- This was mainly used for bindless descriptor updates, where updates need to be applied to all GPU pipelines.
- Switching pipeline can change the current active breadcrumb on the new pipeline. Doing this at the bottom-of-pipe is not possible as the start/end breadcrumbs for each command list must be known at dispatch time (before execution / translation).
- Added EnqueueLambdaMultiPipe which passes an array of RHI contexts to the lambda. This generally replaces the FRHICommandListBase& which is handed down through the platform RHI.
- EnqueueLambdaMultiPipe may only be called at the top-of-pipe.
Replace RHITransfer[...]UnderlyingResource with RHIReplaceResources on FDynamicRHI / platform implementations
- Old function was always bottom-of-pipe, so couldn't call EnqueueLambdaMultiPipe. New function takes the RHICmdList and is called at top-of-pipe.
- All resource types are merged into the same function (currently buffers and raytracing geometry).
Remove use of RHILockBuffer and RHIUnlockBuffer at the bottom-of-pipe
- Since platform RHIs need to use EnqueueLambdaMultiPipe for buffer locks/unlocks, it is no longer possible to call RHILock/UnlockBuffer at the bottom-of-pipe.
- Also, buffers locked on parallel translating command lists are broken. Lock/unlock calls RHIThreadFence(true), which flags the command list for single-thread translate, however calling this at the bottom-of-pipe is too late, as the decision to dispatch the command list in parallel has already been made.
- Added checks in these functions to catch future use.
#rb zach.bethel
#jira UE-208823
[FYI] christopher.waters
[CL 32220227 by luke thatcher in ue5-main branch]
Besides updating the style, the following changes were made:
- Added support for alert actions. A new column can be added next to the action column with a TFunction. If such a column exists, the widget will add a transparent button behind the widget stack that will call the action when pressed.
- Added new icons for solid alerts, a badge overlay and a matching background.
- Fixed a bug where adding a row with an alert to a row with an alert and a parent would cause the parent to be incorrectly updated. The updates to the alerts was happening too frequently. This would also have caused issues with other updates such as a label rename. Instead now the updates only happen when it's explicitly required by an updated to the alert.
#jira UE-206167
#rb logan.buchy
[CL 32094522 by ronald koppers in ue5-main branch]
- FRHITexture2D
- FRHITexture2DArray
- FRHITexture3D
- FRHITextureCube
- FTexture2DRHIRef
- FTexture2DArrayRHIRef
- FTexture3DRHIRef
- FTextureCubeRHIRef
Replaced with FRHITexture and FTextureRHIRef
These types were unified in UE 5.1 and have been defined via "using" statements to the same underlying texture type for several engine releases.
#rb christopher.waters
[CL 31724002 by luke thatcher in ue5-main branch]
It was for instance preventing the display of the fill of the progress bar, if shear/rotation was applyed on it and it was used in a retainer.
It's not using the change of the PR as it was working only in some case: the clipping zone we use always start from 0,0, so using the size of the Retainer (like in the PR) if it was smaller than the window would lead to the element being clipped out if the retainer was too far from 0,0.
#11455
#jira UE-206460
#tests In PIE, put a progress bar inside a retainer and played with shear and rotation on both the retainer and the progress bar: the blue fill is now always displayed. Engine test retainer test still succeed. Validated curve editor was still working as expected. Tested that animation are still played properly on windows (in case of drag n drop).
#rb daren.cheng
[CL 31521994 by batlam987 in ue5-main branch]
The intent of this change is twofold. First, it fixes a bug where the min/max/close buttons overlapped the row of tabs in windows with a main menu. Second, it reduces the vertical space consumed by our windows in the area around the title bar, main menu, and tabs.
* Reduced height of SVG images used for the min/max/restore/close window buttons from 34 pixels to 23 pixels. This avoids an overlap of the min/max/close buttons and the row of tabs in windows with a main menu.
* Rebalanced padding around the Unreal icon in windows with or without a main menu. There is now at most 1 pixel more spacing below the logo than above where before it could be 3 to 8 pixels more below than above.
* Reduced padding between tabs and main menu.
Note that these changes are all within #if !PLATFORM_MAC, so the Mac should not be affected.
#jira UE-204349
#rb brooke.hubert
[CL 31377239 by sebastian arleryd in ue5-main branch]
- widgets size starts at desired size and is adjusted proportionally based in available space
#rb Patrick.Boutot, Vincent.Gauthier
[CL 31376889 by mikko mononen in ue5-main branch]
#tests Played with bForceMonospaced (aka Monospacing) bool (from text, common text, or rich text style in a datatable), MonospacedWidth visibility was updated accordingly.
#rb yohann.dossantos
[CL 31186922 by yohann dossantos in ue5-main branch]
This allows you to attach an automatic fix to any error or warning that may arise from eg. validation.
#jira none
#rb Julien.StJean
#ushell-cherrypick of 31124509 by gabriel.wreczycki
[CL 31126352 by ben hoffman in ue5-main branch]
Move icons into an editor folder so they don't get cooked
Change the override combo button to match the desired behavior
#jira UE-192063, UE-204831, UE-205036
#rb logan.buchy
[CL 31099835 by aditya ravichandran in ue5-main branch]