Commit Graph

16 Commits

Author SHA1 Message Date
Josh Adams
ac8b6f2e72 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3020547 on 2016/06/20 by Jeff.Campeau

	Support for applocal deployment of binaries
	-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
	Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.

Change 3020552 on 2016/06/20 by Jeff.Campeau

	Add switch to disable debug symbol cache creation

Change 3020567 on 2016/06/20 by Jeff.Campeau

	constexpr enabled for Xbox One

Change 3020568 on 2016/06/20 by Jeff.Campeau

	Separate setting for debug
	#jira UEPLAT-1348

Change 3020628 on 2016/06/20 by Jeff.Campeau

	Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).

Change 3020629 on 2016/06/20 by Jeff.Campeau

	Use Slate tick to drive message processing during blocking loads (improves PLM).

Change 3020633 on 2016/06/20 by Jeff.Campeau

	Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
	Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).

Change 3020873 on 2016/06/21 by Lee.Clark

	PS4 - Fix missing audio when using A3D.

Change 3021225 on 2016/06/21 by Keith.Judge

	Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.

Change 3021286 on 2016/06/21 by Dmitry.Rekman

	Linux: symbolication for memory profiler.

	- Also repaired/improved finding function name from debug info and overall callstack parsing.

	#tests Ran Linux editor and TestPAL, crashed multiple times

Change 3021512 on 2016/06/21 by Mark.Satterthwaite

	Compile fixes for new clang version.

Change 3021521 on 2016/06/21 by Mark.Satterthwaite

	Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.

Change 3021528 on 2016/06/21 by Mark.Satterthwaite

	Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.

Change 3021595 on 2016/06/21 by Mark.Satterthwaite

	Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
	- Implement Metal Depth-16 and stencil-texture-view support where available.
	- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
	- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
	- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
	- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
	- Add support to Metal for setting UAVs from a uniform buffer.
	- Remove unused GlobalUniform header from MetalRHI.
	- Remove unnecessary FrameCount delay from Metal resource free lists.

Change 3021702 on 2016/06/21 by Mark.Satterthwaite

	Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.

Change 3022152 on 2016/06/21 by Nick.Shin

	Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp

	forgot to un-do this when the giant revert (CL: #2970016) was done

	#jira UE-22166 HTML5 Cook on the fly will launch and then close browser

Change 3022409 on 2016/06/21 by Dmitry.Rekman

	Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).

	- Contains PR #2258 (contributed by wshearn).

Change 3022541 on 2016/06/22 by Lee.Clark

	PS4 - Make sure the render target masks are set correctly for disabled render targets.
	Fixes a validation check for shaders expecting to write to NULL render targets.

Change 3022973 on 2016/06/22 by Michael.Trepka

	Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.

Change 3023106 on 2016/06/22 by Dmitry.Rekman

	Linux: enable code to catch memory stomps during async loading.

	- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.

	#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.

Change 3023256 on 2016/06/22 by Mark.Satterthwaite

	Fix compile errors from latest Metal changes that broke iOS.

Change 3023268 on 2016/06/22 by Mark.Satterthwaite

	Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.

Change 3023651 on 2016/06/22 by Mark.Satterthwaite

	Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.

Change 3023777 on 2016/06/22 by Brent.Pease

	 + Update config for Android and iOS

Change 3023781 on 2016/06/22 by Chris.Babcock

	Use mmap/munmap for Android BinnedAllocFromOS
	#ue4
	#android

Change 3023947 on 2016/06/22 by Mark.Satterthwaite

	Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.

Change 3024434 on 2016/06/23 by Lee.Clark

	PS4 - Remove Delta Color Compression support

Change 3024735 on 2016/06/23 by Mark.Satterthwaite

	Changes to MetalStatistics module initialisation.

Change 3024741 on 2016/06/23 by Mark.Satterthwaite

	Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.

Change 3025477 on 2016/06/23 by Brent.Pease

	 + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
	 + Change UEDeployAndroid.cs to use UnrealPluginLanguage

Change 3026085 on 2016/06/23 by Jeff.Campeau

	Separate Xbox One target settings for editor only values
	Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
	Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
	Clean up cached ini sections for UBT/UAT

Change 3026093 on 2016/06/23 by Jeff.Campeau

	Cleanup unused files

Change 3026745 on 2016/06/24 by Mark.Satterthwaite

	+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
	+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
	+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.

	-  By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.

Change 3026831 on 2016/06/24 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3026940 on 2016/06/24 by Brent.Pease

	PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)

Change 3027396 on 2016/06/24 by Brent.Pease

	Add BuildGraph.csproj to get Xamarin .sln builds working again

Change 3029211 on 2016/06/27 by Michael.Trepka

	Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user

Change 3029518 on 2016/06/27 by Josh.Adams

	Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1

Change 3030385 on 2016/06/28 by Keith.Judge

	Fix XB1 deployment issues with AppXManifest for Paragon.

Change 3030416 on 2016/06/28 by Lee.Clark

	PS4 - Fix Mediaplayer IsPlaying

Change 3030922 on 2016/06/28 by Keith.Judge

	XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.

Change 3030948 on 2016/06/28 by Jeff.Campeau

	Revert to using constant chunk indexes instead of polling the OS.
	(OS API has a bug that will not be fixed.)

Change 3031016 on 2016/06/28 by Brent.Pease

	UEPLAT-1244 - Archive dSYM file
	UEPLAT-1359 - Support creating dSYM bundle

	Changes:
	 + Added ios settings flag for dsym bundle
	 + Added ios setting for creating xcode archive
	 + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is

Change 3031352 on 2016/06/28 by Bob.Tellez

	Added tps file for xcodeunlock

Change 3031604 on 2016/06/28 by Mark.Satterthwaite

	Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.

Change 3031879 on 2016/06/28 by Brent.Pease

	 + PhysX libraries for bitcode support on tvOS.

Change 3032374 on 2016/06/29 by Keith.Judge

	Enable Oodle Handler Component on Xbox One

Change 3032407 on 2016/06/29 by Keith.Judge

	Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.

Change 3032432 on 2016/06/29 by Keith.Judge

	XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.

Change 3033474 on 2016/06/29 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3033603 on 2016/06/29 by Brent.Pease

	 + Support UnrealPluginLanguage for IOS and TVOS builds
	 + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file

Change 3034004 on 2016/06/30 by Lee.Clark

	PS4 - Use SDK 3.508.101

Change 3034007 on 2016/06/30 by Lee.Clark

	PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH

Change 3034173 on 2016/06/30 by Lee.Clark

	PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure

Change 3034498 on 2016/06/30 by Jeff.Campeau

	Use MSBuild version 14 when generating project files.

Change 3034943 on 2016/06/30 by Mark.Satterthwaite

	For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.

Change 3035416 on 2016/07/01 by Lee.Clark

	PS4 - Replace export vertex shader check with a CFLAG

Change 3036093 on 2016/07/01 by Brent.Pease

	 + Fix dSYM bundle path on Windows ios builds
	 + Search for DeltaCopy directory if its not found from the user settings
	 + Do not build an XCArchive file when building for ios on non-mac platforms

Change 3036726 on 2016/07/02 by Brent.Pease

	 + Add missing tvOS bitcode library

Change 3037455 on 2016/07/05 by Lee.Clark

	PS4 - Default SmoothFrameRate to false

Change 3037470 on 2016/07/05 by Keith.Judge

	Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.

Change 3038322 on 2016/07/05 by Jeremiah.Waldron

	Fix for asset packages with Unicode characters in their name not being loaded on Android.

	Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
	  - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.

	The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
	This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.

	#jira UE-18643
	#android

Change 3038693 on 2016/07/05 by Mark.Satterthwaite

	Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.

Change 3039880 on 2016/07/06 by Mark.Satterthwaite

	Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.

Change 3040407 on 2016/07/06 by Michael.Trepka

	Added View->Enter Full Screen menu item for games on Mac

Change 3040550 on 2016/07/06 by Mark.Satterthwaite

	Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.

Change 3041098 on 2016/07/07 by Peter.Sauerbrei

	initial changes to get IOS builds from PC in launcher release of engine

Change 3041310 on 2016/07/07 by Keith.Judge

	Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.

Change 3041327 on 2016/07/07 by Keith.Judge

	Xbox One - Remove pointless memory barrier call in D3D11Query

Change 3041352 on 2016/07/07 by Keith.Judge

	Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.

Change 3041419 on 2016/07/07 by Jeff.Campeau

	Xbox One toolchain fix for VS2015 Update 3

Change 3041635 on 2016/07/07 by Jeff.Campeau

	Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
	#jira OR-15578

Change 3041735 on 2016/07/07 by Peter.Sauerbrei

	re-enabled the build parameters for launcher release builds in IOS

Change 3041783 on 2016/07/07 by Joe.Graf

	Changed bAutpApplyFailed to bAutoApplyFailed (typo)

Change 3041784 on 2016/07/07 by Joe.Graf

	Fixed missing %s from a log message in UResavePackagesCommandlet

Change 3042434 on 2016/07/08 by Lee.Clark

	PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.

Change 3042658 on 2016/07/08 by Lee.Clark

	PS4 - Use SDK 3.508.201

Change 3042970 on 2016/07/08 by Josh.Adams

	Redoing CL in 3040890 in Dev-Platform

Change 3043243 on 2016/07/08 by Chris.Babcock

	clamped allowed slot range for gameplay debugger's categories
	copy of CL# 3040313 from //UE4/Dev-Framework
	#jira UE-32866

Change 3043500 on 2016/07/08 by Mark.Satterthwaite

	Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.

Change 3044628 on 2016/07/11 by Mark.Satterthwaite

	Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
	#jira UE-32989

Change 3044948 on 2016/07/11 by Dmitry.Rekman

	Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)

	- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
	- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.

	#jira UE-32973

Change 3045322 on 2016/07/11 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3046028 on 2016/07/12 by Lee.Clark

	PS4 - Check for correct SDK installation
	Allow use of 7th core when Morpheus is enabled

Change 3046339 on 2016/07/12 by Peter.Sauerbrei

	fix for incorrect error message when iPhone Plus icon is the correct size

[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
Marc Audy
ad1d2f130f Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2967465 on 2016/05/05 by Marc.Audy

	Fix VS2015 shadow variables fixes

Change 2970637 on 2016/05/09 by Martin.Wilson

	Fix incorrect conflict resolve in merge from main

Change 2976393 on 2016/05/12 by Zak.Middleton

	#ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes).

	#tests PIE w/ audio

Change 2976770 on 2016/05/13 by Lina.Halper

	Improvement on mirroring fix branch

	#code review: Zak.Middleton

Change 2976774 on 2016/05/13 by Lukasz.Furman

	fixed missing memory callbacks for instanced behavior tree nodes
	#jira UE-30305

Change 2976775 on 2016/05/13 by Lukasz.Furman

	fixed multiple calls to behavior tree's instance cleanup
	#jira UE-30593

Change 2976801 on 2016/05/13 by Jon.Nabozny

	Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects).

	#JIRA UE-30405

Change 2976985 on 2016/05/13 by Jon.Nabozny

	Fix initializer list ordering for FSkeletalMeshMerge.

Change 2977532 on 2016/05/13 by Marc.Audy

	PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric)
	#jira UE-30162

Change 2977637 on 2016/05/13 by Marc.Audy

	Add Get/Set controller ID for a player in gameplay statics
	#jira UE-28718

Change 2979387 on 2016/05/16 by Jon.Nabozny

	Initialize FBox used to store results for CalculateQuatACF96Bounds.

	#JIRA UE-30846

Change 2979968 on 2016/05/17 by bruce.nesbit

	Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering.

Change 2979969 on 2016/05/17 by bruce.nesbit

	Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering.

Change 2980271 on 2016/05/17 by Lina.Halper

	Improved comment

	#code review: Benn.Gallagher

Change 2980317 on 2016/05/17 by Lukasz.Furman

	removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one
	#ue4

Change 2980717 on 2016/05/17 by Zak.Middleton

	#ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius.

Change 2981193 on 2016/05/17 by Lukasz.Furman

	fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)
	#ue4

Change 2981927 on 2016/05/18 by Lina.Halper

	- Remove vertex animation code
	  - Removing UVertexAnimation
	  - Fixed reinitialization issue that was triggered by SetVertexAnimation

	- todo: consolidate UMorphtarget and UVertexAnimBase

	#code review: James.Golding, Martin.Wilson

Change 2981957 on 2016/05/18 by Lina.Halper

	Add recursive stack check on update animation

	#code review: Martin.Wilson

Change 2982116 on 2016/05/18 by Benn.Gallagher

	Removed optimize macros accidentally left after bounds extension feature for skel meshes

Change 2982255 on 2016/05/18 by Jon.Nabozny

	FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU.

Change 2982607 on 2016/05/18 by Marc.Audy

	Cleanup places calling GetWorld() multiple times

Change 2982621 on 2016/05/18 by Marc.Audy

	Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls
	Put uncached logic in to a separate function

Change 2983424 on 2016/05/19 by Marc.Audy

	Minor tweaks to reduce GetWorld calls

Change 2983465 on 2016/05/19 by Lina.Halper

	Combine VertexAnimBase and MorphTarget to just MorphTarget

	 - VertexAnimBase is gone
	 - Modified most of VertexAnim to MorphTarget
	 - Removed state, time related data

	#code review: James.Golding, Rolando.Caloca

Change 2983609 on 2016/05/19 by Marc.Audy

	Inline AActor::GetLevel
	Half GetWorld() calls from AActor::GetNetMode()

Change 2983772 on 2016/05/19 by Marc.Audy

	Fix Mac compile

Change 2983931 on 2016/05/19 by Marc.Audy

	Remove pointless AccelMouse function

Change 2984061 on 2016/05/19 by Marc.Audy

	Reorg some headers to fix compilation issues

Change 2984409 on 2016/05/19 by Aaron.McLeran

	#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02

	Implementing 2984316 from Releases/4.12 to Dev-Framework

Change 2984574 on 2016/05/19 by Aaron.McLeran

	Fix for platform headroom scalar. Using correct dB to linear formula (not one for power)

	dB = 20 * log(Linear), not dB = 10 * log(Linear)

Change 2985041 on 2016/05/20 by Jon.Nabozny

	ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together.

	#JIRA UE-30484

Change 2985118 on 2016/05/20 by Marc.Audy

	Another attempt to convince Mac to build

Change 2985192 on 2016/05/20 by Marc.Audy

	Properly forward declare ABrush

Change 2985724 on 2016/05/20 by Zak.Middleton

	#ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite().

	- All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN().
	- Still need to audit some uses in shipping configs.

	#jira UE-30999

Change 2986016 on 2016/05/20 by Zak.Middleton

	#ue4 - Fix uint32 used for int32 values. Behavior was unaffected.

Change 2986017 on 2016/05/20 by Zak.Middleton

	#ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert.

Change 2986833 on 2016/05/23 by Zak.Middleton

	#ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating.

Change 2986916 on 2016/05/23 by Rolando.Caloca

	DF - GPU morph targets proof of concept
	- Disabled by default
	- Not compatible with gpu skin cache
	- No extra memory required yet until it's used; creates buffers per frame (very slow!)

Change 2987539 on 2016/05/23 by Rolando.Caloca

	DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT

Change 2987981 on 2016/05/24 by James.Golding

	PR #2162 : Exported AAudioVolume so that projects can derive custom classes.
	https://github.com/EpicGames/UnrealEngine/pull/2162
	#github 2162
	#jira UE-28533

Change 2987982 on 2016/05/24 by James.Golding

	PR #2318 : Fix memory allocation in CustomMeshComponent.cpp
	https://github.com/EpicGames/UnrealEngine/pull/2318
	#github 2318
	#jira UE-29864

Change 2987983 on 2016/05/24 by James.Golding

	Merging engine changes back from GDC demo:
	- Export FFIRFilterTimeBased from Engine module
	- Add FFIRFilterTimeBased::SetWindowDuration
	- Add FBaseCompactPose::CopyBonesTo

Change 2987984 on 2016/05/24 by James.Golding

	UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation)

Change 2987985 on 2016/05/24 by James.Golding

	UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile

Change 2987987 on 2016/05/24 by James.Golding

	OR-17910 : Support 'show collision' in Test configuration

Change 2988123 on 2016/05/24 by Jon.Nabozny

	Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent.

	#JIRA UE-31189

Change 2988449 on 2016/05/24 by Rolando.Caloca

	DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data

Change 2988485 on 2016/05/24 by Jon.Nabozny

	Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD.

	#JIRA UE-30993

Change 2988969 on 2016/05/24 by Rolando.Caloca

	DF - GPU morph targets
	- Enable using r.MorphTarget.Mode 1

Change 2989645 on 2016/05/25 by Marc.Audy

	Apply CL# 2989481 to Dev-Framework
	#jira UE-31055

Change 2989987 on 2016/05/25 by Wes.Hunt

	Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch.

	AnalyticsET support for arbitrary Json events.
	* AnalyticsET supports a new API, RecordEventJson.
	* API supports rvalue refs to avoid unnecessary copies of the attribute array.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20.

	Remove Analytics code to divert legacy code to source data collector.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25.

	Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40.

	Modernize FAnalyticsEventAttribute usage.

	Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
	* The Name must be convertible to a string
	* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
	* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.

	Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
	    RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
	        "Attr1", false,
	        "Attr2", 42.0,
	        "Attr3",  SomeMap,
	        "Attr4", SomeArray);

	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48.

	Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05.

Change 2989988 on 2016/05/25 by Wes.Hunt

	Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :(

Change 2990493 on 2016/05/25 by Joe.Graf

	Added tooltips to the collision analyzer's buttons

	#CodeReview: james.golding

Change 2991064 on 2016/05/26 by James.Golding

	- Remove many Animation headers from Engine.h
	- Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h

Change 2991113 on 2016/05/26 by Benn.Gallagher

	Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim).

Change 2991163 on 2016/05/26 by Rolando.Caloca

	DF - Rename and refactor some morph target compute shader in prep for interop with skin cache

Change 2991167 on 2016/05/26 by Jon.Nabozny

	Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h".

Change 2991183 on 2016/05/26 by Wes.Hunt

	Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately.

Change 2991199 on 2016/05/26 by Wes.Hunt

	Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file.

	IAnalyticsProviderModule.h only touches 8 source files.
	Analytics.h only touches 8 source files.
	IAnalyticsProvider.h only touches 5 headers and 97 source files.
	AnalyticsET.h only touches 12 source files.

Change 2991301 on 2016/05/26 by James.Golding

	Fix CIS for Fortnite

Change 2991319 on 2016/05/26 by James.Golding

	Fix CIS for Orion

Change 2991373 on 2016/05/26 by Joe.Graf

	Tweaked the tooltip text for the collision analyzer record button to be correct for both states
	Added a common button style so that the buttons have a consistent look

	#CodeReview: james.golding

Change 2991401 on 2016/05/26 by James.Golding

	Fix UT CIS

Change 2991406 on 2016/05/26 by James.Golding

	Fix Ocean CIS

Change 2991491 on 2016/05/26 by Lina.Halper

	Moved MorphTarget.h

	- Checked in modified functions fo AnimationRuntime for other features coming up
	 - Should not change any behavior of existing content

	#code review: James.Golding, Rolando.Caloca

Change 2991494 on 2016/05/26 by Wes.Hunt

	Fix for Unity error in AnalyticsET module after hedaer dependency reduction

Change 2991503 on 2016/05/26 by Jon.Nabozny

	Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor.

	#JIRA UE-31267

Change 2991562 on 2016/05/26 by Zak.Middleton

	#ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors.

Change 2991586 on 2016/05/26 by James.Golding

	More CIS fixes for Orion and Fortnite

Change 2991673 on 2016/05/26 by Wes.Hunt

	Another non-unity fix for Analytics include dependency reduction.

Change 2991733 on 2016/05/26 by Zak.Middleton

	#dev - Test map, 50 walking dudes.

Change 2991781 on 2016/05/26 by Lina.Halper

	Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp

	- Back out a part of changes that I didn't mean to check in.

Change 2991922 on 2016/05/26 by Zak.Middleton

	#ue4 - Maybe fix Mac build.

Change 2991957 on 2016/05/26 by Joe.Graf

	Fixed the collision analyzer file open text (said project instead of collision)

Change 2991991 on 2016/05/26 by Lina.Halper

	Fix compile error

Change 2992089 on 2016/05/26 by Zak.Middleton

	#ue4 - Fix Mac/PS4 build.

Change 2992108 on 2016/05/26 by Wes.Hunt

	Yet another non-unity fix for Analytics header inclusion reduction.

Change 2992190 on 2016/05/26 by Zak.Middleton

	#ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays.

Change 2992593 on 2016/05/27 by Martin.Wilson

	Build fixes for non editor platforms

Change 2992885 on 2016/05/27 by Rolando.Caloca

	DF - Fix crash on thumbnails
	#jira UE-31398

Change 2993058 on 2016/05/27 by Lukasz.Furman

	fixed behavior tree getting stuck on ResumeLogic call
	#jira OR-22498

Change 2993064 on 2016/05/27 by Zak.Middleton

	#ue4 - Fix root motion network corrections not clearing root motion data.

	udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html
	#jira UE-31316

Change 2993215 on 2016/05/27 by Lukasz.Furman

	gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs
	added replicated input bindings for debugger's categories
	#ue4

Change 2993521 on 2016/05/27 by Zak.Middleton

	#ue4 - Reduce allocations in UI Canvas items.

Change 2993995 on 2016/05/30 by Mieszko.Zielinski

	Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4

	#jira UE-31435

Change 2993998 on 2016/05/30 by Mieszko.Zielinski

	Improves handling of a special case in EQS score normalization, where all items have the same score #UE4

	We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case.

Change 2993999 on 2016/05/30 by Mieszko.Zielinski

	Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4

Change 2994000 on 2016/05/30 by Mieszko.Zielinski

	Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4

Change 2994003 on 2016/05/30 by Mieszko.Zielinski

	Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4

	The old name was copy-pasted from somewhere.

Change 2994007 on 2016/05/30 by Mieszko.Zielinski

	Fixed unregistering listeners from perception system not clearing up all data #UE4

	Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors
	Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer

Change 2994475 on 2016/05/31 by Wes.Hunt

	Fix Unity build failure for analytics inclusion reduction for IOSFlurry.

[CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
Matthew Griffin
bdd611cee2 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2875445 on 2016/02/22 by Matthew.Griffin

	Added UE4.natvis to Visual Studio Projects

	#jira UE-27153

Change 2875456 on 2016/02/22 by Keith.Judge

	Fix custom stencil shaders on Xbox One

	#jira UES-1387

Change 2875524 on 2016/02/22 by Robert.Manuszewski

	More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.

	#jira UE-20945

Change 2875698 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Add new bool for RHIs (unused currently)
	#jira UE-24967

Change 2875897 on 2016/02/22 by Taizyd.Korambayil

	#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights

Change 2875922 on 2016/02/22 by Mieszko.Zielinski

	Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4

	#jira UE-25034
	#rb Lukasz.Furman

Change 2875960 on 2016/02/22 by Michael.Trepka

	Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking

	#jira UE-21895

Change 2875984 on 2016/02/22 by Michael.Schoell

	Split output struct pins will no longer give a warning about override pins being removed.

	#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.

Change 2876169 on 2016/02/22 by Ben.Marsh

	Changes to support building UHT plugins with the binary release.

	* Add source code and target files for UHT to binary distribution
	* Fix UBT deleting build products if we're only compiling a single module.
	* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
	* Include DLL import libraries for UHT in the build
	* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.

Change 2876219 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2874609
	#jira UE-24967
	PC: Update D3D12 RHI
	- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
	- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
	- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
	- Disable API shader blobs
	- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
	- Pool Fences to prevent creation and destruction every frame when using Async Compute
	- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView

Change 2876232 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2876173
	#jira UE-24967
	PC: Update D3D12 RHI

	- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.

	- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.

	- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()

Change 2876366 on 2016/02/22 by Douglas.Copeland

	Adding Skeletal Meshes for Import Test Case
	#jira UE-24473

Change 2876401 on 2016/02/22 by Peter.Sauerbrei

	fix for WindowsClient build from UFE and Project Launcher
	#jira UE-23897

Change 2876456 on 2016/02/22 by Ben.Marsh

	Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.

Change 2876507 on 2016/02/22 by Nick.Shin

	use HOME (osx) and USERPROFILE (windows) on appropriate target platform

	#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5

Change 2876537 on 2016/02/22 by Dan.Oconnor

	Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
	#jira UE-24891

Change 2876545 on 2016/02/22 by Chad.Taylor

	SteamVR camera late-update fix

	#jira UE-27254

Change 2876825 on 2016/02/22 by Dan.Oconnor

	Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
	#jira UE-25956

Change 2876878 on 2016/02/22 by Nick.Whiting

	PSVR HMD Server support

	#jira UE-27262

[CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Michael Schoell
9fd1163ee6 Can now modify the Game Mode for the Project Settings from the Blueprints menu on the editor toolbar as well as for the World Settings.
Will help the user checkout/force writable on required config file for editing.

[CL 2299487 by Michael Schoell in Main branch]
2014-09-16 10:40:34 -04:00
Jaroslaw Palczynski
b30666376e StringClassReference needs to work with cooking and redirects
TTP# 338203

Refactored StringClassReference to be a subclass of StringAssetReference.

[CL 2226863 by Jaroslaw Palczynski in Main branch]
2014-07-22 08:14:39 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Max Preussner
fec8962b6a Settings: Moved UConsole settings into UConsoleSettings class
- also fixed auto complete settings not actually editable
- should also fix console history currently not working

#CodeReview: peter.knepley

[CL 2101944 by Max Preussner in Main branch]
2014-06-11 12:03:52 -04:00
Marc Audy
dcf6358a9f Default to using the GlobalDefaultGameMode if GlobalDefaultServerGameMode is not specified.
Cleared out places setting GlobalDefaultServerGameMode that need not do so.

[CL 2100415 by Marc Audy in Main branch]
2014-06-10 11:08:37 -04:00
Max Preussner
a823aecff7 Settings: code cleanup
[CL 2067722 by Max Preussner in Main branch]
2014-05-08 21:34:16 -04:00
Robert Manuszewski
aa11e3bbbf Merging UE4-Pretest @ 2042161 to UE4
Change 1996384 by Andrew Brown:
	322252 - EDITOR: Asset picker displays incorrect text when there are no filter results.
Change 1996385 by Andrew Brown:
	321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize()
Change 1996977 by Andrew Brown:
	309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint
Change 2034873 by Jaroslaw Palczynski:
	More robust VS installation detection.
Change 2039693 by Jaroslaw Palczynski:
	327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables
Change 1978978 by Jaroslaw Surowiec:
	- Removed obsolete AllowEliminatingReferences from the FArchive
Change 2020326 by Maciej Mroz:
	pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins
Change 2017608 by Maciej Mroz:
	pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo
Change 2017463 by Maciej Mroz:
	PinTypeSelector can lins unloaded UDStructs
Change 2019979 by Maciej Mroz:
	pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes
Change 2024469 by Maciej Mroz:
	MemberReference variable added to PinType. It's necessary for delegate's signature.
Change 2024049 by Maciej Mroz:
	HasExternalBlueprintDependencies added to UK2Node_DynamicCast
Change 2024586 by Maciej Mroz:
	FillSimpleMemberReference fix
Change 2024472 by Maciej Mroz:
	workaround for delegates signature in pintype removed.
Change 2023997 by Maciej Mroz:
	BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo.
Change 2021934 by Maciej Mroz:
	typo in a comment
Change 2020355 by Maciej Mroz:
	Back out changelist 2020342
Change 2022178 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint
Change 2021958 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint
Change 1986247 by Maciej Mroz:
	User Defined Structures: circle dependency fixed. Early version.
Change 1985107 by Maciej Mroz:
	UserDefinedStruct cannot have a field of a non-native type
Change 1986278 by Maciej Mroz:
	pretest ensureMsgf in Struct::link
Change 1986250 by Maciej Mroz:
	User Defined Struct: Non native classes are accepted types od values in structures.
Change 1980955 by Maciej Mroz:
	Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed.
Change 2041215 by Maciej Mroz:
	ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD.
Change 1984316 by Maciej Mroz:
	New User Defined Structure. WIP - there are still problems with circular dependencies.
Change 2011616 by Maciej Mroz:
	UserDefinedStructures - various problems fixed.
Change 2011609 by Maciej Mroz:
	more robust HasExternalBlueprintDependencies implementation
Change 2016697 by Maciej Mroz:
	pretest BP: UDStruct - default value propagation in cooked build
Change 2016288 by Maciej Mroz:
	pretest BP: UDStruct: Renaming variables wont break links from make/break nodes
Change 1987637 by Maciej Mroz:
	CustomStruct icons placeholders
Change 1987422 by Maciej Mroz:
	Better tooltips for variables in MyBlueprint
Change 1991387 by Maciej Mroz:
	UDStructures fixes:
Change 2029165 by Maciej Mroz:
	BP: better comment for incomatible pins
Change 2030016 by Maciej Mroz:
	8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints
Change 2030017 by Maciej Mroz:
	Unused UDStructure code removed (PPF_UseDefaultsForUDStructures)
Change 2028856 by Maciej Mroz:
	BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible).
Change 2026701 by Maciej Mroz:
	k2: odd error on an add item node within a function (see attached image in details)
Change 2028160 by Maciej Mroz:
	PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory
Change 2028165 by Maciej Mroz:
	BP: BreakHitResult function has proper icon.
Change 2033340 by Maciej Mroz:
	ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables
Change 2034255 by Maciej Mroz:
	EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620
Change 2037682 by Maciej Mroz:
	ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint
Change 2033142 by Maciej Mroz:
	CreateDelegate Node uses internally FMemberReference. Refactor.
Change 2032329 by Maciej Mroz:
	ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint
Change 2032420 by Maciej Mroz:
	ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables
Change 2033139 by Maciej Mroz:
	Functions generated from CustomEvents can be also identified by GUID
Change 2026631 by Maciej Mroz:
	BP. UDStruct: Invalid structs are handled better.
Change 2025344 by Maciej Mroz:
	UDStruct enabled by default
Change 2026672 by Maciej Mroz:
	EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes
Change 2026411 by Maciej Mroz:
	ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error.
Change 2025342 by Maciej Mroz:
	GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked.
Change 2025570 by Steve Robb:
	Moved dependency processing to its own function.
Change 2033235 by Steve Robb:
	String improvements
Change 2035830 by Steve Robb:
	Workaround for FriendsAndChat crash in Fortnite.
Change 2035115 by Steve Robb:
	UBT build time regression fixes.
Change 2034162 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2034181 by Steve Robb:
	Removal of any references to .generated.inl
Change 2020165 by Steve Robb:
	BuildPublicAndPrivateUObjectHeaders factored out into its own function.
Change 2020187 by Steve Robb:
	CreateModuleCompileEnvironment function factored out.
Change 2020055 by Steve Robb:
	Refactoring of Unity.cs to remove complex and duplicate iteration.
Change 2020083 by Steve Robb:
	Another use of dictionary utilities.
Change 2031049 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2025728 by Steve Robb:
	Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function.
Change 2020068 by Steve Robb:
	A couple of helpful utility functions for populating dictionaries.
Change 2032307 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere

[CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00