#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2845644 on 2016/01/27 by Martin.Wilson
Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again
#Jira OR-13469
#rb Thomas.Sarkanen
#tests in editor tests, bot match.
Change 2845613 on 2016/01/27 by John.Pollard
Latest network profiler binaries
#rb none
#tests run profiler
Change 2845595 on 2016/01/27 by Mieszko.Zielinski
Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4
#rb Lukasz.Furman
#test golden path
Change 2845593 on 2016/01/27 by Jeff.Farris
Added support for setting and choosing filmbacks and lenses for cinematic cameras.
- New CineCameraComponent and CineCameraActor classes
- can define filmback and lens presets via ini file
- details customizations for filmback and lens selection
- added prototype set of filmbacks and lenses (primes and zooms)
- Camera details customization now gracefully handles when CameraSettings category is hidden
- example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap
#rb none
#tests editor
Change 2845585 on 2016/01/27 by Marcus.Wassmer
Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates.
Fixes cert bug about controller disconnect screen staying up permanently
#rb Cody.Haskell
#test Turning off controller, turning on again.
#lockdown Andrew.Grant
Change 2845528 on 2016/01/27 by Max.Chen
Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys.
#jira UE-26084
#tests Add spawnable, +Track->Animation exists
#rb none
Change 2845483 on 2016/01/27 by Andrew.Rodham
Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly
#jria UE-26016
#rb Max.Chen
#tests Tested the viewports
Change 2845421 on 2016/01/27 by Max.Preussner
Sequencer: Implemented go-to feature
#RB max.chen
#TESTS Editor
Change 2845407 on 2016/01/27 by Max.Preussner
Sequencer: Moved SetViewRange() into ISequencer and made it public
#RB max.chen
#TESTS none
Change 2845404 on 2016/01/27 by Andrew.Rodham
Sequencer: Fixed cinematic viewport not updating when dragging transport range
#jira UE-26003
#rb Max.Chen
#tests Scrubbed the timeline
Change 2845396 on 2016/01/27 by David.Nikdel
#OSS #Purchase #Store #PS4
- Minor log cleanup
#RB: none
#TESTS: compiles
Change 2845375 on 2016/01/27 by Max.Chen
Sequencer: Implement cinematic shot track thumbnails.
#jira UE-25125
#tests Rebuild the trailer with the cinematic shot track
#rb none
Change 2845359 on 2016/01/27 by Marcus.Wassmer
Downgrade some checks to ensures.
#rb none
#test ps4
Change 2845347 on 2016/01/27 by Nicholas.Davies
Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team.
#RB Antony.Carter
#TESTS n/a
#codereview Robert.Manuszewski
Change 2845227 on 2016/01/27 by Robert.Manuszewski
Adding flags to create callstack map files when building Arxan protection
#rb none
#tests Built arxan exe
Change 2844871 on 2016/01/26 by Andrew.Grant
Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated)
#rb none
#tests ran editor
[CL 2847722 by Andrew Grant in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775993 on 2015/11/20 by Bart.Bressler@bart.bressler_Dev_Networking
Add a shared ptr valid check before a log message that uses it
Change 2778442 on 2015/11/23 by Bart.Bressler@bart.bressler_Dev_Networking
Fix erroneous error message saying that the session interface init failed if rooms aren't enabled.
Change 2783404 on 2015/11/30 by John.Barrett@JC2Q-LT_UE4
Added Oodle dictionary generation commandlet. Rewrote and finalized dictionary serialization and file format. Added 'stat oodle' command, among other tweaks.
Full list of changes:
- Added "-run=OodleHandlerComponent.OodleTrainerCommandline AutoGenerateDictionaries" command, which automatically processes all Oodle packet captures, into dictionary files, placed in *Game*\\Content\\Oodle\\
- Added "GenerateDictionary" command to same commandlet, for more fine-tuned inclusion of packet capture files
- Both of the above have a lot of to-be-documented commandline switches, for tweaking the Oodle dictionary generation: "-HashTableSize=x -DictionarySize=x -DictionaryTrials=x -TrialRandomness=x -TrialGenerations=x -NoTrials"
- Loaded dictionary data is now shared between net connections, instead of being loaded separately for each connection, saving memory/performance
- Added 'stat oodle' command, which displays Oodle CPU/memory performance, and net/compression stats
- Tweaked "-Oodle" and "-OodleCapturing" commandline parameters, to automatically setup Oodle .ini settings, if not present
#rb John.Pollard
Change 2785877 on 2015/12/01 by Ryan.Gerleve@Ryan.Gerleve_T3703_Streams
Network actor list is now stored on each UNetDriver instead of on UWorld - important foundation for future optimizations.
Enables each driver to manage and sort the list separately, and to add metadata about actors without increasing the size of AActor.
#rb john.pollard
Change 2787343 on 2015/12/02 by Ryan.Gerleve@Ryan.Gerleve_T3703_Streams
Amortize replay replication more evenly across frames to avoid spikes on servers, similar to how ServerReplicateActors handles NetUpdateFrequency.
#rb john.pollard
Change 2788519 on 2015/12/03 by Nathanael.Fenwick@UE4_Dev-Networking
Added initial Oodle Dictionaries in OrionGameGame\\Content\\Oodle
Change 2788657 on 2015/12/03 by John.Pollard@John.Pollard_T2802_Dev-Networking
Initial implementation of adaptive net update frequency
#rb Ryan.Gerleve
#tests Will be applying lots of tests in dev-networking
Change 2790209 on 2015/12/04 by Ryan.Gerleve@Ryan.Gerleve_T3703_Streams
Some net object list fixes:
-AddInitialObjects now properly filters by NetDriverName.
-DemoNetDriver no longer explicitly replicates UWorldSettings, since it's replicated through the normal path now.
-Improved comments
#rb john.pollard
Change 2795200 on 2015/12/08 by John.Pollard@John.Pollard_T2802_Dev-Networking
Remove UNetConnection::OwnedConsiderList + major cleanup of ServerReplicateActors
#rb Ryan.Gerleve
#tests Shootergame, Paragon, split-screen
Change 2795301 on 2015/12/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Streams
Make UNetDriver::NetworkObjectList a pointer so that it can be forward declared and reduce compile times while iterating on NetworkObjectList.h.
#rb john.pollard
Change 2796374 on 2015/12/09 by Ryan.Gerleve@Ryan.Gerleve_T3703_Streams
Use similar adaptive net update frequency logic from ServerReplicateActors for replay recording. Saves CPU time by processing actors that don't replicate often less frequently. Toggle with cvar demo.UseAdaptiveReplayUpdateFrequency.
#rb john.pollard
Change 2799744 on 2015/12/11 by Bart.Bressler@bart.bressler_Dev_Networking
Fix issue where rejoining a steam lobby quickly after leaving would cause the player to get booted from the session
Change 2802422 on 2015/12/14 by John.Pollard@John.Pollard_T2802_Dev-Networking
Ability to have single pass, partial network profile streams (i.e. you don't need to change maps to force it to do the final save)
#rb RyanG
Change 2802572 on 2015/12/14 by Ryan.Gerleve@Ryan.Gerleve_T3703_Streams
Add new replication condition, COND_ReplayOrOwner, which will replicate properties to the owning connection and to the replay connection, if one exists. Useful for data that wants to be COND_OwnerOnly, but also visible during replay playback.
Change replication condition of UAbilitySystemComponent::ActivatableAbilities to COND_ReplayOrOwner.
#rb john.pollard
#codereview david.ratti
Change 2804273 on 2015/12/15 by John.Pollard@John.Pollard_T2802_Dev-Networking
Quick fix for actors not getting added to the proper net driver. It appears sometimes netdrivers liike beacons change the name afterward, so we'll need to re-think that. But for now, just add all actors, and check at runtime like we used to until we find a better fix.
#lockdown nick.penwarden
[CL 2804400 by John Pollard in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2761523 on 2015/11/10 by John.Pollard@John.Pollard_T2802_Dev-Networking
Allow loading partial profiles
#rb Ryan.Gerleve
Change 2761650 on 2015/11/10 by Ryan.Gerleve@Ryan.Gerleve_T3703_Streams
Clamp DeltaSeconds when updating demo record time to prevent large sections of dead air during playback.
#rb john.pollard
Change 2765057 on 2015/11/12 by John.Pollard@John.Pollard_T2802_Dev-Networking
Allow replay chunks to request downloads even if something else is in-flight or pending
#rb Ryan.Gerleve
Change 2765068 on 2015/11/12 by John.Pollard@John.Pollard_T2802_Dev-Networking
Override SComboBox::IsInteractable so that it works with analog cursor
#rb Nick.Atamas
Change 2765895 on 2015/11/13 by Bart.Bressler@bart.bressler_Dev_Networking
Fix issue with FOnlineAsyncGetUserAccessCode never completing if the call to getUserAccessCode fails
#rb sam.zamani
Change 2765904 on 2015/11/13 by Ryan.Gerleve@Ryan.Gerleve_T3703_Streams
Set Windows console window width to match screen buffer width. Eliminates the need for manual horizontal resizing or scrolling of log windows, handy for dedicated servers running with -log.
#rb max.preussner
#lockdown Nick.Penwarden
[CL 2774393 by John Pollard in Main branch]
"Custom delta" replicated properties are now tracked (this includes fast TArrays).
More of the bunch format metadata is also tracked: property headers, property handles, exported GUIDs, "must be mapped" GUIDs, and content block headers & footers.
The chart can now show a stacked area view of bunch data, so that it's easier to see at a glance what's taking up space in bunches. Note that for large profiles this view may be slower to render.
[CL 2445520 by Ryan Gerleve in Main branch]
-Breaks down bits used in tracked RPCs by header, parameters, and footer
-Breaks down bits in bunches by header and payload, and accounts for merged bunches
-Tracks sent acks
-Every bit sent from UIpConnection::LowLevelSend is now accounted for
[CL 2409318 by Ryan Gerleve in Main branch]
This is a subset of changes (compiler warning fixes needed for Linux editor) from pull request 185 by sbc100, 3dluvr, wshearn, abarbu et al (#ue4linux community): https://github.com/EpicGames/UnrealEngine/pull/185
[CL 2085600 by Dmitry Rekman in Main branch]