Commit Graph

31 Commits

Author SHA1 Message Date
Andrew Grant
69f9d6f648 Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630)
#lockdown Nick.Penwarden

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

Change 2831624 on 2016/01/17 by Marcus.Wassmer

	Merge disable of FCachedReadPlatformData on PS4.  Reduces memory spikes. 2830986
	#rb none
	#test none
	#codereview Michael.Noland,James.Golding

Change 2831402 on 2016/01/17 by Marcus.Wassmer

	HLOD priority and streamout changes.
	Give texture pool an extra 200MB which we can afford thanks to James/Michael
	#rb Chris.Gagnon
	#test run agora, notice nice textures.
	#lockdown Andrew.Grant

Change 2831398 on 2016/01/17 by Marcus.Wassmer

	Fix 3 logic bugs with Relocate
	#rb chris.gagnon
	#test run game, look for corruption.
	#lockdown Andrew.Grant

Change 2831372 on 2016/01/16 by Marcus.Wassmer

	Update param.sfo's and lockdown version in prep for good PS4 playtest build.
	#rb none
	#test build from last night...
	#lockdown Andrew.Grant

Change 2831274 on 2016/01/16 by Graeme.Thornton

	Disable platform file cache wrapper on PS4

	#codereview James.Golding
	#rb none
	#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)

Change 2831237 on 2016/01/16 by Sammy.James

	Fix PS4 compile error

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt

	Fix possible invalid access to shared  movie player resource across threads causing startup crash.

	#codereview marcus.wassmer
	#rb none, #tests initial load

Change 2831218 on 2016/01/16 by Marcus.Wassmer

	Fix bad warning case.
	#codereview Martin.Mittring
	#rb none
	#test none

Change 2831201 on 2016/01/16 by Andrew.Grant

	Added extra info about referencer to missing asset reference message
	#rb none
	#tests cooked, ran editor

Change 2831183 on 2016/01/16 by David.Nikdel

	#OSS #PS4 #Purchasing #StoreV2
	- Force failure if we have no receipts after a "successful" checkout.
	- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
	- Convert productIds to skuIds at checkout time
	- Added PS4 Implementation of IOnlineStoreV2
	- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
	- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
	#RB: Paul.Moore
	#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC

Change 2831129 on 2016/01/16 by David.Nikdel

	#MCP
	- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
	#RB: none
	#TESTS: frontend

Change 2830986 on 2016/01/15 by Michael.Noland

	PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
	#rb marcus.wassmer
	#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
	#lockdown andrew.grant

Change 2830943 on 2016/01/15 by Max.Chen

	Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.

	#tests Master sequence trailer plays without crashing
	#rb none

Change 2830912 on 2016/01/15 by Michael.Noland

	Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
	#rb mieszko.zielinski
	#tests Tested printing the value out
	#codereview martin.mittring

Change 2830910 on 2016/01/15 by Michael.Noland

	Rendering: Improved GPU driver detection logic to handle more cases
	#codereview martin.mittring
	#rb mieszko.zielinski
	#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder

Change 2830776 on 2016/01/15 by Martin.Mittring

	from Dev-Rendering
	added ensure to track down multiple issues like
	OR-11771 CRASH: User Crashed when pressing the Play button
	OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
	#rb:Gil.Gribb
	#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
unrealbot
1f4837f80f Branch snapshot for CL 2835500
[CL 2835500 in Main branch]
2016-01-20 21:35:26 -05:00
Andrew Grant
b7629531e5 Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630)
#lockdown Nick.Penwarden

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

Change 2831624 on 2016/01/17 by Marcus.Wassmer

	Merge disable of FCachedReadPlatformData on PS4.  Reduces memory spikes. 2830986
	#rb none
	#test none
	#codereview Michael.Noland,James.Golding

Change 2831402 on 2016/01/17 by Marcus.Wassmer

	HLOD priority and streamout changes.
	Give texture pool an extra 200MB which we can afford thanks to James/Michael
	#rb Chris.Gagnon
	#test run agora, notice nice textures.
	#lockdown Andrew.Grant

Change 2831398 on 2016/01/17 by Marcus.Wassmer

	Fix 3 logic bugs with Relocate
	#rb chris.gagnon
	#test run game, look for corruption.
	#lockdown Andrew.Grant

Change 2831372 on 2016/01/16 by Marcus.Wassmer

	Update param.sfo's and lockdown version in prep for good PS4 playtest build.
	#rb none
	#test build from last night...
	#lockdown Andrew.Grant

Change 2831274 on 2016/01/16 by Graeme.Thornton

	Disable platform file cache wrapper on PS4

	#codereview James.Golding
	#rb none
	#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)

Change 2831237 on 2016/01/16 by Sammy.James

	Fix PS4 compile error

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt

	Fix possible invalid access to shared  movie player resource across threads causing startup crash.

	#codereview marcus.wassmer
	#rb none, #tests initial load

Change 2831218 on 2016/01/16 by Marcus.Wassmer

	Fix bad warning case.
	#codereview Martin.Mittring
	#rb none
	#test none

Change 2831201 on 2016/01/16 by Andrew.Grant

	Added extra info about referencer to missing asset reference message
	#rb none
	#tests cooked, ran editor

Change 2831183 on 2016/01/16 by David.Nikdel

	#OSS #PS4 #Purchasing #StoreV2
	- Force failure if we have no receipts after a "successful" checkout.
	- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
	- Convert productIds to skuIds at checkout time
	- Added PS4 Implementation of IOnlineStoreV2
	- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
	- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
	#RB: Paul.Moore
	#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC

Change 2831129 on 2016/01/16 by David.Nikdel

	#MCP
	- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
	#RB: none
	#TESTS: frontend

Change 2830986 on 2016/01/15 by Michael.Noland

	PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
	#rb marcus.wassmer
	#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
	#lockdown andrew.grant

Change 2830943 on 2016/01/15 by Max.Chen

	Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.

	#tests Master sequence trailer plays without crashing
	#rb none

Change 2830912 on 2016/01/15 by Michael.Noland

	Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
	#rb mieszko.zielinski
	#tests Tested printing the value out
	#codereview martin.mittring

Change 2830910 on 2016/01/15 by Michael.Noland

	Rendering: Improved GPU driver detection logic to handle more cases
	#codereview martin.mittring
	#rb mieszko.zielinski
	#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder

Change 2830776 on 2016/01/15 by Martin.Mittring

	from Dev-Rendering
	added ensure to track down multiple issues like
	OR-11771 CRASH: User Crashed when pressing the Play button
	OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
	#rb:Gil.Gribb
	#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -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
Nick Penwarden
828f57e397 Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main)
#lockdown Ben.Marsh

Change 2718980 on 2015/10/07 by Dmitriy.Dyomin
	UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus)

Change 2719155 on 2015/10/07 by Allan.Bentham
	HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction).

Change 2724572 on 2015/10/12 by Jack.Porter
	Fix for landscape disappearing when using  r.forcelod

Change 2726062 on 2015/10/13 by Jack.Porter

	Merged CL2726057 from 4.10
	Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line
	Fixed problem where landscape grass was not invalidated after using the mirror tool

Change 2726133 on 2015/10/13 by Jack.Porter
	Fix for Device Profiles editor missing specific Android device profiles
	Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms"

Change 2736210 on 2015/10/21 by Dmitriy.Dyomin
	Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes)

Change 2736463 on 2015/10/21 by Jack.Porter
	Merge of 4.10 CL 2736461
	Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode

Change 2742855 on 2015/10/27 by Dmitriy.Dyomin
	Fixed: World origin offset handling for UInterpToMovementComponent
	https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html

Change 2745055 on 2015/10/28 by Allan.Bentham
	Update reflection captures (via update captures button) now works when mobile preview is active.

Change 2755668 on 2015/11/05 by Allan.Bentham
	Use distance from shadow view to object instead of view space Z.

Change 2762186 on 2015/11/11 by Jack.Porter
	The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target

Change 2765902 on 2015/11/13 by Gareth.Martin
	Landscape per-component layer whitelisting basic functionality

Change 2769487 on 2015/11/17 by Jack.Porter
	Support reflection viewmode on ES2 Preview

Change 2769576 on 2015/11/17 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	- added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool
	- automatically added components' painted layers to the component whitelists when enabling whitelist restriction

Change 2771223 on 2015/11/18 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	- Removing a layer from the whitelist will now delete its data from the component

Change 2777862 on 2015/11/23 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	 - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect
	Better handling of erasing 100%-painted areas of blended landscape weightmap
	 - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable.
	 - todo: erasing can still cause disconnects on shared edge verts

Change 2780470 on 2015/11/25 by Dmitriy.Dyomin
	Use hardware instancing when device supports it

Change 2780679 on 2015/11/25 by Jack.Porter
	Landscape layer usage viewmode

Change 2781878 on 2015/11/26 by Gareth.Martin
	Better handling of erasing 100%-painted areas of blended landscape weightmap
	 - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account
	Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core

Change 2782214 on 2015/11/27 by Allan.Bentham
	Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures.
	Merging using Ronin-To-UE4-Dev-Mobile

Change 2782536 on 2015/11/30 by Jack.Porter
	When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete

Change 2792617 on 2015/12/07 by Jack.Porter
	Added a Project Setting to edit the r.DiscardUnusedQuality console variable

Change 2792618 on 2015/12/07 by Gareth.Martin
	Baking landscape material world-position-offset into collision

Change 2794270 on 2015/12/08 by Dmitriy.Dyomin
	DynamicMeshBuilder uses 16bit index buffer on ES2 platforms

Change 2794556 on 2015/12/08 by Allan.Bentham
	Fix incorrect mip/roughness selection for HQ reflections.
	Fixed couple of merge issues.

Change 2794568 on 2015/12/08 by Gareth.Martin
	Fix black spot / hole if all layers on a component use height blending and add to <= 0

[CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
Martin Mittring
990a6d2bda fixed UERNDR-75 The near depth of field blur should occur after separate translucency is merged in to the final frame buffer to avoid errors
We now occlude Separate Transluceny by new Gaussian DOF.

Details: optimized one full res pass if GaussianDOF with SeparateTranslucency is used. NearDOF is now occlusing/hiding SeparateTransluceny which allows DOFVignette to work better and it seems more right in general. If Far and Near DOF is used with Gaussian DOF it now requires another half res setup pass and full res composite pass.
Added enum to allow for 3 custom colors if a texture is not bound.

[CL 2656232 by Martin Mittring in Main branch]
2015-08-14 11:59:44 -04:00
Martin Mittring
30a22ac955 fixed UE-19428 Black screen for Player 1 in split screen when project fullsceen
#code_review:Nick.Whiting

[CL 2643615 by Martin Mittring in Main branch]
2015-08-04 13:03:04 -04:00
Martin Mittring
3eec69cda7 changed all direct access to PassOutputs to GetInput() to allow internal restructuring
[CL 2611739 by Martin Mittring in Main branch]
2015-07-06 18:04:49 -04:00
Nick Whiting
cf15fcee4f #vr Integrating forward renderer stereo fixes
[CL 2592157 by Nick Whiting in Main branch]
2015-06-18 12:56:30 -04:00
Guillaume Abadie
b6f0b07fd8 Implements the view property material input node, exposing the field of view, view size and view texel size.
#code_review: Martin.Mittring

[CL 2588108 by Guillaume Abadie in Main branch]
2015-06-15 20:55:07 -04:00
Gil Gribb
356a7d8f96 UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Guillaume Abadie
8618cefbec Replaces cylindrical projection by Panini projection
#code_review: Martin.Mittring

[CL 2563671 by Guillaume Abadie in Main branch]
2015-05-22 19:44:45 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Allan Bentham
cd3bd4840f ES2 post process will upscale if UnscaledViewRect is larger than ViewRect (which only occurs when using ES2 emulation).
Fixes UE-5594

#codereview nick.penwarden

[CL 2380312 by Allan Bentham in Main branch]
2014-12-08 09:45:54 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jack Porter
9671524088 Added ShouldCache for FPostProcessUpscaleVS to prevent ES2 cooking crash
#code_review: Martin.Mittring

[CL 2348267 by Jack Porter in Main branch]
2014-11-04 08:07:19 -05:00
Martin Mittring
6a0bc3ef5b New feature: Cylindrical projection/distortion
r.Upscale.Cylinder 1
  r.ScreenPercentage.Editor 1

[CL 2347514 by Martin Mittring in Main branch]
2014-11-03 16:17:18 -05:00
Rolando Caloca
d8a576970e UE4 - Remove Color parameter on draw events (DEC_*)
[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Rolando Caloca
14cc8f09a3 UE4 - Integrate
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4

[CL 2270866 by Rolando Caloca in Main branch]
2014-08-25 14:41:54 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Joe Tidmarsh
b51d4179ca Converted ConsoleManager code over to use the new typed TAutoConsoleVariable. Implemented support for auto typed string variables.
Moved console variables to their corresponding cpp files where possible.

#ttp 319909 - UE4: RENDERING: Change the ConsoleManager code over to use the new typed TAutoConsoleVariable

[CL 2116537 by Joe Tidmarsh in Main branch]
2014-06-25 05:47:33 -04:00