Commit Graph

15633 Commits

Author SHA1 Message Date
Jamie Dale
d4db6ff999 Fixing whitespace
[CL 2707569 by Jamie Dale in Main branch]
2015-09-28 08:43:34 -04:00
Jamie Dale
0e1ca45be7 Fixed FTextSnapshot reporting all transient text instances as dirty
FTextSnapshot was changed to use a TWeakPtr, however this meant that for text that was generated each frame, the FTextSnapshot would always report that it was out-of-date (even if the generated text was the same as the previous frame) as it no longer had a valid reference point to compare against.

FTextSnapshot has been changed to once again use a TSharedPtr, which will keep the transient instance around long enough for it to be compared with the text from the next frame.

[CL 2707568 by Jamie Dale in Main branch]
2015-09-28 08:43:11 -04:00
Joe Tidmarsh
2ed2ed5102 Backing out PR #1563 ( CL2700385) after speaking with Nick.A.
#codereview Nick.Atamas

[CL 2707444 by Joe Tidmarsh in Main branch]
2015-09-28 04:40:58 -04:00
Ben Marsh
2b8a0ed47e Build fix for Mac and iOS.
#codereview Martin.Mittring

[CL 2707204 by Ben Marsh in Main branch]
2015-09-26 17:13:21 -04:00
Marcus Wassmer
b61ba18e75 Fix lightshaft ensures.
#codereview Ben.Zeigler

[CL 2707185 by Marcus Wassmer in Main branch]
2015-09-26 14:49:15 -04:00
Max Chen
c77c7bcf83 Sequencer: Compile fix - use WITH_EDITORONLY_DATA for SoundCue AllNodes.
[CL 2707115 by Max Chen in Main branch]
2015-09-25 23:42:40 -04:00
Max Chen
f85d33480d Sequencer: Compile fix, include SoundCue.h
[CL 2707094 by Max Chen in Main branch]
2015-09-25 21:53:01 -04:00
Max Chen
34645ebe4d Sequencer: Fix sound duration for audio cues.
[CL 2707084 by Max Chen in Main branch]
2015-09-25 21:17:10 -04:00
Marcus Wassmer
b730c883aa Fix decal ensure.
#codereview Martin.Mittring

[CL 2707077 by Marcus Wassmer in Main branch]
2015-09-25 20:55:17 -04:00
Martin Mittring
f83b25a4f8 Integrated
CL 2705306

improved CircleDOF quality, added r.DepthOfFieldQuality 4 to trigger slower but higher quality

[CL 2707005 by Martin Mittring in Main branch]
2015-09-25 18:48:48 -04:00
Jeff Campeau
a8415c1eeb Fix to round up for mip size estimation
[CL 2706989 by Jeff Campeau in Main branch]
2015-09-25 18:33:00 -04:00
Aaron McLeran
f1f2d9a176 Fixing shadowed variables in CL 2706947
[CL 2706988 by Aaron McLeran in Main branch]
2015-09-25 18:32:31 -04:00
Aaron McLeran
bb31416059 New feature for defining grouped max concurrency rules
Overview:
- Created a new UObject: USoundConcurrency
- Defines concurrency behaviors and allows for different USoundBase assets (e.g. SoundWave's, SoundCues) to be a part of the same concurrency group.
- This feature will allow a number of powerful techniques to limit and control the number of sound assets which can play concurrently

Details and Additional Related Features:
- USoundBase's not specifying an override or a USoundConcurrency ref will result in no concurrency limits.
- Added support to existing static gameplay functions to provide an optional argument to override the USoundConcurrency of a sound at the point of playing
- Added a few new concurrency resolution rules: Resolve based on priority and Resolve based on volume
- Volume based concurrency resolution is implemented slightly different than the others due to the fact that it's complex/expensive to compute an active sound's volume before it plays due to SoundCue graph traversal. Thus, this step is made after a sound is already made it through one update of the SoundCue graph.
- It's now possible to limit max concurrency (both in groups and per-sound-instance) to the "owner" of a sound. This way different characters/actors can use the same USoundConcurrency ref but have different max-concurrency counts. With this technique, you can, for example, limit dialogue lines per actor without needing to make a USoundConcurrency object for each actor.
- A new optional concurrency behavior was also added at a suggestion from the Epic audio team: the ability to attenuate a sound based on the instance count of a sound in its concurrency group. I.e. as more sounds play in a concurrency group, the sound instances get quieter.

Backwards Compat:
- The old way limited sounds per USoundBase instance (and not different ones). You can recover this behavior by specifying an "Override" settings structure on the USoundBase. When you do this, the feature will only limit sound concurrency per instance and not per group. All existing assets with MaxConcurrency settings will fallback to this behavior.
- The default USoundBase behavior for new USoundBase objects is the same as the old behavior - i.e. max limit of 16 and non-grouped (i.e. will be an override)

#codereview marc.audy

[CL 2706947 by Aaron McLeran in Main branch]
2015-09-25 17:58:14 -04:00
Martin Mittring
29f89a390c Integrate from Orion
CL 2704794 2704931 2704948 2704962 2705238 2706353 2700643 2705458

        Uniform Buffer layout name

and

more debug info for this and other bugs: OR-7159 CRASH: Client crashed at start of match in D3D11Commands.cpp

Adding OptionalData (key value pairs) to the shaders (to put shader name into the shader code for better debugging), affects all RHI, invalidate DDC key for all shaders, cleanup existing code (was adding 0/1/5 bytes and had to compensate in many areas)

OptionalData:
key is a char, value is up to 255 bytes, up to 64K in total

#platformnotify Josh.Adams

[CL 2706923 by Martin Mittring in Main branch]
2015-09-25 17:34:00 -04:00
Uriel Doyon
948c16980a Fixed reversed indices logic not taking into account material section.
#jira UE-21311

[CL 2706869 by Uriel Doyon in Main branch]
2015-09-25 16:48:41 -04:00
Saul Abreu
3e89a8d6f6 #codereview Jamie.Dale, Justin.Sargent
Largely rewritten Editor Region & Language Settings page. Far less error prone compared to the old implementation. I'd like to do a lot more to make this not so lame in the future - move the game's native culture to something not editor-specific and leverage it as the default for new game targets in the localization dashboard.

[CL 2706823 by Saul Abreu in Main branch]
2015-09-25 16:24:07 -04:00
Peter Knepley
33d1160dd5 Button Press and Release should be virtual
#codereview Nick.Atamas

[CL 2706729 by Peter Knepley in Main branch]
2015-09-25 15:55:51 -04:00
Steve Robb
25af9f451f Back out changelist 2706134
[CL 2706688 by Steve Robb in Main branch]
2015-09-25 15:34:51 -04:00
Peter Knepley
e749b47c31 Store "Content-Length" header value when recieved so GetContentLength() can be used before a response is complete (original CL 2594678)
#codereview Sam.Zamani

[CL 2706676 by Peter Knepley in Main branch]
2015-09-25 15:32:08 -04:00
Olaf Piesche
b3c9859d90 Merging
//depot/UE4-Orion/Engine/Source/Runtime/Engine/...

to //depot/UE4/Engine/Source/Runtime/Engine/...

[CL 2706498 by Olaf Piesche in Main branch]
2015-09-25 14:20:44 -04:00
Olaf Piesche
8e4f1fee19 Merging
//depot/UE4-Orion/Engine/Source/Runtime/Engine/...

to //depot/UE4/Engine/Source/Runtime/Engine/...

-adding 'immortal asset tag for potentially immortal particle emitters
-adding auto-deactivate, auto-trimming emitter/effect lifetime for cases of burst-only effects

[CL 2706483 by Olaf Piesche in Main branch]
2015-09-25 14:17:26 -04:00
Peter Knepley
69f0c40830 Extra variable checking
#codereview John.Pollard

[CL 2706458 by Peter Knepley in Main branch]
2015-09-25 14:00:57 -04:00
Zak Middleton
8110f9eadf #ue4 - Remove collision from DefaultPhysicsVolume. It doesn't have collision geometry but it shows up in global filters I'm adding.
--------
[AUTOMERGE] Integrated using branch ue4-orion-to-ue4 of change#2706435 by Zak.Middleton on 2015/09/25 13:51:33.

[CL 2706439 by Zak Middleton in Main branch]
2015-09-25 13:52:24 -04:00
Peter Knepley
23c901f785 Fix sloppy tabbing
#codereview James.Golding

[CL 2706426 by Peter Knepley in Main branch]
2015-09-25 13:50:47 -04:00
Zak Middleton
d1cdc15981 #ue4 - Change some collision profiles to use existing static FNames rather than names defined at the call sites.
--------
[AUTOMERGE] Integrated using branch ue4-orion-to-ue4 of change#2706421 by Zak.Middleton on 2015/09/25 13:49:57.

[CL 2706425 by Zak Middleton in Main branch]
2015-09-25 13:50:46 -04:00