This CL address only user-facing part, i.e. Property field, view modes, tool tips, ...) mentioning Strata. All internal (host code, shaders code, CVars) still contains the 'Strata' name.
#rb sebastien.hillaire
#jira UE-175169
#preflight 63f4db68cf37615300e71db5
#lockdown juan.canada
[CL 24350396 by charles derousiers in ue5-main branch]
* Fix incorrect reflections when using r.Lumen.Reflections.SampleSceneColorAtHit. Screen space hit points are now also discarded based on the comparison between reconstructed geometric normal and ray hit geometric normal.
* Fix surface cache sampling with hit lighting due to using detail normal instead of a geometric normal
#rb Daniel.Wright, Charles.deRousiers
#preflight 63efca0961378b7ea0361104
#jira UE-177485
#lockdown Juan.Canada
[CL 24295260 by krzysztof narkowicz in ue5-main branch]
* Add adaptive RT material payload for Strata.
* Centralize all Strata settings in RenderCore/RenderUtils.h to ensure consistency
#rb chris.kulla
#jira none
#preflight 63d43bcff626715201a0ed1d
[FYI] sebastien.hillaire
[CL 23923301 by charles derousiers in ue5-main branch]
* The brushes becomes red and non-interactive when the alpha brush is invalid
* Setting an invalid alpha brush (e.g. a cooked texture in a cooked editor or a virtualized texture with invalid virtualization settings such that the texture source cannot be retrieved) is not crashing the UI anymore and will show as empty in the UI (+ a log error will be done)
* The brushes now support the same failure conditions as the normal brush (unloaded components, etc.)
* The alpha brush textures now supports all texture formats and will be linearized if necessary when reading the texture data
* The alpha brush texture channel is auto-corrected if one uses an invalid channel (e.g. Green on a G8 texture)
#rb luc.eygasier
#preflight 63ca08acd368fed9e5f22517
[CL 23815938 by jonathan bard in ue5-main branch]
* r.RayTracing.EnableOnDemand - controls whether ray tracing can be toggled on demand at runtime.
* r.RayTracing.Enable - now controls if ray tracing is enabled
* Set appropriate defaults for the engine in WindowsEngine.ini to match previous state
* Enable toggling ray tracing on/off only in frontend
#rb yuriy.odonnell
#preflight 636392240c2e7c8f91e93585
[CL 22959117 by aleksander netzel in ue5-main branch]
Make SceneDepthAux a platform constant configuration, it can't depend on runtime vars
#rb none
#preflight 635e4bed1b41d36d48d26061
[CL 22854614 by Dmitriy Dyomin in ue5-main branch]
* Split IsRayTracingEnabled() into 2 parts: IsRayTracingEnabled() which can be changed at runtime and IsRayTracingAllowed() for checking if ray tracing can be enabled.
* r.Raytracing can now have following values: 0 - disabled, 1 - enabled all the time, 2 - enabled dynamic
* When ray tracing is dynamic, RayTracingGeometryManager will collect all FRayTracingGeometry and allocate/release RHI objects as needed depending on if ray tracing is enabled or not.
* Ray tracing can be switched on/off with r.Raytracing.Enable (default is 1).
* Add support to most features used in CitySample/Lyra for switching ray tracing at runtime.
* TODO: Hair geometries are not yet released.
#rb yuriy.odonnell
#preflight 634feac68176062ea7da933f
[CL 22622885 by aleksander netzel in ue5-main branch]
- Clean up temporary fix
- Modify UpdatePreviewPlatforms to only restrict DDSPI properties and not enable them if the preview platform doesn't have them on
#jira UE-164781
#rb Jack.Porter, Carl.LLoyd
#preflight 633608a0936ff7e3dcd02a97
[CL 22264284 by florin pascu in ue5-main branch]