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.

	#RB Dave.Ratti
	#Tests golden path

	#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2997750 on 2016/06/02 by Graeme.Thornton

	Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
	Added -checkpak option for force a check of every mounted pak file

	#rb robert.manuszewski
	#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.

[CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
Matthew Griffin
f180dff107 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main
#lockdown Nick.Penwarden

(Will update with full description tomorrow)

[CL 2984534 by Matthew Griffin in Main branch]
2016-05-19 19:35:35 -04:00
Marc Audy
af581ecffc Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815)
#lockdown Nick.Penwarden

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

Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2965743 on 2016/05/04 by Tom.Looman

	Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA

Change 2965744 on 2016/05/04 by Marc.Audy

	VS2015 Shadow Variable fixes

Change 2965813 on 2016/05/04 by Tom.Looman

	Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early.

	UE-27529 #rb MarcA

Change 2966564 on 2016/05/04 by Marc.Audy

	VS2015 shadow variable fixes

Change 2967244 on 2016/05/05 by Jon.Nabozny

	Remove UPROPERTY from members that don't require serialization and aren't user editable.
	#JIRA UE-30155

Change 2967377 on 2016/05/05 by Lukasz.Furman

	fixed processing of AIMessages when new message appears during notify loop
	#ue4

Change 2967437 on 2016/05/05 by Marc.Audy

	Add a static One to TBigInt
	Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp
	Part of fixing shadow variables for VS2015

Change 2967465 on 2016/05/05 by Marc.Audy

	Fix VS2015 shadow variables fixes

Change 2967552 on 2016/05/05 by Marc.Audy

	Fix compile error in DocumentationCode

Change 2967556 on 2016/05/05 by Marc.Audy

	Enable shadow variable warnings in 2015

Change 2967836 on 2016/05/05 by Marc.Audy

	Another DocumentationCode project fix

Change 2967941 on 2016/05/05 by Marc.Audy

	Make bShowHUD not config
	Expose HUD properties to blueprints
	Cleanup stale entries in BaseGame.ini
	Deprecate unnecessary colors in AHUD in favor of using FColor statics
	#jira UE-30045

Change 2969008 on 2016/05/06 by Marc.Audy

	VS2015 Shadow Variable fixes found by CIS

Change 2969315 on 2016/05/06 by John.Abercrombie

	Duplicating CL 2969279 from //Fortnite/Main/

	Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused

	--------
	Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40.

Change 2969611 on 2016/05/06 by Marc.Audy

	Default bShowHUD to true

Change 2971041 on 2016/05/09 by Marc.Audy

	Add Get/Set Actor/Component TickInterval functions and expose to blueprints

Change 2971072 on 2016/05/09 by Marc.Audy

	Fix VS2015 shadow variables warnings

Change 2971629 on 2016/05/09 by Marc.Audy

	PR#1981 (contributed by EverNewJoy)
	CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController
	DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint
	#jira UE-25901

Change 2971632 on 2016/05/09 by Marc.Audy

	Missed file from CL# 2971629

[CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
Josh Adams
877a542dd6 Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 2970079)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2945365 on 2016/04/15 by Mark.Satterthwaite

	Assert if anyone calls RHIClearUAV on a structured-buffer or texture under Metal - there's no clear way to implement these cases yet.

Change 2945366 on 2016/04/15 by Mark.Satterthwaite

	Change the Metal parallel command-context submission to hand-off the entire NSArray of MTLCommandBuffers to avoid race conditions between one use of a context and the next.

Change 2945394 on 2016/04/15 by Mark.Satterthwaite

	Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.

Change 2945444 on 2016/04/15 by Mark.Satterthwaite

	Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.

Change 2945457 on 2016/04/15 by Mark.Satterthwaite

	Add validation code to MetalRHI to ensure that we don't erroneously re-clear existing render contents when restoring the render command encoder. This will only be active when the Metal debug layer is enabled and is completely compiled away in Test & Shipping builds for performance.

Change 2946249 on 2016/04/16 by Nick.Shin

	build HarfBuzz for HTML5

	#jira UE-28552 - HarfBuzz - HTML5

Change 2946250 on 2016/04/16 by Nick.Shin

	Rename/move file(s)

	move emscripten (part 1 of 2)
	from Engine/Source/ThirdParty/HTML5/emsdk
	to Engine/Extras/ThirdPartyNotUE/emsdk

	this is a request from legal

Change 2946251 on 2016/04/16 by Nick.Shin

	move emscripten (part 2 of 2)
	build scripts and cpp files updated with new emscripten path

	from Engine/Source/ThirdParty/HTML5/emsdk
	to Engine/Extras/ThirdPartyNotUE/emsdk

	this is a request from legal

Change 2946516 on 2016/04/18 by Mark.Satterthwaite

	Disable r.DFShadowScatterTileCulling  as well as r.AOScatterTileCulling  on Mac because we don't have the necessary RW textures on Metal.

Change 2947000 on 2016/04/18 by Michael.Trepka

	Print OS X version to log in FMacPlatformMisc::PlatformInit()

Change 2948197 on 2016/04/19 by Lee.Clark

	PS4 - Use SDK 3.508.031

Change 2948301 on 2016/04/19 by Nick.Shin

	upgrading zlib openssl libcurl libwebsockets

	part 1 of 2 -- adding new compiled versions (part 2 will be removing the old version -- which will be done after platform owners are given a chance to recompile for their platform - most notably: zlib)

	NOTE: Linux libraries are built for CentOS 6.7 (i.e. 2010 - glibc 2.12 and gcc 4.4.7)

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1223  -  Arrange testing for 'update websocket library'
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948320 on 2016/04/19 by Nick.Shin

	update OpenSSL to v1.0.1s

	part 2 of 4 - doing this in stages for tracking purposes

	also, removing dynamic libs (for windows) -- these are no longer needed as this is now statically linked in editor
	- tested by installing perforce server setup with ssl access only and pointing editor source code to it as ssl:hostname:port
	- also tested trying accessing it without ssl which resulted in access denied indicating a successful test of dynamic lib removal

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

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 2948323 on 2016/04/19 by Nick.Shin

	build scripts

	pull source and compile - zlib openssl libcurl & libwebsockets

	tested on:
	- Win64 VS2013 & VS2015
	- OSX
	- Linux

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1203  -  Add Linux library for libwebsockets
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948337 on 2016/04/19 by Lee.Clark

	VS 2015 libScePad support

Change 2948382 on 2016/04/19 by Mark.Satterthwaite

	Add Mac model, CPU string, num HTs to the log on Mac so that errors reported to us contain the data that Apple want when we turn them into bug-reports. Also added a missing sigaction from the trampoline.

Change 2948385 on 2016/04/19 by Mark.Satterthwaite

	Disambiguate Metal command-buffer failures by vendor & error type so that we don't end up with just one crash-reporting entry for many different kinds of crash and enable this assertion on all builds because it will always be fatal and failing to crash here may end up causing the Mac to reboot.

Change 2948460 on 2016/04/19 by Peter.Sauerbrei

	fix for wrong line endings

Change 2948526 on 2016/04/19 by Nick.Shin

	fix for wrong line endings

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2949398 on 2016/04/20 by Lee.Clark

	PS4 - Fix SDK compile warnings

Change 2949656 on 2016/04/20 by Nick.Shin

	Back out changelist 2948320

	but keeping the C# build file as-is

Change 2949676 on 2016/04/20 by Mark.Satterthwaite

	Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
	#jira UE-29140

Change 2950025 on 2016/04/20 by Mark.Satterthwaite

	Undo CL #2949676 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
	#jira UE-29006

Change 2950084 on 2016/04/20 by Nick.Shin

	OSX warning fix:

	UE4 supports down to OSX 10.9 rebuilt the zlib openssl libcurl and libwebsockets to support that

	build file also updated to use MACOSX_DEVELOPMENT_TARGET=10.9

Change 2950613 on 2016/04/20 by Dmitry.Rekman

	UAT: Disable modules that are not supported on Linux.

	#rb none
	#codereview Ben.Marsh, Michael.Trepka, Josh.Adams
	#tests Run RunUAT.sh

Change 2951065 on 2016/04/21 by Nick.Shin

	temp: update SSL dlls in Engine/Binaries/ThirdParty/OpenSSL/Win64

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951574 on 2016/04/21 by Nick.Shin

	remove unused variable warning

	was bughunt code...

Change 2951652 on 2016/04/21 by Josh.Adams

	- Disabled MRT support on iPad Air 1 devices, since it doesn't support wide enough MRTs that the engine needs (ie, only use MRTs in METAL_MRT mode on iOS)

Change 2951656 on 2016/04/21 by Josh.Adams

	- Fixed Mac compile error in Metal

Change 2951718 on 2016/04/21 by Nick.Shin

	remove shared SSL DLLs in a controlled manner

	tested with QA help who was able to replicate the bug in the morning - and was able to successfully run the editor with this changelist (shelved - remote unshelved test - thanks Dan.Bullard_volt!)

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951862 on 2016/04/21 by Lee.Clark

	PS4 - Enable Neo high resolution support.

Change 2952409 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the libs and header files

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2952580 on 2016/04/22 by Lee.Clark

	PS4 - Fix staging and deploying of system prxs

Change 2953152 on 2016/04/22 by Mark.Satterthwaite

	Only cache instances of TShadowDepthVS  with bIsForGeometryShader=true when the RHI can handle the underlying feature. We can save memory on iOS by only emitting these shaders on Mac Metal or RHI's with Geometry shaders which have the required H/W to do this.

Change 2953385 on 2016/04/22 by Nick.Shin

	use HarfBuzz libs for HTML5

	c# build files updated to link in the harfbuzz libs

	#jira UE-28552 - HarfBuzz - HTML5

Change 2954686 on 2016/04/25 by Nick.Shin

	from legal:

	Emscripten approved for redistribution provided that *all* files are checked into the following directory: Engine/Extras/ThirdPartyNotUE

	Please also check in the attached .tps files and licenses alongside the TPS itself. This will allow us to track third party files within P4.

Change 2954928 on 2016/04/25 by Daniel.Lamb

	Fixed min number of threads allocated for compiling shaders in cooker.

Change 2954942 on 2016/04/25 by Daniel.Lamb

	Added flag -skipcompile for running visual studio.
	Skip force compilation on -multiprocess flag.
	#jira UE-22308
	#PR 1678
	#1678

Change 2954948 on 2016/04/25 by Josh.Adams

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

Change 2955370 on 2016/04/25 by Josh.Adams

	- Fixing C# error from main
	#lockdown nick.penwarden

Change 2957745 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call.

Change 2957747 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Resave packages commandlet now can also rebuild asset registry paths with consistent case.

Change 2957750 on 2016/04/27 by Daniel.Lamb

	Pull request from acordon@microsoft.com.

	Fixed deterministic cooking issue with StaticMeshComponent using StaticMesh before it had it's postload call.

Change 2958708 on 2016/04/28 by Nick.Shin

	remove boringSSL

	#jira UE-29970 - QAGame launch on fails for Win64, fatal error LNK1169: one or more multiply defined symbols found
	#lockdown josh.adams

Change 2958724 on 2016/04/28 by Nick.Shin

	moved setting bVerifyPeer flag AFTER CertBundlePath has been set...

	otherwise, libCurl is going to try to verify the SSL session - but without a cert file, it makes no sense to try and verify the session

	- we could (and probably should) make this an error condition - but the constructor has the bVerifyPeer set to true -- which would mean that all games will need to have a cert file and/or know to set bVerifyPeer to false...

	- and so far, only linux and android seem to have code in place to make use of the cert files...

	#jira UE-29950 - Orion deticated server MCP authentication fails when using CURL
	#lockdown josh.adams

Change 2959058 on 2016/04/28 by Mark.Satterthwaite

	Mac Metal RHIGetSupportedResolution & RHIGetAvailableResolutions exactly as they were for Mac OpenGL.

Change 2959587 on 2016/04/28 by Jeff.Campeau

	Use response files for compiling CPPs using the VC toolchain to avoid issues where the command line is too long for XGE

Change 2959605 on 2016/04/28 by Jeff.Campeau

	Reuse existing response files if contents are unmodified.
	#2278

Change 2959680 on 2016/04/28 by Daniel.Lamb

	Don't cook clients when building only server configs.
	#pr 2127
	#2127

Change 2959764 on 2016/04/28 by Nick.Shin

	set PS4 back to using boringSSL - until OpenSSL has been built for it

	#jira UE-30088 - Orion PS4 Cook and Deploy fails to build for PS4

Change 2959875 on 2016/04/28 by Jeff.Campeau

	Simplified compression to use a bitwindow param instead of a targetplatform param
	Added bitwindow parameter for unrealpak
	Set Xbox One to pass 12 bit window for paks (for hw decompress)

Change 2959960 on 2016/04/28 by Nick.Shin

	removed url protocol scheme from external script loads - this will support fetching scripts with either http or https automatically

	and added window.focus after game has finished compiling - this will help if game is inside an iframe

	#jira UE-29886 - HTML5 project does not load using itch.io

Change 2960064 on 2016/04/28 by Dmitry.Rekman

	XMPP: Add missing dependency on OpenSSL on Linux.

Change 2961310 on 2016/04/29 by Mark.Satterthwaite

	DistanceField tile alignment changes to attempt to make it work on Mac.

Change 2961602 on 2016/04/29 by Nick.Shin

	#ifndef'd EMSCRIPTEN around FOpenGL::Flush();

	answerhub 409649 - HTML5 OpenGL backend doesn't need to flush GL commands

Change 2961604 on 2016/04/29 by Nick.Shin

	return "()" on empty object

	answerhub 390139 - JSON Conversion of TMaps of UStructs Can't Deserialize

Change 2963068 on 2016/05/02 by Peter.Sauerbrei

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

Change 2963302 on 2016/05/02 by Peter.Sauerbrei

	fix for PS4 build failure

Change 2963731 on 2016/05/02 by Dmitry.Rekman

	Linux: move crash/ensure info from Binaries to Saved (UE-28411).

	- Allows running from read/only locations, since Saved can be redirected.

	#rb none
	#codereview Chris.Wood, David.Vossel

Change 2963737 on 2016/05/02 by Dmitry.Rekman

	CrashMalloc: get allocation size also from jemalloc.

	- Editor builds on Linux are otherwise shutting down on attempting to realloc things ("binned" is not used for the editor).

	#rb none
	#codereview Chris.Wood, Robert.Manuszewski, Steve.Robb

Change 2963989 on 2016/05/03 by Lee.Clark

	PS4 - Fix texture initialization

Change 2964296 on 2016/05/03 by Dmitry.Rekman

	Better fix for getting previous allocation size.

	- Suggested by GilG.

	#codereview Gil.Gribb

Change 2964398 on 2016/05/03 by Mark.Satterthwaite

	Added GetCompressionBitWindow to IPlatformCompression so that FArchive compression can acquire the platform specific window value at runtime even without the Developer-only TargetPlatform modules. This allows the ShaderCache to perform runtime compression of preloaded shaders in-game without crashing.
	#jira UE-30238

Change 2965966 on 2016/05/04 by Peter.Sauerbrei

	fix for bad path when deploying from mac
	#jira UE-30294
	#lockdown josh.adams

Change 2968380 on 2016/05/05 by Dmitry.Rekman

	Fix visibility placement which breaks Linux build.

	#lockdown Josh.Adams
	#codereview James.Golding

Change 2969002 on 2016/05/06 by Nick.Shin

	use boringssl until webrtc recompiled with openssl work is finished

	#jira UE-30298 - Fortnite and Orion crash on login
	#lockdown josh.adams

Change 2969545 on 2016/05/06 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#lockdown nick.penwarden

Change 2969923 on 2016/05/06 by Chris.Babcock

	Fix linker warning (mismatched function/variable for glMapBufferOES and glUnmapBufferOES)
	#jira UE-30222
	#ue4
	#android
	#lockdown Josh.Adams

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

#lockdown nick.penwarden

[CL 2970080 by Josh Adams in Main branch]
2016-05-07 12:42:47 -04:00
Gil Gribb
c0b143d25d Rollback //UE4/Main/Engine/Source/Programs/UnrealPak/Private/UnrealPak.cpp to revision 11
Does not work with compressed pak files.
#lockdown nick.penwarden

[CL 2967690 by Gil Gribb in Main branch]
2016-05-05 14:06:00 -04:00
Gil Gribb
07eea7c4b8 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470)
#lockdown nick.penwarden

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

Change 2943963 on 2016/04/14 by Daniel.Wright

	Shader compile errors are unsuppressed

Change 2943978 on 2016/04/14 by Gil.Gribb

	UE4 - First pass at async loading improvements....mostly disabled.

Change 2944021 on 2016/04/14 by Martin.Mittring

	fixed HLSL compiler warning

Change 2944031 on 2016/04/14 by Martin.Mittring

	fixed ensures, wrapped some members behind get accessor functions

Change 2944086 on 2016/04/14 by Martin.Mittring

	cleanup: removed not needed code

Change 2944177 on 2016/04/14 by Daniel.Wright

	Clamp on FarShadowCascadeCount, prevents crashing from huge values

Change 2944182 on 2016/04/14 by Martin.Mittring

	removed not needed code

Change 2944250 on 2016/04/14 by Rolando.Caloca

	DR - vk - Minor fixes

Change 2944286 on 2016/04/14 by Daniel.Wright

	Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
	Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
	Added bShowPreviewPlane to planar reflection actors
	The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes

Change 2944288 on 2016/04/14 by Daniel.Wright

	Fixed refraction with a world space normal

Change 2944291 on 2016/04/14 by Daniel.Wright

	Panner nodes have an optional speed input

Change 2944346 on 2016/04/14 by Rolando.Caloca

	DR - Fix Vulkan shader platform on Android
	- Added more info on checks()

Change 2945007 on 2016/04/15 by Gil.Gribb

	Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2945348 on 2016/04/15 by Daniel.Wright

	Fixed compile error

Change 2945358 on 2016/04/15 by Olaf.Piesche

	#jira UE-29241

	Sequential particle selection code was all sorts of weird. Rewrote and simplified.

Change 2945941 on 2016/04/15 by Martin.Mittring

	added r.DisplayInternals to debug determinism for screen shot comparison

Change 2945999 on 2016/04/15 by Martin.Mittring

	improved r.DisplayInternal output

Change 2946023 on 2016/04/15 by Olaf.Piesche

	Adding missing call to Super::PostEditChangeProperty; UDN 286717

Change 2947155 on 2016/04/18 by Martin.Mittring

	started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
	#test:PC

Change 2947207 on 2016/04/18 by Martin.Mittring

	fixed engine compiling in shipping/test
	#code_review:Uriel.Doyan

Change 2947212 on 2016/04/18 by Uriel.Doyon

	Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
	#jira UE-29317

Change 2947374 on 2016/04/18 by Uriel.Doyon

	Fixed support for resolution scale for the PostProcessVisualizeComplexity
	#jira UE-29473

Change 2947903 on 2016/04/19 by Gil.Gribb

	Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2948019 on 2016/04/19 by Rolando.Caloca

	DR - Allow vk format as a target format for win

Change 2948162 on 2016/04/19 by Simon.Tovey

	Fix for crash with Collision visualization.

Change 2948419 on 2016/04/19 by Martin.Mittring

	fixed sort priority of translucent rendering (caused by recent checkin)

Change 2948433 on 2016/04/19 by Martin.Mittring

	fixed memory handling of FRendererViewExtension

Change 2948631 on 2016/04/19 by Martin.Mittring

	fixed compile error on Mac

Change 2948832 on 2016/04/19 by Martin.Mittring

	fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)

Change 2949013 on 2016/04/19 by Martin.Mittring

	refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
	this is useful for MeshDecals
	#test:PC, parallel on and off

Change 2949620 on 2016/04/20 by Martin.Mittring

	fixed compiler warning

Change 2949639 on 2016/04/20 by Uriel.Doyon

	Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader

Change 2949721 on 2016/04/20 by Chris.Bunner

	Avoid creating additional inline code fragment casting matching uniform types.
	#jira UE-29089

Change 2949722 on 2016/04/20 by Chris.Bunner

	Prevent nullptr crash and added additional logging.
	#jira UE-28387

Change 2949913 on 2016/04/20 by Martin.Mittring

	marked ccommand as cheat

Change 2950064 on 2016/04/20 by Martin.Mittring

	added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background

Change 2950065 on 2016/04/20 by Martin.Mittring

	nicer debug printout

Change 2950201 on 2016/04/20 by Martin.Mittring

	fixed UE-29752 Console commands input with " = " should display an error message

Change 2950531 on 2016/04/20 by Martin.Mittring

	fixed comment

Change 2951737 on 2016/04/21 by HaarmPieter.Duiker

	Adds support forHDR displays using Dolby PQ output

Change 2951869 on 2016/04/21 by Martin.Mittring

	polish r.DisplayInternal

Change 2951950 on 2016/04/21 by HaarmPieter.Duiker

	Reordered variable definition to address build warning

Change 2951996 on 2016/04/21 by Martin.Mittring

	fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
	changed directory order
	to run locally it currently requires "r.ScreenshotDelegate=0"
	#code_review:Ben.Salem, Michael.Noland

Change 2952146 on 2016/04/21 by Olaf.Piesche

	make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures

Change 2952230 on 2016/04/21 by Martin.Mittring

	* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
	* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
	#code_review:Daniel.Wright

Change 2953173 on 2016/04/22 by Olaf.Piesche

	Adding UI for easilly browsing and switching in a folder full of stats dumps

Change 2953213 on 2016/04/22 by Olaf.Piesche

	Renaming a stat to be more descriptive

Change 2953393 on 2016/04/22 by Zabir.Hoque

	Get DX12 running again:
	  - Port Shader Resource Table change
	  - Line up VS outputs and ps inputs
	  - Fix incorrectly defining a static global in a .h

Change 2953453 on 2016/04/22 by Martin.Mittring

	polished r.DisplayInternal

Change 2954618 on 2016/04/25 by Zabir.Hoque

	2 Fixes:
	  - GLSL does not understand "unsigned int", converted to "uint"
	  - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction.

Change 2955369 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Fix some memory leaks in the frontend

Change 2955403 on 2016/04/25 by Uriel.Doyon

	Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux.
	Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4
	#jira UE-28840

Change 2955419 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Reenabled support for static global variables being not const

Change 2955432 on 2016/04/25 by Zabir.Hoque

	Fix build break from not undef'ing LOCTEXT_NAMESPACE

Change 2955459 on 2016/04/25 by Zabir.Hoque

	TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.

Change 2956292 on 2016/04/26 by Zabir.Hoque

	Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output).

	#CodeReview: Jack.Porter, Allan.Bentham

Change 2956662 on 2016/04/26 by Chris.Bunner

	Temporary fix for new Tonemapper issues.
	#jira UE-29935

Change 2957614 on 2016/04/27 by Marcus.Wassmer

	Fix PS4 shader compiler errors.

Change 2958468 on 2016/04/27 by Rolando.Caloca

	DR - Fix hlslcc validation issue
	- Show error on SCW if shader format not found when running with -directcompile
	#jira UE-29982

Change 2959105 on 2016/04/28 by Rolando.Caloca

	DR - Rebuilt hlslcc for Mac

Change 2959891 on 2016/04/28 by Daniel.Wright

	Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields

Change 2959895 on 2016/04/28 by Daniel.Wright

	Work around build machine string matching heuristics that will cause a cook to fail

Change 2959902 on 2016/04/28 by Daniel.Wright

	Added LowerHemisphereSolidColor to sky lights

Change 2959930 on 2016/04/28 by Daniel.Wright

	Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles

Change 2959933 on 2016/04/28 by Daniel.Wright

	Substring matching for console command suggestions
	* Only implemented in the editor, game uses UConsole which needs an entirely different implementation
	* Not sorting starting matches first, although that is desired

Change 2959942 on 2016/04/28 by Daniel.Wright

	Gracefully handle when input string doesn't match search results

Change 2960743 on 2016/04/29 by Gil.Gribb

	UE4 - UAT - Add map name to editortest command line.

Change 2960940 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960955 on 2016/04/29 by Gil.Gribb

	UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled).

Change 2960961 on 2016/04/29 by Chris.Bunner

	Potential material translator Lerp node pre-computations/optimizations.
	#jira OR-20138

Change 2961087 on 2016/04/29 by Gil.Gribb

	Fixed compile error in preflight relating to load time test rig

Change 2962565 on 2016/05/02 by Gil.Gribb

	Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2965058 on 2016/05/03 by Chris.Bunner

	Shader version bump.
	#lockdown Gil.Gribb
	#jira UE-30206

Change 2966554 on 2016/05/04 by Chris.Bunner

	Bumping shader version again, unintentionally polluted DDC previously.
	#lockdown Gil.Gribb
	#jira UE-30329

Change 2967183 on 2016/05/05 by Gil.Gribb

	UE4 - Fixed a bad hash on landscape grass components. Simple, safe.
	#lockdown nick.penwarden

[CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
Andrew Grant
a0ef617fd2 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393)
#lockdown Nick.Penwarden

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

Change 2949393 on 2016/04/20 by Graeme.Thornton

	Orion non-pak file security.
	 - Removed security bypass code from platform pak file
	 - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not
	 - Added an orion delegate which whitelists appropriate files

	#rb robert.manuszewski
	#tests win64 client + dedicated server. golden path.

Change 2949232 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: michael.noland
	Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus)
	#jira OR-18017
	#rb marcus.wassmer
	#tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points

	#ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2949032 on 2016/04/19 by Zak.Middleton

	#orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered.

	This should have the following effects:
	1. Reduce server CPU cost (we tick minions at the net frequency).
	2. Reduce server bandwidth
	3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received).

	#rb Bart.Bressler, John.Pollard
	#codereview Dmitry.Rekman
	#tests MultiPIE AI lane, Replays

Change 2948966 on 2016/04/19 by Lina.Halper

	Added log (check) of the asset info for Anim Per Track contains invalid format key

	#rb: Michael.Noland
	#code review: Martin.Wilson, Laurent.Delayen, Michael.Noland
	#tests: editor/ cooked and test with AI_Tests with 10 bots.

Change 2948876 on 2016/04/19 by Michael.Noland

	PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory)
	#rb none
	#codereview marcus.wassmer
	#tests Ran Paragon on PS4

Change 2948765 on 2016/04/19 by Daniel.Lamb

	Removed AssetImportData tag from cooked asset registry builds.
	#rb Andrew.Grant
	#test Cook orion

Change 2948691 on 2016/04/19 by Marcus.Wassmer

	Fix copytoresolvetarget ensure
	#rb none
	#test pc agora

Change 2948633 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: jason.bestimt
	[AUTOMERGE]

	Fix copytoresolve crash and change validation to ensure.
	#test PC editor / PC golden path
	#rb none

	--------
	Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32.

	#ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2948507 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: andrew.grant
	Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release
	#rb none
	#tests cooked client, checked game runs

	#ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2948431 on 2016/04/19 by Steve.Robb

	CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.

	#codereview robert.manuszewski,bob.tellez
	#rb bob.tellez
	#tests Ran editor

Change 2948408 on 2016/04/19 by Leslie.Nivison

	Adding .tps
	#rb none
	#test none

Change 2948185 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: chris.bunner
	Fix for HLOD visibility freeze.
	#tests Golden Path, Editor
	#rb rolando.caloca, michael.noland
	#lockdown andrew.grant
	#jira OR-19863

	#ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2948149 on 2016/04/19 by Simon.Tovey

	Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do.

	#rb none
	#tests No more crash
	#codereview Marcus.Wassmer

Change 2948129 on 2016/04/19 by Lukasz.Furman

	fixed gameplay debugger getting stuck with outdated data pack on client,
	changed names of AI related debug cvars
	#rb none
	#tests game, PIE
	#codereview Mieszko.Zielinski

Change 2948027 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: graeme.thornton
	Fix for OR-20033 - CRASH:  Client will crash with FRCPassPostProcessCircleDOFSetup

	#rb none
	#tests checked game runs without crashing

	#ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt

	Fix compile error

	#rb none, #tests none

Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt

	Added more logging to track down

	https://jira.ol.epicgames.net/browse/OR-19841

	#rb none, #tests none

Change 2947412 on 2016/04/18 by Ryan.Gerleve

	Fix shadowed variable.

	#rb none
	#tests none

Change 2947377 on 2016/04/18 by Jamie.Dale

	Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes

	#rb Matt.Kuhlenschmidt
	#tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather.

Change 2947351 on 2016/04/18 by Ryan.Gerleve

	Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay.
	Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later.

	#tests golden path, replays
	#rb john.pollard

Change 2947103 on 2016/04/18 by david.nikdel

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 24.1 @ CL 2947071

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2947007 on 2016/04/18 by Zak.Middleton

	#ue4 - Improve linear smoothing in the presence of low net frequency updates.

	#rb Bart.Bressler
	#tests MultiPIE AI with lanes

Change 2946994 on 2016/04/18 by Mieszko.Zielinski

	Improvements to NavigationSystem's "abstract navigation data" support #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2946760 on 2016/04/18 by Chris.Bunner

	Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all.
	#tests Editor
	#rb None

Change 2946745 on 2016/04/18 by david.nikdel

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 24.1 @ CL 2946637

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2946645 on 2016/04/18 by Richard.Fawcett

	When promoting a buidl to staged, prevent enumeration of files already in S3

	Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones.

	#rb Leigh.Swift
	#tests This technique has already been used in launcher promotions for several months

Change 2946622 on 2016/04/18 by Richard.Fawcett

	By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time.

	This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check.

	#rb Leigh.Swift
	#tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified.

Change 2945812 on 2016/04/15 by Daniel.Lamb

	Fixed error in diff cooked build commandlet.
	#rb ben.marsh
	#test Compile.

Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt

	Fix crash exporting actors with non-scene components to fbx

	#rb none, #tests full scene exporting on maps that crashed
	#codereview alexis.matte

Change 2945078 on 2016/04/15 by Simon.Tovey

	Fix for OR-19778

	When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially.
	So the component did not think it had to update it's LOD but the emitters were not at the correct LOD.
	Have forced a LOD set on init when the component LOD is non-zero.

	#rb none
	#tests Works in editor and game.

	#codereview Olaf.Piesche

Change 2944664 on 2016/04/14 by Uriel.Doyon

	Fix to SM4 compilation issue
	#jira OR-19706
	#rb marcus.wassmer
	#tests tested editor in SM4 and SM5

Change 2944642 on 2016/04/14 by Lukasz.Furman

	changed waypoint switch conditions in meta nav paths
	#rb none
	#tests PIE
	#codereview Mieszko.Zielinski

Change 2944599 on 2016/04/14 by david.nikdel

	#ROBOMERGE-AUTHOR: andrew.grant
	Added sha1 to UnrealPak list output
	#rb none
	#tests listed content of pakfile

	#ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2944441 on 2016/04/14 by Marcus.Wassmer

	Duplicate change to output shader compiler errors.
	#rb none
	#test run PC and see errors.

Change 2944437 on 2016/04/14 by John.Pollard

	Possible fix for https://jira.ol.epicgames.net/browse/OR-19614

	#rb JoshM
	#codereview Josh.Markiewicz
	#tests Golden path matchmaking

Change 2944430 on 2016/04/14 by david.nikdel

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget
	#rb david.ratti
	#tests Tested in the editor

	#ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2944198 on 2016/04/14 by David.Ratti

	Paragon - register for slow/stun/root/silence callbacks on any tag count  change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE.

	Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there.

	#rb dayY
	#tests pie

Change 2944124 on 2016/04/14 by Wes.Hunt

	Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need.
	#codereview:leslie.nivison
	#rb none
	#tests ran UAT ListThirdPartySoftware <for Orion>

Change 2944107 on 2016/04/14 by Wes.Hunt

	MeshUtilities now depends on new module nvTessLib to better track the third party dependency.
	#codereview:daniel.wright
	#rb none
	#tests build OrionClient/Editor for Win64

Change 2944102 on 2016/04/14 by Wes.Hunt

	Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches.
	#tests ran the UBT command
	#rb none

Change 2943851 on 2016/04/14 by Ryan.Gerleve

	Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance.

	#rb john.pollard
	#tests golden path, replays, PIE

Change 2943847 on 2016/04/14 by Ryan.Gerleve

	Fixes to support client replay recording & playback in another world:
	When recording a replay, only swap actor roles if the remote role is ROLE_Authority
	When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache

	#rb john.pollard
	#tests golden path, replays, PIE

Change 2943691 on 2016/04/14 by david.nikdel

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_24 - Fix for OR-19609, OR-19610, and OR-19611

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2943508 on 2016/04/14 by Richard.Fawcett

	Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads.

	#jira OPPBUILD-44
	#rb Leigh.Swift
	#tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones

Change 2943274 on 2016/04/13 by jason.bestimt

	#ORION_MAIN - Merge 24 @ CL 2943257

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: david.nikdel, jason.bestimt

Change 2943178 on 2016/04/13 by Olaf.Piesche

	Bumping size of the particle curve texture to 512x512

	#rb martin.mittring

	#tests PC Editor, Game

Change 2943174 on 2016/04/13 by Aaron.McLeran

	OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match

	- Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice.
	- Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases.

	#codereview Bob.Tellez
	#rb Bob.Tellez
	#tests ran orion with this change testing problematic sound cue

Change 2943042 on 2016/04/13 by Rob.Cannaday

	Fix crash in HTTP completion delegates on shutdown
	Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called
	#rb josh.markiewicz
	#tests shutting down multiple times

Change 2942913 on 2016/04/13 by Lukasz.Furman

	added meta navmesh paths
	#orion
	#rb Mieszko.Zielinski
	#tests PIE

Change 2942132 on 2016/04/13 by Wes.Hunt

	Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment.
	#codereview:leslie.nivison
	#rb peter.sauerbrei
	#tests running UBT with and without -listbuildfolders

Change 2941651 on 2016/04/12 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 2941645

	#RB:none
	#Tests:none

Change 2941539 on 2016/04/12 by Laurent.Delayen

	FABRIK: Normalize outgoing rotations.
	Fixes Chains Q ability crashing.

	#rb none
	#tests Chains not crashing

Change 2941469 on 2016/04/12 by Wes.Hunt

	Fix UBT -ListBuildFolders to not prep target for deployment.
	#codereview:leslie.nivison
	#rb none
	#tests tested -ListBuildFolders for Android

Change 2941434 on 2016/04/12 by Leslie.Nivison

	Adding/cleaning up .tps files
	#rb none
	#test none

Change 2941241 on 2016/04/12 by Daniel.Lamb

	Removed shadername from the shader code to fix deterministic material cooking issue.
	#jira UE-29320
	#codereview Marcus.Wassmer
	#rb Marcus.Wassmer
	#test Running editor, cooking orion.

Change 2941046 on 2016/04/12 by Laurent.Delayen

	Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset.
	Fixes Twinblast double shot for the left primary attack.

	#rb benn.gallagher
	#codereview lina.halper, ray.arnett, aaron.eady
	#tests twinblast's LMB

Change 2941032 on 2016/04/12 by Jason.Bestimt

	#ORION_24 - Merge MAIN @ CL 2940950

	#RB:none
	#Tests:none

[CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
Robert Manuszewski
1ff335d148 Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2877442 on 2016/02/23 by Graeme.Thornton@GThornton_DevCore

	Allow 'dumpnonframe' stat command to also take an optional group name which will filter the output

Change 2879289 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore

	Removed "-" in switch string for load time tracker. Makes -NoLoadTrackClear cmd line param actually work

Change 2879323 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore

	PC builds now log engine initialization time with the load time tracker

Change 2879418 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore

	Optimization for FSignedArchiveReader
	 - Compute incoming data hash in parallel on another thread while we serialize and decrypt the signature on the chunk cache worker thread

Change 2879419 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore

	Extra stats for PakFile group
	 - Time reading from pak handles
	 - Number of open pak handles

Change 2881199 on 2016/02/25 by Graeme.Thornton@GThornton_DevCore

	Use 32 bit CRCs to hash chunk contents rather than SHA1. Much faster to compute than SHA1, and the decrypting 4 bytes rather than 20 is also a lot faster

Change 2885687 on 2016/02/29 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Close disregard for GC pool when disabling it to leave it in a good state.

Change 2887358 on 2016/03/01 by Steve.Robb@Dev-Core

	FlushCurrentThreadCache calls forwarded on from FMalloc wrappers.

Change 2887398 on 2016/03/01 by Steve.Robb@Dev-Core

	Stats for MallocBinned2.

Change 2887682 on 2016/03/01 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Added code to catch game hangs. If game thread is stalled for more than 5 seconds we will catch that, report its callstack and crash.

Change 2889573 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Renamed the new StackWalkAndDump to ThreadStackWalkAndDump to avoid name collisions and build errors.

Change 2889687 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Send thread heartbeats during potentially slow tasks.

Change 2889963 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Added the ability to query the name of a thread given its TLS id.

Change 2890439 on 2016/03/02 by Steve.Robb@Dev-Core

	MallocBinned redirection header, to allow easy switching between MallocBinned and MallocBinned2.
	Switch back to MallocBinned by default.

Change 2891799 on 2016/03/03 by Steve.Robb@Dev-Core

	Shrunken GMallocBinned2MemSizeToIndex array.
	Improvement of some shared templated alignment-related functions.

Change 2891812 on 2016/03/03 by Graeme.Thornton@GThornton_DevCore

	Refactoring of pak signing to be more compatible with patching
	 - Store signatures in a block at the end of the pak file
	 - Optimize decryption of signatures by serializing them all when the pak is opened, and decrypting on the chunk cache worker thread between read requests.

Change 2891813 on 2016/03/03 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Don't compile UnrealPak with ICU

Change 2892386 on 2016/03/03 by Steve.Robb@Dev-Core

	GitHub #2070 - Fix incorrect FMallocDebug::Malloc alignment checking

Change 2894189 on 2016/03/04 by Steve.Robb@Dev-Core

	Memswap fixes for sizes of 3, 5, 6 and 7, and early out on 0.

Change 2894427 on 2016/03/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Don't display message boxes in unattended mode when D3D device is removed.

Change 2896912 on 2016/03/07 by Graeme.Thornton@GThornton_DevCore

	Disable reading of anything outside the pak file when in shipping builds

Change 2897053 on 2016/03/07 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	A few improvements to thread heartbeat thread:
	- Don't check for heartbeat in debug builds
	- Don't spawn the thread heartbeat thread for programs
	- Ignore stalls when exiting

Change 2898752 on 2016/03/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Fixing race conditions when using malloc verify

Change 2899075 on 2016/03/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	UnrealPak will now accept hex values for p and q. Added the command line param to trust p and q.

Change 2899091 on 2016/03/08 by Steve.Robb@Dev-Core

	Fix for TQueue::Peek const-correctness.

Change 2902775 on 2016/03/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Adding code to test signature keys.

Change 2905040 on 2016/03/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	TBigInt Multiply is now 30x faster

Change 2905218 on 2016/03/11 by Steve.Robb@Dev-Core

	New FCString::Strspn and FCString::Strcspn functions.

[CL 2921423 by Robert Manuszewski in Main branch]
2016-03-24 13:53:55 -04:00
Andrew Grant
505e2440b1 Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087)
==========================
MAJOR FEATURES + CHANGES
==========================

#lockdown Nick.Penwarden

Change 2903938 on 2016/03/10 by Frank.Gigliotti

	Added an instance ID to FAnimMontageInstance

	#CodeReview Laurent.Delayen
	#RB Laurent.Delayen
	#Tests PIE

Change 2903745 on 2016/03/10 by Wes.Hunt

	Update Oodle TPS
	#rb none
	#tests none
	#codereview:john.pollard

Change 2903689 on 2016/03/10 by Uriel.Doyon

	New "LogHeroMaterials" console command, displaying the current state of materials and  textures on the character hero.
	#rb marcus.wasmer
	#codereview marcus.wassmer
	#tests editor, playing PC games, trying the new command

Change 2903669 on 2016/03/10 by Aaron.McLeran

	OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds

	- Change only effects debug stat commands for audio guys

	#rb none
	#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds

Change 2903625 on 2016/03/10 by John.Pollard

	XB1 Oodle SDK

	#rb none
	#tests none
	#codereview Jeff.Campeau

Change 2903577 on 2016/03/10 by Ben.Marsh

	Remaking latest build scripts from //UE4/Main @ 2900980.

Change 2903560 on 2016/03/10 by Ben.Marsh

	Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.

	Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:

	* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
	* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
	* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
	* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
	* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.

	Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.

	Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.

	Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.

	File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.

	Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.

	A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.

	#rb none
	#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
	#tests local only so far, but not part of any build process yet

Change 2903539 on 2016/03/10 by John.Pollard

	Improve replay playback debugging of character movement

	#rb none
	#tests replays

Change 2903526 on 2016/03/10 by Ben.Marsh

	Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.

	#rb none
	#tests none

Change 2903512 on 2016/03/10 by Dan.Youhon

	Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s

	#rb None
	#tests Compiles

Change 2903474 on 2016/03/10 by Marc.Audy

	Fix crash if ChildActor is null
	#rb None
	#tests None

Change 2903314 on 2016/03/10 by Marc.Audy

	Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
	#rb James.Golding
	#tests Selection of child actors works as expected
	#jira UE-28201

Change 2903298 on 2016/03/10 by Simon.Tovey

	Disabling the trails optimization.

	#tests none
	#rb none

	#codereview Olaf.Piesche

Change 2903124 on 2016/03/10 by Robert.Manuszewski

	Small refactor to pak signing to help with exe protection

	#rb none
	#tests none

[CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Robert Manuszewski
691af53b8b Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2860239 on 2016/02/09 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Strip unnecessary UMaterialExpressions from cooked packages.

Change 2872941 on 2016/02/18 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Fixing missing materials in cooked builds:

	- FExpressionInput::Expression can now only be used in editor builds
	- Added FExpressionInput::ExpressionName which can be used in cooked builds to check if the input was connected
	- FExpressionInput and derived structs will now use native serialization
	- Keeping a few more material expressions types in cooked builds

Change 2863269 on 2016/02/11 by Steve.Robb@Dev-Core

	MallocBinned2 is now internally threadsafe.

Change 2866771 on 2016/02/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Temp HACK for slow cook times (waiting for Anim Team to fix it properly)

Change 2873372 on 2016/02/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Print the max number of UObjects when someone tries to allocate too many of them.

Change 2861582 on 2016/02/10 by Steve.Robb@Dev-Core

	Fix for illegal access of StaticClass() at module shutdown.

Change 2862906 on 2016/02/11 by Steve.Robb@Dev-Core

	Per-thread caches and global recycler.

Change 2863366 on 2016/02/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2

	Fixing ReferenceChainSearch not using the right garbage collection keep flags.
	Added gc.FindStaleClusters console command to list any stale clusters.

Change 2864959 on 2016/02/12 by Steve.Robb@Dev-Core

	cvar for enabling/disabling MallocBinned2's per-thread free caches.

Change 2865192 on 2016/02/12 by Steve.Robb@Dev-Core

	Bundle sizes and recycle bundle counts are now configurable via cvars.

Change 2867187 on 2016/02/15 by Steve.Robb@Dev-Core

	Fix for double-buffered free batch recycling.

Change 2868533 on 2016/02/16 by Steve.Robb@Dev-Core

	FBundle class for better bundle management and clarity.

Change 2870302 on 2016/02/17 by Steve.Robb@Dev-Core

	Visualizer fixes for VS2015 and VS2013 Update 5.
	Quotes removed from invalid value nodes on PS4.

Change 2870778 on 2016/02/17 by Steve.Robb@Dev-Core

	FMalloc::FlushCurrentThreadCache for returning thread-local cached memory back to the global allocator.

Change 2873917 on 2016/02/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Fixing UHT not respecting #if WITH_EDITORONLY_DATA properties inside of #if !CPP block.
	Removed temp hack from MaterialExpression.IO related to the bugfix.

Change 2871812 on 2016/02/18 by Graeme.Thornton@GThornton_DevCore

	Fix crash in UnrealPak when signing is enabled

#lockdown Nick.Penwarden

[CL 2875730 by Robert Manuszewski in Main branch]
2016-02-22 11:17:03 -05:00
Ben Marsh
d1416eff6d Prevent logging an error message to say "including 0 errors". Causes build failure for every run of DiffedCookBuild.
#codereview Daniel.Lamb
#lockdown Nick.Penwarden

[CL 2861593 by Ben Marsh in Main branch]
2016-02-10 11:51:17 -05:00
Andrew Grant
13a9fa2498 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681)
#lockdown Nick.Penwarden

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

Change 2845644 on 2016/01/27 by Martin.Wilson

	Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again

	#Jira OR-13469
	#rb Thomas.Sarkanen
	#tests in editor tests, bot match.

Change 2845613 on 2016/01/27 by John.Pollard

	Latest network profiler binaries

	#rb none
	#tests run profiler

Change 2845595 on 2016/01/27 by Mieszko.Zielinski

	Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2845593 on 2016/01/27 by Jeff.Farris

	Added support for setting and choosing filmbacks and lenses for cinematic cameras.
	- New CineCameraComponent and CineCameraActor classes
	- can define filmback and lens presets via ini file
	- details customizations for filmback and lens selection
	- added prototype set of filmbacks and lenses (primes and zooms)
	- Camera details customization now gracefully handles when CameraSettings category is hidden
	- example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap

	#rb none
	#tests editor

Change 2845585 on 2016/01/27 by Marcus.Wassmer

	Don't fool with connected state if we're early outing from the OS intercepting controller events.  This fixes some missing delegates.
	Fixes cert bug about controller disconnect screen staying up permanently
	#rb Cody.Haskell
	#test Turning off controller, turning on again.
	#lockdown Andrew.Grant

Change 2845528 on 2016/01/27 by Max.Chen

	Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys.

	#jira UE-26084
	#tests Add spawnable, +Track->Animation exists
	#rb none

Change 2845483 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly
	#jria UE-26016
	#rb Max.Chen
	#tests Tested the viewports

Change 2845421 on 2016/01/27 by Max.Preussner

	Sequencer: Implemented go-to feature

	#RB max.chen
	#TESTS Editor

Change 2845407 on 2016/01/27 by Max.Preussner

	Sequencer: Moved SetViewRange() into ISequencer and made it public

	#RB max.chen
	#TESTS none

Change 2845404 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed cinematic viewport not updating when dragging transport range
	#jira UE-26003
	#rb Max.Chen
	#tests Scrubbed the timeline

Change 2845396 on 2016/01/27 by David.Nikdel

	#OSS #Purchase #Store #PS4
	- Minor log cleanup
	#RB: none
	#TESTS: compiles

Change 2845375 on 2016/01/27 by Max.Chen

	Sequencer: Implement cinematic shot track thumbnails.

	#jira UE-25125
	#tests Rebuild the trailer with the cinematic shot track
	#rb none

Change 2845359 on 2016/01/27 by Marcus.Wassmer

	Downgrade some checks to ensures.
	#rb none
	#test ps4

Change 2845347 on 2016/01/27 by Nicholas.Davies

	Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team.
	#RB Antony.Carter
	#TESTS n/a
	#codereview Robert.Manuszewski

Change 2845227 on 2016/01/27 by Robert.Manuszewski

	Adding flags to create callstack map files when building Arxan protection

	#rb none
	#tests Built arxan exe

Change 2844871 on 2016/01/26 by Andrew.Grant

	Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated)
	#rb none
	#tests ran editor

[CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
Matthew Griffin
984342ca17 Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) post CL#2804086 to CL#2817167
CL#2805395 resolved as target to avoid copying 2015 changes
#lockdown Nick.Penwarden

[CL 2819197 by Matthew Griffin in Main branch]
2016-01-07 11:21:22 -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
Gil Gribb
c7b6303e56 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2771498 on 2015/11/18 by Rolando.Caloca
	DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma
	#codereview Marcus.Wassmer

Change 2771600 on 2015/11/18 by Rolando.Caloca

	DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf
	Usage:
	ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs

	-Also removed old communication enum from SCW
	#rb Daniel.Wright

Change 2771647 on 2015/11/18 by Rolando.Caloca

	DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code
	- Entry point string now gets modified to the optimized one
	- Fixed parser allocator when requesting pages bigger than PageSize
	#rb Chris.Bunner

Change 2772133 on 2015/11/18 by Chris.Bunner

	Removed physics shape type zeroing on Speedtree import. UE-23285
	#rb Ori.Cohen

Change 2772225 on 2015/11/18 by Rolando.Caloca

	DevRendering - Hlsl - Support for removing unused inputs on pixel shaders
	- Fix some shadow variable warnings
	#rb Chris.Bunner, Nick.Penwarden

Change 2772469 on 2015/11/18 by Daniel.Wright

	Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task
	Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile)
	#rb Rolando.Caloca

Change 2772471 on 2015/11/18 by Daniel.Wright

	Particle SubUV cutouts
	* A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation.
	* Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw.
	* GPU performance savings depend on how much empty space (zero alpha) existed in the texture.  Measured a reduction of 2-3x GPU time on a smoke effect.
	* This only works if the material does not modify opacity to reveal areas with zero texture alpha

Change 2772483 on 2015/11/18 by Marcus.Wassmer

	Filtering options on UnrealPak -list
	#rb Josh.Adams

Change 2772644 on 2015/11/18 by Daniel.Wright

	Integrate - Temporal AA dithering is only enabled if outputting to a low precision format
	#rb Nick.Penwarden

Change 2773336 on 2015/11/19 by Rolando.Caloca

	DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0
	#rb Marcus.Wassmer

Change 2773476 on 2015/11/19 by Rolando.Caloca

	DevRendering - PS4 Shader attribute export stats
	Run using r.PS4DumpExportStats 1 in the console
	- Also fixed non-vertex shaders not getting optional data
	#codereview Marcus.Wassmer

Change 2773865 on 2015/11/19 by Gil.Gribb

	UE4 - Added an FName churn tracker.

Change 2773900 on 2015/11/19 by Rolando.Caloca

	DevRendering - Fix sharing shaders for material & mesh shaders
	#rb Marcus.Wassmer

Change 2774277 on 2015/11/19 by Gil.Gribb

	UE4 - Did minor optimizations to the PS4 RHI and drawlists.

Change 2774421 on 2015/11/19 by Olaf.Piesche

	Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor

	#codereview Martin.Mittring

Change 2774447 on 2015/11/19 by Rolando.Caloca

	DevRendering - Velocity and Depth shader pipelines
	#rb Marcus.Wassmer

Change 2774603 on 2015/11/19 by Marcus.Wassmer

	Windowed vsync for ps4
	#rb Rolando.Caloca

Change 2775650 on 2015/11/20 by Rolando.Caloca

	DevRendering - Added two utility overloads per UDN suggestion
	#codereview Gil.Gribb

Change 2775798 on 2015/11/20 by David.Hill

	Adding a new AutoExposure method

	#rb Martin.Mittring

Change 2776345 on 2015/11/20 by Daniel.Wright

	Capsule shadows for movable skylight
	* Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion
	* Requires DFAO to be enabled at the moment
	* Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous

Change 2777033 on 2015/11/22 by Uriel.Doyon

	Enabled SceneTextures node validation when material domain is DeferredDecal
	#review Martin.Mittring
	#jira UE-23141

Change 2778618 on 2015/11/23 by Daniel.Wright
2015-12-10 21:55:37 -05:00
Andrew Grant
c0452957a1 Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch]
2015-10-28 08:58:16 -04:00
Marcus Wassmer
6a0a7f4c76 Merge 2678654.
PAK file changes for patch size reduction

[CL 2684543 by Marcus Wassmer in Main branch]
2015-09-09 09:35:08 -04:00
Graeme Thornton
d9e3945991 UnrealPak -List command now displays file entries in offset order
[CL 2607264 by Graeme Thornton in Main branch]
2015-07-01 06:15:38 -04:00
Josh Adams
e287cea0a9 - Fixed UnrealPak when creating pak files instead of opening existing ones
[CL 2597968 by Josh Adams in Main branch]
2015-06-23 17:34:23 -04:00
Josh Adams
41995a6de1 - Added FPaths::LaunchDir(), which gives the current working directory _at launch time_ (saved off before we switch to the Binaries dir). This can be useful for finding files relative to working dir for commandline utilities
- Modified UnrealPak to use LaunchDir as a fallback to finding a pak file
- Added "Usage" printout to UnrealPak that has all the use cases and options I could find in the code

[CL 2596996 by Josh Adams in Main branch]
2015-06-23 09:56:27 -04:00
Marc Audy
44531d4375 Fix shadow variables in ShaderCompileWorker and UnrealPak
[CL 2521489 by Marc Audy in Main branch]
2015-04-22 15:04:48 -04:00
Kellan Carr
764e734458 build script, compile tools for linux [UE-12934]
[CL 2507115 by Kellan Carr in Main branch]
2015-04-09 14:42:37 -04:00
Daniel Lamb
859693df97 Added support for unrealpak generating patches.
Exposed patching dlc and release creation in ufe.

[CL 2495760 by Daniel Lamb in Main branch]
2015-03-30 11:56:48 -04:00
Ben Marsh
ddf1fa6832 Remove bBuildRocket from GUBP_AlwaysBuildWithTools; doesn't seem to be needed any more (and if it is, we need to fix it in a way that doesn't make "rocket" distinctions)
[CL 2476687 by Ben Marsh in Main branch]
2015-03-12 08:29:35 -04:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00