Prior to this change, a trace was registered with the store component before creating the relay that receives data over the socket and writes it to a file. While the relay does check the preamble of the data received, and rejects anything that is not a trace, it does not clean up the store. Now no trace is created until the relay has determined it has a trace to receive data for. This stops zero-sized traces littering a users disk which can happen if the machine is port scanned by their IT department.
#rb im
#rnx
#preflight none
[CL 23246554 by Martin Ridgers in ue5-main branch]
Any random data that might be received by the CBOR server could cause it to allocate a lot of memory, or suffer a signed overflow and collapse. This can happen for example if a machine is port scanned by an IT department. To guard against this, the input is checked to ensure it is within a suitable before use.
#rb im
#rnx
#preflight none
[CL 23246365 by Martin Ridgers in ue5-main branch]
- Added a default implementation of GetCookPlatform, which allows BuildCookRun to run without needing any platform-specific automation DLLs (cook and staging can happen, but running/packaging would still need the platform automation dlls)
#rb graeme.thornton
#preflight 637d2ed8f514e1ded91d417b
[CL 23244387 by josh adams in ue5-main branch]
+ Match the whole name of the application when identifying build source
#jira UE-169026
#rnx
#preflight 6363d22f882365b8594bb9d0
#rb Eric.Knapik
[CL 23243948 by jerome delattre in ue5-main branch]
This message should really be a warning, but given we have no way of fixing it (it's a limitation of pdbstr.exe tool from Windows SDK) there's not much use of having it as it just prevents our build machines from being green.
#preflight 637cefac8b12eb83a7cb824c
#rb none
#rnx
[CL 23237341 by Wojciech Krywult in ue5-main branch]
- allow 0 TimeToLive to be specified explicitly on commandline (useful when debugging single-job debug worker input files, without this it keeps running the same job repeatedly) and modify single job worker input commandline txt file to use this instead of 0.5f
- change config-conditional behaviour serializing to memory instead of file on disk to be conditional on an optional cmdline argument instead, and move file copy into the block that does the file writing (otherwise it repeatedly tries and fails to copy the nonexistent file)
#preflight 6377fed033774509008c42c6
#rb Jason.Nadro
[CL 23234934 by dan elksnitis in ue5-main branch]
#rb Per.Larsson
#jira UE-170657, UE-160396
#rnx
#preflight 637c9232fa348e8480bdc7e2
- When the rehydration functionality was added it started to look like more functionality would be added to the tool than originally thought so I started to add the new functionality via a command system. This change now moves the older legacy functionality to the coommand system as well.
- Added a new FVirtualizeCommand which can accept package paths, directory paths, packagelist files or changelists as the input.
-- Unlike the legacy commands, virtualizing via changelist does not require the client spec to be provided on the commandline, although doing so will avoid several perforce commands and speed up the call. It is expected that people calling the tool on the commandline will probably opt to not supply a clientspec and let the tool workout which workspace a changelist is under, where as calls from other tools (such as P4VUtils) can provide it if already known to speed things up.
-- FVirtualizeLegacyChangeListCommand replicates the functionality of the old -Mode=Changelist command.
-- FVirtualizeLegacyPackageListCommand replicates the functionality of the old -Mode=Packagelist command.
-- The new command will only try to submit the results if a changelist was provided as the input and even then it will not do so by default. The tool now requires people to opt into submitting the changelist via the command line option -submit. NOTE: Other versions of the command maybe allow submission in the future but the virtualization process needs to be improved so that it can check out package files before this really makes sense.
- The rehydration command no longer requires a clientspec on the command line, it wasn't using the value anyway.
- Moved the source control code from the app code files to CommandBase. If we add more commands in the future we might want to factor this out to its own base class so commands can opt into source control functionality.
- In the future we should probably move the package -> project sorting code (FUnrealVirtualizationToolApp::TrySortFilesByProject) into the command base code as well.
[CL 23233456 by paul chipchase in ue5-main branch]
- collision solver manifold points now allocated separately (previously there was a fixed array of 4 manifold points)
- no default initialization of low-level solver structs
- remove SolverBodyAdapter and CollisionSolverAdapter (now have simple C-style gather methods)
- seprarate collision results from friction anchors
- add over-allocating array growth policy to solvers
- add prefetch to collision gather
- reduce size of SolverBody slightly (V and W in floats)
- move collision activation to run in parallel
- optimize search for friction anchor (AssignSavedManifoldPoints)
- clean up material property resetting following contact modification
- begin deprecation of FParticleUtilities (WIP)
#rb jaco.vandyk, vincent.robert, benn.gallagher
#preflight 63782333170bc34a938bacec
#preflight 637c25c3170bc34a93551f7e
[CL 23232043 by chris caulfield in ue5-main branch]
This QFE addresses multiple issues with Mac builds in UE 5.1:
* Removed Apple Silicon from default build architectures if installed from Epic Games Launcher, as it is not yet supported in UE 5.1 as a default option.
* Apple Silicon native build will be available in UE 5.1 through Epic Games Launcher at a later time, but for now please build from GitHub (URL for linking here - https://github.com/EpicGames/UnrealEngine/tree/5.1)
* Fixed a Mobile Preview crash on Mac when Mobile Deferred is enabled and Preview Rendering Level set to iOS Shader 3.1
* Fixed issue that was preventing movable lights from properly casting light on Mac
#jira n/a
#preflight n/a
#rb Ryan.Hummer, Rolando.Caloca
[CL 23230900 by calvin zheng in ue5-main branch]