#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 20082848 via CL 20083225 via CL 20083623
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20106592 by krzysztof narkowicz in ue5-main branch]
Also applied asset permissions to various UI sections
#rb Jurre.deBaare,Sara.Schvartzman
#preflight 6267d7dd272f4a558dbcdb6a
#ROBOMERGE-OWNER: thomas.sarkanen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 19918869 via CL 19921093 via CL 19923159 via CL 19923181
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19926251 by thomas sarkanen in ue5-main branch]
* Mostly two sided meshes are assumed to be foliage and forced to be repsented as a cube projection
* Lowered card min density treshold for cube projections
[FYI] Daniel.Wright
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 19424752 via CL 19424760
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v930-19419903)
[CL 19425489 by krzysztof narkowicz in ue5-main branch]
* Useful to hide window frames in the distance field to work around over-occlusion
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19416394 via CL 19416400
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v928-19376421)
[CL 19417073 by daniel wright in ue5-main branch]
* Added r.MeshCardRepresentation.Debug for surface cache debugging. It skips DDC reads and writes, allows to regenerate per static mesh on demand and appends extra debug visualization data to every generated mapping
* Surfels are now weighted by opacity - ratio of rays which hit in a given cell, and by visibility - how many rays can hit a given Surfel from outside the mesh. This helps to select most important surfaces to cover when hitting limits
* Removed distance constraint. It�s no longer needed when card discontinuities are already handled inside the surface cache sampling code. This allows to generate larger and more optimal cards
* Limit max number of surfels to prevent generation time from exploding, as dense two sided meshes like large trees can generate many more surfels than simple walls
[FYI] Daniel.Wright
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 19304117 via CL 19304128
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19346860 by krzysztof narkowicz in ue5-main branch]
Instead of clearing RadiosityAtlas and skipping Radiosity when switching Lumen to SWRT, voxelize the direct lighting that's been calculated so far and keep the existing Radiosity atlas
#preflight 621f057e257fd6e099457e56
#jira UE-144367
#rb Krzysztof.Narkowicz
#lockdown Juan.Canada
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19219209 in //UE5/Release-5.0/... via CL 19219356
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19227351 by daniel wright in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821619 by andrew davidson in ue5-main branch]
#preflight 61f277cbaf74b68515c0bd64
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18751911 in //UE5/Release-5.0/... via CL 18751924 via CL 18752067
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18752076 by andrew davidson in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
#preflight 61eefc77ba69a4fdb220bf23
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18712765 in //UE5/Release-5.0/... via CL 18712784 via CL 18713147
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18713191 by marc audy in ue5-main branch]
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-OWNER: alexis.matte
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18558758 in //UE5/Release-5.0/... via CL 18558826
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18558834 by alexis matte in ue5-release-engine-test branch]
[FYI] Alexis.Matte
Original CL Desc
-----------------------------------------------------------------
Fix a lock issue in CopyStructure, bulkdata are not playing well with thread so I prefer not using them for such small amount of editor data.
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18548323 in //UE5/Release-5.0/... via CL 18548343
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18548359 by alexis matte in ue5-release-engine-test branch]
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18545668 in //UE5/Release-5.0/... via CL 18545691
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18545711 by alexis matte in ue5-release-engine-test branch]
* First mesh is voxelized by tracing rays in every voxel
* Then voxel faces are clustered in parallel to build continuos cards. Clustering follows voxel distance, card ratio, density and other metrics
* Finally a specificied number of cards is selected per mesh (user parameter). This allows to tradeoff between coverage and runtime overhead
Other:
* Added surface cache coverage view mode for debugging coverage issues - r.Lumen.Visualize.Mode 6
* Fixed r.LumenScene.SurfaceCache.CardMinResolution to be able to go below 2
#preflight 61d478acdb0309127dfaf8ec
#rb Daniel.Wright
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18519098 in //UE5/Release-5.0/... via CL 18519102
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18519115 by krzysztof narkowicz in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]