Commit Graph

2414 Commits

Author SHA1 Message Date
Chris Babcock
3e9f98d61c Merging using UE4-To-UE4-Releases-4.10
Generate proper proguard-project.txt file with optional additions from Build/Android/ProguardAdditions.txt
#jira UE-21653
#ue4
#android

[CL 2712042 by Chris Babcock in Main branch]
2015-09-30 18:10:41 -04:00
Maciej Mroz
f98b8e6307 FEmitHelper::GenerateAutomaticCast detects unconverted classes.
[CL 2711152 by Maciej Mroz in Main branch]
2015-09-30 11:18:40 -04:00
Maciej Mroz
1d2d3748a8 #jira UE-21603 Blueprint interfaces not properly being converted into C++
[CL 2711023 by Maciej Mroz in Main branch]
2015-09-30 09:59:17 -04:00
Maciej Mroz
2d2131fd40 BlueprintCompilerCppBackend:
- Huge refectoring - no more Emit. FEmitterLocalContext is used everywhere.
- No more AddHighPriorityLine
- Various minor bugs were fixed.

[CL 2710894 by Maciej Mroz in Main branch]
2015-09-30 06:29:24 -04:00
Jaroslaw Palczynski
c145b6f959 CIS fix for CL2710850 for other platforms.
[CL 2710886 by Jaroslaw Palczynski in Main branch]
2015-09-30 06:20:40 -04:00
Jaroslaw Palczynski
9703d22f63 Major HotReload fix.
[CL 2710850 by Jaroslaw Palczynski in Main branch]
2015-09-30 05:26:51 -04:00
Dmitriy Dyomin
ed69c79ff7 Device output log window, currently implemented only for Android. Hidden under editor experimental settings
#jira UEMOB-39
#codereview Jack.Porter

[CL 2710794 by Dmitriy Dyomin in Main branch]
2015-09-30 03:39:09 -04:00
Jamie Dale
566a5af49e Added support for taking widget snapshots from remote targets (Epic Friday)
This utilizes the message bus to allow you to take widget snapshots from any remote target that hosts the WidgetSnapshotService.

[CL 2709439 by Jamie Dale in Main branch]
2015-09-29 10:47:38 -04:00
Maciej Mroz
897ce3a214 BlueprintCompilerCppBackend - unconverted blueprints:
- support for functions and delegates
- various fixes

#codereview Mike.Beach

[CL 2709166 by Maciej Mroz in Main branch]
2015-09-29 07:32:02 -04:00
Rolando Caloca
46909c0ede UE4 - hlslcc - Fix for atomic load/stores
#codereview Mark.Satterthwaite, Michael.Trepka

[CL 2708623 by Rolando Caloca in Main branch]
2015-09-28 18:59:51 -04:00
Rolando Caloca
2c7609d41d UE4 - CCT - Fix some cmd lines (atomic, packed globals into ub)
#codereview Mark.Satterthwaite, Michael.Trepka

[CL 2708321 by Rolando Caloca in Main branch]
2015-09-28 16:09:22 -04:00
Dan Oconnor
d6625b676d Changes required to support unicode (or otherwise invalid) class names for blueprints converted to native types. We now add a postfix (__pf) to native types generated for blueprints. We also overwrite invalid symbols (ie, +, - or unicode characters) found in blueprint asset names. All dynamic classes now need to explicitly specify a name.
#codereview Maciej.Mroz

[CL 2708146 by Dan Oconnor in Main branch]
2015-09-28 14:27:23 -04:00
Martin Mittring
ef56b989c2 fixed CIS - metal compile
[CL 2707026 by Martin Mittring in Main branch]
2015-09-25 19:04:15 -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
Allan Bentham
25c10bf77d UEMOB-36
Add material shader quality settings.
Enables quality overrides for android and ios (ES2 flavours)

#codereview jack.porter

[CL 2705914 by Allan Bentham in Main branch]
2015-09-25 04:55:45 -04:00
Jack Porter
ea84e81529 Rename shader platform SP_OPENGL_ES2 to SP_OPENGL_ES2_ANDROID
[CL 2705741 by Jack Porter in Main branch]
2015-09-24 23:37:30 -04:00
Mike Beach
7d8e2220b2 (WIP) Generate a full plugin for Blueprints being converted into C++ (instead of just a module).
[CL 2705453 by Mike Beach in Main branch]
2015-09-24 18:57:23 -04:00
Jamie Dale
83dd4f71ae Fixed crash on Windows Chinese version when changing editor language
Made the Region & Language UI more hardy against null regions when changing your editor language.

#jira UE-20210

[CL 2704742 by Jamie Dale in Main branch]
2015-09-24 13:40:02 -04:00
Maciej Mroz
8192b0a511 BlueprintCompilerCppBackend:
- support for unconverted types - WIP
- use "UsedAssets" array from the class instead of loading objects

[CL 2704307 by Maciej Mroz in Main branch]
2015-09-24 09:57:06 -04:00
Jurre deBaare
ee078271bf Fix for incorrect normals on spline meshes with HLOD generation.
[CL 2704305 by Jurre deBaare in Main branch]
2015-09-24 09:55:36 -04:00
Jurre deBaare
34036d7772 Merging using HLOD_from_Orion
[CL 2704241 by Jurre deBaare in Main branch]
2015-09-24 09:04:18 -04:00
James Golding
5206291a5e - Collision Analyzer improvements
- Add support for recording info about overlap queries
  - Separate 'type' (raycast, sweep, overlap) from 'shape', add 'mode' as well (test,single,multi)
  - Fix crash when sorting by ID and then grouping
  - Add support for saving/loading data to file

[CL 2704213 by James Golding in Main branch]
2015-09-24 08:30:47 -04:00