Commit Graph

78 Commits

Author SHA1 Message Date
Marc Audy
608734e30d Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb
#rnx

[CL 4666113 by Marc Audy in Dev-Framework branch]
2018-12-17 12:24:20 -05:00
Ben Marsh
2d3ea5e946 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 4042043 by Steve.Robb

	GitHub #4705 : Added weak lambda's for delegates and multicast delegates.

Change 4042056 by Robert.Manuszewski

	Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need.

Change 4042104 by Robert.Manuszewski

	Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects

	+ Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize
	+ Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command

Change 4042377 by Robert.Manuszewski

	Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability.

	+ added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame

Change 4042427 by Robert.Manuszewski

	Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running

Change 4042482 by Robert.Manuszewski

	Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection

Change 4042635 by Robert.Manuszewski

	Fix for a potential assert when incremental purge garbage is pending and something forces a full purge

Change 4044092 by Steve.Robb

	Fix for forward declared CoreUObject weakobject types in delegates when building in Clang.

Change 4044102 by Robert.Manuszewski

	Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled

Change 4044113 by Steve.Robb

	Another Clang fix.

Change 4044160 by Robert.Manuszewski

	Disregard For GC pool will now be enabled by default in cooked builds

Change 4044287 by Steve.Robb

	Typo fix.

Change 4047723 by Graeme.Thornton

	TBA: Fixes for import/export name cache and object resolving

Change 4048015 by Graeme.Thornton

	TBA: Weak/Soft/Lazy pointer serialization changes

	* Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future.
	* Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference.
	* FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization.

Change 4048021 by Steve.Robb

	Fix for binding an unbound TFunction to another TFunction with a different signature.  Also all null pointers now count as unbindings, not just nullptr.
	TIsMemberPointer added.
	TIsATFunction and TIsATFunctionRef renamed to remove the 'A's.

Change 4048544 by Robert.Manuszewski

	Fixing ConditionalBeginDestroy profiling after changes to incremental CBD.

Change 4051028 by Graeme.Thornton

	TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false

Change 4051056 by Graeme.Thornton

	TBA: High level tagged property / UObject base class text serialization
	 - UObject serialize converted to structured archive
	 - Properties written to text individually with text tags, and then binary adapted values
	 - Only saves, doesn't load

Change 4051111 by Graeme.Thornton

	TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up

Change 4051154 by Graeme.Thornton

	TBA: Convert a few uobject serializers to structured archive format for example purposes

Change 4051181 by Graeme.Thornton

	TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty

Change 4051197 by Graeme.Thornton

	TBA: ObjectProperty text serialization

Change 4051216 by Graeme.Thornton

	Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to.

Change 4051261 by Graeme.Thornton

	TBA: Convert UMetaData to structured archive

Change 4051374 by Steve.Robb

	Incorrect assert removed.

Change 4051562 by Robert.Manuszewski

	Adding stats for the new GC internal functions

Change 4051614 by Graeme.Thornton

	TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial.

Change 4052512 by Graeme.Thornton

	TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them.

Change 4053917 by Robert.Manuszewski

	Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects

Change 4053919 by Robert.Manuszewski

	Added the ability to disable incremental BeginDestroy in ini/project settings

Change 4055518 by Daniel.Lamb

	Fixup for deterministic audio generation issue.
	Submitted on behalf of Rich.Whitehouse

	#jira nojira
	#test prefilght automated test.

Change 4056854 by Graeme.Thornton

	TBA: Added a test asset to EngineTest which contains all the different property types and test cases.

Change 4056858 by Graeme.Thornton

	TBA: Updated USetProperty to proper structured archive usage

Change 4056872 by Graeme.Thornton

	TBA: Add map property field to test object

Change 4056873 by Graeme.Thornton

	TBA: Convert UMapProperty to full structured archive

Change 4056994 by Graeme.Thornton

	TBA: Converted FText over to structured archive. Implemented saving, but not loading.

Change 4059728 by Ben.Marsh

	UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories.

Change 4059805 by Graeme.Thornton

	Fixed typo in text serialization. Fixes CIS automation test errors

Change 4060007 by Graeme.Thornton

	TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive.

Change 4060092 by Stefan.Boberg

	Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset)

	When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp).

	At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place.

Change 4060108 by Stefan.Boberg

	Introduced some additional target platform utilities to help with asset cook optimizations

	* We now assign each ITargetPlatform a zero-based ordinal value
	* Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently.

	These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures.

Change 4060143 by Graeme.Thornton

	Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007

	Needs some other changes that I haven't checked in yet...

Change 4062432 by Ben.Marsh

	Fix error message when enumerating P4 changes.

Change 4062648 by Ben.Marsh

	Add missing p4 integration action.

Change 4063620 by Graeme.Thornton

	Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size.

	(https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html)

Change 4066963 by Robert.Manuszewski

	Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list.

Change 4067133 by Robert.Manuszewski

	Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks.

Change 4067443 by Steve.Robb

	FString can now be constructed from any char pointer type and length.

Change 4068156 by Steve.Robb

	Fix necessary because of FString constructor change in CL# 4067443.

Change 4070258 by Graeme.Thornton

	Fixes for VSCode

Change 4070372 by Graeme.Thornton

	TBA: Script struct serialization to structured archives

Change 4071913 by Ben.Marsh

	Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor.

Change 4071914 by Ben.Marsh

	Missing files.

Change 4071937 by Ben.Marsh

	Missing header.

Change 4072015 by Ben.Marsh

	Fixes for compiling PakFileUtilities as part of the editor.

Change 4072826 by Steve.Robb

	TBitArray::Reserve() added.
	TBitArray::Add() overloaded to allow adding multiple bits.
	TSparseArray::Reserve() optimized to call the overloaded Add().

Change 4073271 by Daniel.Lamb

	Fixed add patch tier in project launcher passing the wrong commandline option to UAT.

	#test none

Change 4074708 by James.Hopkin

	#core Removed redundant Casts

Change 4074763 by Steve.Robb

	Fix for TSparseArray::Reserve() size.

Change 4076063 by Ben.Marsh

	Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options.

Change 4077064 by Robert.Manuszewski

	Fixing compile error in PakFileUtilities

Change 4077144 by Graeme.Thornton

	TBA: TextAssetCommandlet improvements

	* Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end
	* After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid

Change 4077412 by Ben.Marsh

	Set the correct exit code for UnrealPak. Should return 0 on success, not 1.

Change 4077760 by Graeme.Thornton

	TBA: Loading fixed for tagged property serialization

	Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives

	Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it.

	Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work.

	Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items.

Change 4078800 by Ben.Marsh

	Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file.

Change 4079745 by Graeme.Thornton

	TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags)

Change 4079847 by Graeme.Thornton

	TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases.

Change 4079925 by Ben.Marsh

	Fix incorrect assignment when deriving name for chunked pak file.

Change 4080214 by Ben.Marsh

	Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects.

Change 4082394 by Graeme.Thornton

	CIS fix for variable shadowing warning

Change 4082583 by Ben.Marsh

	Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing.

Change 4082652 by Ben.Marsh

	Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory.

Change 4082755 by Graeme.Thornton

	Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program.

Change 4082756 by Graeme.Thornton

	Fixed some incorrect documentation for pakfile compressed chunk headers

Change 4082883 by Graeme.Thornton

	Static analysis warning fix

Change 4082912 by Ben.Marsh

	Move ExceptionUtils into DotNETUtilities.

Change 4085291 by Graeme.Thornton

	TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input

Change 4085523 by Graeme.Thornton

	TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code.

Change 4086037 by Robert.Manuszewski

	Fix for a potential race condition when two threads want to acquire GC lock

Change 4088655 by Graeme.Thornton

	Pak creation now uses the bEnablePakSigning setting from the crypto config json file

Change 4091474 by Steve.Robb

	Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit().
	Unused variables removed.

Change 4093632 by Steve.Robb

	CIS fixes.

Change 4093656 by Graeme.Thornton

	Build fix

Change 4093744 by Ben.Marsh

	Allow per-chunk settings for whether to enable compression in UnrealPak.

Change 4099712 by Gil.Gribb

	UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks.

	#jira UE-59686

Change 4099912 by Stefan.Boberg

	Cooking timer optimizations:

	- Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals.
	- Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test)
	- Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently
	- Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code

	This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC

Change 4100519 by Stefan.Boberg

	Quick fix for Linux build issue introduced in 4099927

Change 4105327 by Stefan.Boberg

	Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more.

	Fixes check when using -FullLoadAndSave to cook

Change 4105448 by Stefan.Boberg

	- Fixed Linux build warning re: member initialization order
	- Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine)
	- Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading.

Change 4109031 by Ben.Marsh

	Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing.

Change 4109588 by Ben.Marsh

	UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter.

Change 4109595 by Ben.Marsh

	Missing project file for DotNETUtilities.

Change 4110724 by Stefan.Boberg

	Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time.

	The locking was redundant since the annotation maps are managed per thread anyway.

Change 4111304 by Ben.Marsh

	UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block.

	As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners.

Change 4112708 by Steve.Robb

	Fix for TBitArray::MaxBits in assignment.

Change 4114133 by Stefan.Boberg

	Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads.

	Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit.

	- This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented.
	- The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call.
	- The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit

	Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave)

Change 4115010 by Robert.Manuszewski

	Fixing CIS

Change 4115249 by Robert.Manuszewski

	Fixing async loading code asserts when exiting game very early due to an error

	#jira UE-56267

Change 4117091 by Ben.Marsh

	Prevent doubled-up lines when writing status updates with console log verbosity.

Change 4117207 by Ben.Marsh

	UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace.

Change 4119175 by Ben.Marsh

	UGS: Fix crash writing version files when directory does not already exist.

Change 4119987 by Ben.Marsh

	UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt.

	Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog).

Change 4119991 by Ben.Marsh

	Update version number for UGS launcher to 1.13.

Change 4121943 by Robert.Manuszewski

	Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE)

Change 4122592 by Steve.Robb

	GitHub #4762 : Improve wording and grammar of Math comments
	Also includes improved accuracy in FMath::ComputeBoundingSphereForCone().

Change 4122819 by Stefan.Boberg

	Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter

	This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime.

Change 4122872 by Stefan.Boberg

	CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file.

Change 4123109 by Stefan.Boberg

	- Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads
	- Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion

Change 4123455 by Ben.Marsh

	PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall)


Change 4124207 by Ben.Marsh

	UBT: Remove some unnecessary indirection for generated code paths.

Change 4124217 by Ben.Marsh

	UBT: Remove another unused variable from UEBuildModuleCPP.

Change 4124377 by Stefan.Boberg

	In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again

	Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion

Change 4125071 by Stefan.Boberg

	Some tweaks to FQueuedThreadPoolBase scheduling and memory management

	- Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards
	- Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since
	no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally)
	- Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work

Change 4126132 by Ben.Marsh

	UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor.

Change 4126867 by Graeme.Thornton

	TBA: Fix tagged binary formatter

Change 4127010 by Robert.Manuszewski

	AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues.

Change 4127932 by Ben.Marsh

	WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected.

Change 4129050 by Ben.Marsh

	UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade.

Change 4129459 by Graeme.Thornton

	TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory

Change 4129515 by Graeme.Thornton

	TBA: Add EnterRecord overload that allows outputting of available field names when loading.

Change 4129517 by Graeme.Thornton

	TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end

Change 4129518 by Graeme.Thornton

	TBA: Added a local const bool to allow easy hacking out of text asset loading support

Change 4129558 by Graeme.Thornton

	TBA: Build fix for textasset-less configs

Change 4129614 by Ben.Marsh

	UGS: Main window is now restored to normal size when activated by clicking on the tray icon.

	#jira UE-60490

Change 4129618 by Ben.Marsh

	UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down.

Change 4131936 by Robert.Manuszewski

	Removing some WIP code accidentally checked in with CL #4121943

Change 4133490 by Ben.Marsh

	UGS: Allow the $(Change) variable to be used in more places than just the context menu.

	#jira UE-60573

Change 4133550 by Ben.Marsh

	UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps.

	#jira UE-60554

Change 4133681 by Ben.Marsh

	UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category).

	The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default.

	The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted.

	Example:

	 [Default]
	+SafeToDeleteFolders=/MyGame/Test/
	+SafeToDeleteFolders=/DataService/
	+SafeToDeleteExtensions=.xx1
	+SafeToDeleteExtensions=.xx2

	#jira UE-60575

Change 4135449 by Ben.Marsh

	Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake)

Change 4135730 by Ben.Marsh

	UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module.

Change 4135823 by Ben.Marsh

	UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose.

Change 4135945 by Ben.Marsh

	UBT: Fix error running programs with no explicitly enabled or disabled plugins.

Change 4137207 by Ben.Marsh

	UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName".

Change 4137311 by Stefan.Boberg

	Removed child cooker support.

	In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity.

Change 4137393 by Ben.Marsh

	UGS: Fix display of multiline errors in the status panel.

Change 4141708 by Steve.Robb

	GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate

	#jira UE-45490

Change 4146655 by Stefan.Boberg

	Removed FullGCAssetClasses logic - no longer necessary nor useful

Change 4147318 by Ben.Marsh

	UGS: Compress build badges in a column if it shrinks below the size that they would be visible.

Change 4148207 by Ben.Marsh

	UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so:

	+ServiceBadges=RoboMerge

Change 4148282 by Stefan.Boberg

	Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value

Change 4148344 by Stefan.Boberg

	Fixed minor indentation error (most likely caused by sloppy merge)

Change 4148521 by Stefan.Boberg

	Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp

Change 4148639 by Ben.Marsh

	UGS: Fix tooltips not showing for changes that have description badges.

Change 4149373 by Ben.Marsh

	UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax:

	+Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor")
	+Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android")

	Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically.

Change 4149399 by Ben.Marsh

	UGS: Update version to 1.143.

Change 4155660 by Steve.Robb

	PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments.

Change 4157117 by Ben.Marsh

	Fix warning due to plugins disabled in .target.cs file.

Change 4158011 by Ben.Marsh

	UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails.

Change 4158646 by Ben.Marsh

	UGS: Fix exception when login is discovered to have expired during a workspace update.

Change 4158678 by Ben.Marsh

	UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed.

Change 4158683 by Ben.Marsh

	UGS: Add an unhandled exception filter which sends the exception data to the backend.

Change 4159131 by Ben.Marsh

	UGS: Reduce the number of characters displayed for build badges based on the available space.

Change 4159194 by Graeme.Thornton

	TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types

Change 4159239 by Steve.Robb

	Improved readability and compliance with coding standards.

Change 4159246 by Ben.Marsh

	UGS: Allow syncing projects where source code is not available (and various version files don't exist).

	#jira UE-60985

Change 4159286 by Ben.Marsh

	UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project.

	#jira UE-60986

Change 4159302 by Ben.Marsh

	UGS: Update version to 1.144.

Change 4160308 by Ben.Marsh

	All staging client executables for blueprint projects.

	#jira UE-60983

Change 4161567 by Steve.Robb

	GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended

Change 4162641 by Ben.Marsh

	UGS: Allow customizing the position of custom columns, via the Index=N attribute.

Change 4162647 by Ben.Marsh

	UGS: Update version to 1.145.

Change 4165319 by Robert.Manuszewski

	PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn)


Change 4166150 by Ben.Marsh

	UGS: Include *.inl when looking for code changes.

Change 4166551 by Steve.Robb

	Whitespace fixes caused by a bad merge.

Change 4168483 by Ben.Marsh

	UGS: Add a more useful error if a file to be synced exceeds the max allowed path length.

Change 4168490 by Ben.Marsh

	UGS: Update version to 1.146.

Change 4168551 by Ben.Marsh

	UBT: Move bBuildLargeAddressAwareBinary into an exposed setting.

Change 4168560 by Ben.Marsh

	UBT: Remove static config variable for controlling which configuration of UHT to use.

Change 4171296 by Ben.Marsh

	UGS: Move the check for overlong paths earlier.

Change 4171531 by Ben.Marsh

	UBT: Fix exception if BuildConfiguration.xml contains an unknown category.

Change 4183371 by Robert.Manuszewski

	Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early

Change 4184312 by Ben.Marsh

	UGS: Update version to 1.148

Change 4184480 by Robert.Manuszewski

	Removing unused async loading stat

Change 4186390 by Ben.Marsh

	UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio.

Change 4188644 by Ben.Marsh

	UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT.

Change 4188647 by Ben.Marsh

	UBT: Fix exception in target receipt when architecture is null.

Change 4189617 by Ben.Marsh

	Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too).

Change 4189740 by Ben.Marsh

	UAT: Remote code to build UnrealPak when packaging; we use the editor now.

Change 4189860 by Ben.Marsh

	UGS: Make the filter for excluding automated lighting rebuilds more explicit.

Change 4190082 by Ben.Marsh

	Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use.

	- Allow edit and continue for any configuration, not just debug.
	- Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory.
	- Removed code that tracks PDB output files, since they're modified multiple times during a build.
	- Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option.
	- Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower.

	#jira

Change 4192949 by Ben.Marsh

	UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles)

Change 4193218 by Ben.Marsh

	Fix formatting.

Change 4197252 by Mike.Erwin

	UAT: Fix log output w/ correct count of non-code projects.

	#jira none

Change 4197941 by Ben.Marsh

	UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix.

Change 4197964 by Ben.Marsh

	UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing.

Change 4198144 by Ben.Marsh

	UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry".

Change 4198413 by Ben.Marsh

	UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly.

Change 4198779 by Ben.Marsh

	UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument.

Change 4198825 by Ben.Marsh

	UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT.

Change 4199341 by Ben.Marsh

	UGS: Update version to 1.149

Change 4199642 by Chad.Garyet

	- Deprecate CISController
	- Add BuildController to replace CIS GET/POST for builds
	- Add LatestController, GET does what CIS/GET used to do
	- Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids
	- Latest/GET now returns "LatestData" object instead of array of longs
	- Updated EventMonitor to match all API changes
	- Fixed bug where IDs were getting reset to initial startup values every update loop

Change 4199663 by Chad.Garyet

	CIS controller still needs to return an array of longs
	#jira none

Change 4199680 by Ben.Marsh

	UGS: Update version to 1.150

Change 4200457 by Ben.Marsh

	Merging CIS fix for non-development configurations.

Change 4200472 by Mike.Erwin

	UAT: fix -skipbuildclient param default

	It was defaulting to skipbuildeditor's value, likely a copy-paste error.

	#jira none

Change 4202595 by Ben.Marsh

	Fix static analysis warning due to constant comparison against macro.

Change 4203250 by Ben.Marsh

	UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available.

Change 4206191 by Ben.Marsh

	Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out.

Change 4213011 by Ben.Marsh

	UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies.

Change 4213487 by Ben.Marsh

	UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor.

Change 4213609 by Ben.Marsh

	Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not.

Change 4215971 by Ben.Marsh

	UBT: Remove action graph visualization code; no longer used.

Change 4215996 by Ben.Marsh

	UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed.

Change 4216022 by Ben.Marsh

	UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder.

Change 4216031 by Ben.Marsh

	UBT: Move all the action executors into their own folder in the project.

Change 4216526 by Ben.Marsh

	Fix CIS warnings.

Change 4216544 by Ben.Marsh

	Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation.

Change 4216633 by Ben.Marsh

	Add support for UnrealPak plugins.

	* Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs.
	* Programs can now load any runtime modules, as long as they are whitelisted.
	* Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory.
	* UnrealPak is now always built by default when packaging
	* Convert UnrealPak to a modular configuration

Change 4216736 by Ben.Marsh

	UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc...

Change 4217447 by Ben.Marsh

	Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml

Change 4217451 by Ben.Marsh

	Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs

Change 4217617 by Ben.Marsh

	Back out changelist 4217451

Change 4222552 by Ben.Marsh

	Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported.

Change 4222630 by Ben.Marsh

	UBT: Fix spam while generating project files if Clang isn't installed.

Change 4223316 by Ben.Marsh

	UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases.

Change 4223318 by Ben.Marsh

	UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes).

	Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered.

Change 4223401 by Ben.Marsh

	UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects.

Change 4223899 by Ben.Marsh

	UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified.

Change 4224637 by Ben.Marsh

	Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins.

	Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program.

Change 4224710 by Ben.Marsh

	UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph.

Change 4224715 by Ben.Marsh

	UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention.

Change 4224726 by Ben.Marsh

	Remove commented out line.

Change 4224903 by Ben.Marsh

	Fix non-unity compile error in Stats2.h.

Change 4225051 by Ben.Marsh

	Back out changelist 4224710; causing CIS errors due to receipts not matching.

Change 4225134 by Ben.Marsh

	Fixing non-unity errors.

Change 4225203 by Ben.Marsh

	Another non-unity fix.

Change 4225249 by Ben.Marsh

	Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms.

	#jira UE-62001

Change 4225512 by Ben.Marsh

	BuildGraph: Allow setting the target to build when using the <CsCompile> task.

Change 4228815 by Ben.Marsh

	UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run.

Change 4228944 by Ben.Marsh

	UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19.

Change 4229028 by Ben.Marsh

	UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid.

Change 4229065 by Ben.Marsh

	UBT: Move another target setting into the rules assembly.

Change 4229105 by Ben.Marsh

	Fix BPT exception when generating project files.

Change 4229311 by Ben.Marsh

	UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance.

Change 4229421 by Ben.Marsh

	UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs.

Change 4229817 by Ben.Marsh

	UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT.

Change 4229824 by Ben.Marsh

	UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass.

Change 4229841 by Ben.Marsh

	UBT: Remove some legacy code from auto-detecting PCHs.

Change 4230521 by Ben.Marsh

	UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message)

Change 4230871 by Ben.Marsh

	UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used.

Change 4230882 by Ben.Marsh

	UAT: Add StreamUtils back into UAT, seems like it's still used there.

Change 4230896 by Ben.Marsh

	UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors.

Change 4231014 by Ben.Marsh

	WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes.

Change 4231032 by Ben.Marsh

	Fix CIS.

Change 4231096 by Ben.Marsh

	Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files.

Change 4231446 by Ben.Marsh

	UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir).

Change 4231460 by Ben.Marsh

	Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties.

Change 4233909 by Robert.Manuszewski

	PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist)


Change 4233910 by Ben.Marsh

	Enable PCHs on IOS. Reduces build time by ~25%.

Change 4234176 by Ben.Marsh

	UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion.

Change 4234193 by Ben.Marsh

	Add the Delete command to Perforce wrapper in DotNETUtilities.

Change 4234688 by Ben.Marsh

	UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies.

Change 4234711 by Ben.Marsh

	UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir).

	Example usage (from a .build.cs file):

	RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS);

Change 4234872 by Ben.Marsh

	Expose a flag for whether the engine is installed, to fix issues generating project files.

Change 4234929 by Ben.Marsh

	Fix null reference generating receipts when UBT makefiles are active.

Change 4235883 by Chad.Garyet

	Merging 4231245 to core

	Giving Coordinator its own sln. This should fix what 4158155 was supposed to.
	#jira UE-61955

Change 4236075 by Ben.Marsh

	CIS fix

Change 4237066 by Robert.Manuszewski

	Fix for a potential crash when terminating the engine while it's being initialized

	#jira UE-60545

Change 4237078 by Robert.Manuszewski

	The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor

Change 4237116 by Ben.Marsh

	Rewrite some Windows utility functions to support paths longer than MAX_PATH.

Change 4237158 by Ben.Marsh

	Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd().

Change 4237159 by Ben.Marsh

	Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers.

Change 4239050 by Ben.Marsh

	Missing file

Change 4239318 by Ben.Marsh

	Linux CIS fix.

Change 4239685 by Ben.Marsh

	Static analysis CIS fix.

Change 4240800 by Ben.Marsh

	WorkspaceTool: Include the full command line in the log for any P4 commands.

Change 4240903 by Ben.Marsh

	PR #4909: Update copyright notices to 2018 (Contributed by projectgheist)


Change 4241025 by Ben.Marsh

	UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE.

Change 4241770 by Ben.Marsh

	UBT: Include action number in parallel executor output.

	#jira UE-62032

Change 4243469 by Ben.Marsh

	TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface.

Change 4245723 by Robert.Manuszewski

	Fixing another creash when terminating the engine while initializing.

	#jira UE-60545

Change 4245862 by Steve.Robb

	VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister.

Change 4246412 by Robert.Manuszewski

	The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened.

Change 4246612 by Ben.Marsh

	UBT: Fix spelling of "Intellisense".

Change 4249454 by Robert.Manuszewski

	Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read

Change 4249513 by Robert.Manuszewski

	Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread

Change 4255207 by Ben.Marsh

	UGS: Add additional logging whenever a P4 command fails, and when the user is logged out.

Change 4255288 by Ben.Marsh

	PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin)


Change 4256422 by Ben.Marsh

	UBT: Add an error if a module referenced by a plugin descriptor doesn't exist.

Change 4257385 by Robert.Manuszewski

	Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them.

Change 4257454 by Robert.Manuszewski

	Added the option to filter clusters listed with gc.ListClusters by objects within them.

	Usage:

	gc.ListClusters Hierachy With=ObjectName1,ObjectName2...

Change 4257526 by Robert.Manuszewski

	It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line

Change 4257822 by Ben.Marsh

	Fixes for PlatformShowcase compile errors.

Change 4258771 by Ben.Marsh

	UBT: Fix project files not being generated for foreign projects when creating .stub files.

	#jira UE-62462

Change 4258790 by Ben.Marsh

	UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names.

Change 4259276 by Ben.Marsh

	UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary.

Change 4259280 by Ben.Marsh

	UBT: Fix embedded framework zips not being uploaded for plugins.

	#jira UE-62485

Change 4260236 by Ben.Marsh

	UBT: Fix path to generated engine project file.

Change 4260334 by Ben.Marsh

	UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place.

Change 4260361 by Ben.Marsh

	UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...)

Change 4260559 by Ben.Marsh

	UGS: Update version.

Change 4261160 by Robert.Manuszewski

	MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash)

	#jira UE-62495

Change 4261421 by Ben.Marsh

	Force-sync files for building documentation, to fix issues with files not being updated.

	#jira UE-62413

Change 4261425 by Ben.Marsh

	UBT: Remove some leftover functions for handling the remote toolchain.

Change 4261530 by Ben.Marsh

	UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS.

Change 4261611 by Ben.Marsh

	UBT: Downgrade warning to a log message, since it appears when generating project files.

Change 4261710 by Ben.Marsh

	Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore.

	#jira UE-62545

Change 4261831 by Ben.Marsh

	Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set.

	#jira UE-62463, UE-62384

Change 4262723 by Ben.Marsh

	Whitelist plugins that need to be loaded by UFE.

	#jira UE-62564

Change 4265444 by Ben.Marsh

	Fix incorrect executable name for DebugGame configurations in Xcode.

	#jira UE-62574

Change 4265892 by Ben.Marsh

	Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored.

	#jira UE-62575, UE-62603, UE-62597

Change 4266019 by Josh.Adams

	- Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE

Change 4266264 by Ben.Marsh

	Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS.

	This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not.

	#jira UE-62578

Change 4266273 by Ben.Marsh

	Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action.

Change 4266614 by Graeme.Thornton

	Fix crash when cooking nativized blueprints due to removal of child cooker system.

Change 4266763 by Ben.Marsh

	Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform.

	#jira UE-62584

Change 4267985 by Robert.Manuszewski

	When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated

	#jira UE-62600

Change 4268558 by Robert.Manuszewski

	PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior.

	#jira UE-62600

Change 4269011 by Chad.Garyet

	- Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/
	  Wildcard match was only substringing to 3 chars.
	- Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab
	Published to ugsapi server 8/8/17
	#jira none

Change 4270788 by Ben.Marsh

	Fix IOS provisioning data being using when remote compiling on TVOS.

	#jira UE-62705

Change 4271916 by Ben.Marsh

	Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file.

Change 4271934 by Ben.Marsh

	Upload all static libraries in plugin folders as part of remote builds.

	#jira UE-62694

Change 4273368 by Ben.Marsh

	Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely.

	#jira UE-62705

Change 4274049 by Ben.Marsh

	Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different.

	#jira UE-62751

Change 4274823 by Ben.Marsh

	Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line.

Change 4275838 by Ben.Marsh

	Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build.

Change 4275913 by Ben.Marsh

	Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0.

Change 4284161 by Ben.Marsh

	Allow mirroring Oodle files to remote Mac.

Change 4074774 by Steve.Robb

	Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct.
	TUniqueFunction added, which is a move-only TFunction which can hold move-only functors.
	Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did.
	FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general.
	TArray::HeapPop() made to work with move-only types.

Change 4082591 by Ben.Marsh

	Move the Log class from UBT to DotNetUtilities.

Change 4083236 by Ben.Marsh

	Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log)

Change 4084107 by Ben.Marsh

	UAT: Remove the unused -SkipHeader argument to UE4Build.

Change 4089771 by Steve.Robb

	GitHub #4743 : modified VirtualAlloc function flag

	https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411

Change 4091456 by Steve.Robb

	Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit.

Change 4156437 by Ben.Marsh

	Lots and lots of fixes compiling for Clang on Windows.

	Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO!

	* Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion.
	* Clang is now supported through AutoSDKs; will be added to CIS.
	* The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows.
	* UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup.
	* SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks)

Change 4157389 by Ben.Marsh

	Few more fixes for compiling the editor with Clang.

Change 4183911 by Ben.Marsh

	Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled.

	* Incremental linking no longer forces PDB files to be enabled for source files.
	* Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain.
	* Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again.
	* Icon update is disabled for Windows when incremental linking is enabled.
	* Removed rarely-used setting to always delete produced items before each build.

Change 4184311 by Ben.Marsh

	UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS.

	The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary):

	    [Default]
	    ; Set this to a network share which contains the SDK installers for your site
	    SdkInstallerDir=

	    ; All the required SDKs for the current version of the engine
	    +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android")
	    +SdkInfo=(Category="Windows", Description="Visual Studio 2017")
	    +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128")
	    +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0")

	Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively.

	The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file).

Change 4200452 by Ben.Marsh

	UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors.

	Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration.

Change 4206189 by Ben.Marsh

	UBT: Simplify logic for precompiling binaries.

	* Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds.
	* Precompiled file lists have been removed from target receipts.
	* The manifest now includes all generated headers and precompiled files when run with the -Precompile option.
	* Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph.

Change 4215466 by Ben.Marsh

	UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform.

Change 4215975 by Ben.Marsh

	UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled).

Change 4220154 by Ben.Marsh

	Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore.

Change 4224708 by Ben.Marsh

	Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities.

Change 4224958 by Ben.Marsh

	Remove CoreMinimal.h includes from Core.

Change 4229059 by Ben.Marsh

	UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function.

Change 4230508 by Ben.Marsh

	Fixup precompiled header setting for samples and games.

Change 4231457 by Ben.Marsh

	Fix exceptions in log messages having trailing newlines.

Change 4232406 by Ben.Marsh

	UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile.

Change 4234177 by Ben.Marsh

	Set up private PCH files everywhere that previously used them.

Change 4235973 by Ben.Marsh

	Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH.

Change 4238842 by Ben.Marsh

	Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file).

	Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example).

	* Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without.
	* The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro.
	* The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED
	* The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED.
	* Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths.
	* Fix 512 character maximum length on editor commands.

	260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths.

Change 4255042 by Ben.Marsh

	UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously.

	The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version.

Change 4260567 by Ben.Marsh

	UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class.

#rb none

[CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
Daniel Lamb
0edbeb19b5 Fixup for deterministic audio generation issue.
Submitted on behalf of Rich.Whitehouse
#rb Rich.Whitehouse, Daniel.Lamb, Aaron.McLeran
#jira nojira
#test prefilght automated test.

[CL 4055518 by Daniel Lamb in Dev-Core branch]
2018-05-07 15:49:00 -04:00
Marc Audy
7a0f229e8d Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden
#rnx
#rb none

[CL 3903710 by Marc Audy in Main branch]
2018-02-22 11:25:06 -05:00
Ben Marsh
30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00
Marc Audy
994a524453 Merging //UE4/Release-4.19 to Release-Staging-4.19 (//UE4/Release-Staging-4.19) @ 3833288
#rb none
#jira no
#rnx

[CL 3833418 by Marc Audy in Staging-4.19 branch]
2018-01-11 16:07:16 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
d832dacf48 Merging //UE4/Release-4.18 @ CL 3709383 to Release-Staging-4.18 (//UE4/Release-Staging-4.18)
#rb none
#jira

[CL 3715930 by Ben Marsh in Staging-4.18 branch]
2017-10-24 10:14:07 -04:00
Marcus Wassmer
0341e5d5c1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3441680 by Uriel.Doyon

	Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
	New point light actors now configure the intensity in candelas by default.
	Replaced viewport exposure settings by an EV100 slider.
	Hidding the tone mapper in the show flag now still applies the exposure.
	Added a new AutoExposure method called EV100 which allows to specify :
	- MinEV100, MaxEV100
	- Calibration Constnat
	- Exposure Compensation
	#jira UE-42783

Change 3454934 by Chris.Bunner

	Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.

Change 3512118 by Marc.Olano

	Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points

	Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing

Change 3512129 by Benjamin.Hyder

	Fixing up content in TM-SobolNoise

Change 3512151 by Rolando.Caloca

	DR - Fixed some layouts that were general
	- Added some extra dump information

Change 3512160 by Benjamin.Hyder

	Still Fixing TM-Sobol

Change 3512180 by Marc.Olano

	PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod.

Change 3512261 by Michael.Lentine

	Move Subsurface to shared properties.

	Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output.

	#jira UE-44405

Change 3512288 by Rolando.Caloca

	DR - Fix issue when recycling image handles

Change 3512338 by Michael.Lentine

	Fix precision if user enters a multiple of 90 degree rotation for transforms.

	This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7.

	#jira UE-46137

Change 3512424 by Michael.Lentine

	Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set.

	#jira UE-44315

Change 3512686 by Brian.Karis

	Fix for quadric assert in infiltrator. Due to bad tangents in source mesh.

Change 3512696 by Brian.Karis

	Unrevert TAA. Fixed DOF NaN artifacts

Change 3512717 by Marcus.Wassmer

	PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4)


Change 3513112 by Richard.Wallis

	Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform.  Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving.

	Fix includes:
	- Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at).
	- Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required.
	- Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt.

	#jira UE-45657

Change 3513357 by Richard.Wallis

	Windows compile fix.

Change 3513375 by Guillaume.Abadie

	Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D.

Change 3513685 by Richard.Hinckley

	#jira UEDOC-3822
	Fixing a comment that refers to a non-existent function, for documentation purposes.

Change 3513705 by Marc.Olano

	Updates to Sobol test levels in RenderTest project

Change 3513730 by Rolando.Caloca

	DR - Fix mip size copying resolve targets
	- Fix compute fence
	- Fix descriptor set texture layout
	- More dump info

Change 3513742 by Marc.Olano

	Texture-free numeric print for shader debugging

Change 3513777 by Daniel.Wright

	Handled edge case where no furthest samples are found in precomputed visibility

Change 3514852 by Rolando.Caloca

	DR - Fix -directcompile on SCW

Change 3515049 by Rolando.Caloca

	DR - hlslcc dump crash fix

Change 3515167 by Rolando.Caloca

	DR - hlslcc - Fix bogus string pointer
	- Allow reading from non-scalar UAVs

Change 3515745 by Rolando.Caloca

	DR - Linux compile fix

Change 3515862 by Rolando.Caloca

	DR - Remove old reference to CCT
	- Link with hlslcc debug libs on SCW debug config for easier debugging

Change 3516292 by Rolando.Caloca

	DR - glslang exe fixes

Change 3516568 by Rolando.Caloca

	DR - hlslcc - Copy fix for *Buffer as functionparameters

Change 3516659 by Marcus.Wassmer

	Fix some d3derrors with distance fields

Change 3516801 by Daniel.Wright

	Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built.  Any UObject reference that is to an asset can be NULL'ed by the editor.

Change 3516825 by Rolando.Caloca

	DR - Some initial fixes for structured buffers

Change 3516843 by Rolando.Caloca

	DR - Fix for Vulkan dist fields

Change 3516869 by Marcus.Wassmer

	Add format to the createrendertarget blueprint node

Change 3516957 by Daniel.Wright

	Fixed bUsesDistortion being editable

Change 3516965 by Daniel.Wright

	Still mark the distance field task completed, even if the static mesh has been deleted

Change 3517039 by Yujiang.Wang

	GitHub #2655: Optimization for shadow map resolution selection for spot lights

	* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius

	Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly

	#jira UE-33982

Change 3517069 by Yujiang.Wang

	Fix for ScissorRect settings in d3d11 being lost under certain scenarios

	* Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled)
	* However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents)
	* Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does

	#jira UE-45465 UE-44760

Change 3517134 by Yujiang.Wang

	CIS fix

Change 3517662 by Rolando.Caloca

	DR - Execute upload Vulkan cmds on the RHI thread
	- Fix crash with structured buffer

Change 3517677 by Rolando.Caloca

	DR - Update/copy textures on RHI thread

Change 3517680 by Rolando.Caloca

	DR - Copy texture bulk data on rhi thread

Change 3517748 by Marcus.Wassmer

	temporary workaround for one class of GPU crashes

Change 3518832 by Rolando.Caloca

	DR - Copy & extend 3518077
	- Fix for movable skylight shader missing on simple forward (low lighting quality mode)

Change 3519973 by Richard.Wallis

	Jittering in Engine Menu Dropdown Options.  Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt.

	#jira UE-46505

Change 3520849 by Uriel.Doyon

	Fixed issue with investigate texture command and dynamic component entries.

Change 3521064 by Guillaume.Abadie

	Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk.

Change 3521834 by Rolando.Caloca

	DR - Fix decals on Vulkan

Change 3521892 by Rolando.Caloca

	DR - Fix Vulkan texture streaming

Change 3523181 by Rolando.Caloca

	DR - Copy from 3523176
	UE4.17 - Fix Vulkan scissor causing text to not clip

Change 3523534 by Yujiang.Wang

	UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU

	* A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders
	* Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations
	* The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame

	#jira UE-46631

Change 3524552 by Yujiang.Wang

	Fix iteration number calculation of LongGPUTask

Change 3524975 by Joe.Graf

	Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath
	Added SSE versions using _mm_popcnt_u64 for platforms that support it
	Added a SSE check to gracefully exit when missing the instruction and it was expected to be there

	#CodeReview: arciel.rekman, brian.karis

Change 3525306 by Daniel.Wright

	Fixed ensure from LPV

Change 3525346 by Rolando.Caloca

	DR - Fix linking issue

Change 3525459 by Daniel.Wright

	Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog
	* Enabled by default on all maps, effective after a lighting build.  This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features.
	* New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb.
	* Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume.  Positions outside the importance volume get lit with the border texels.
	* Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps.
	* A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell.
	* Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors
	* The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups.
	* A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms
	* Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving.
	* Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available
	* New Visualization show flag for Volumetric Lightmap sample points
	* Level streaming of volume light data is not currently supported with this method

Change 3525461 by Daniel.Wright

	Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out.  This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference).

Change 3526459 by Rolando.Caloca

	DR - Fix validation error

Change 3526474 by Rolando.Caloca

	DR - Integrate from GV

Change 3526487 by Daniel.Wright

	Disabled Volumetric Lightmap filtering with neighbors due to artifacts
	Fix linux compile errors

Change 3526833 by Rolando.Caloca

	DR - Workaround for hlslcc

Change 3526991 by Uriel.Doyon

	Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike.

Change 3527574 by Rolando.Caloca

	DR - Added some missing resource entries for SCW direct mode

Change 3527625 by Rolando.Caloca

	DR - Copy from 3527113
	UE4.17 - Fix Vulkan not calling Present

Change 3528461 by Brian.Karis

	Support larger hash sizes. Added uint list hashing function.

Change 3528780 by Rolando.Caloca

	DR - Default Vulkan resources

Change 3528818 by Rolando.Caloca

	DR - glslang - Added missing accessor

Change 3528839 by Rolando.Caloca

	DR - Fix virtual path issue when using non-engine relative absolute paths

Change 3528900 by Daniel.Wright

	Fixed variable shadowing

Change 3529039 by Rolando.Caloca

	DR - Read Spirv reflection data (not used yet)

Change 3529040 by Joe.Graf

	Fixed the 32bit compile failures for the popcnt optimization

	#CodeReview: arciel.rekman

Change 3529060 by Rolando.Caloca

	DR - hlslcc - New flag for keeping resource names

Change 3529344 by Rolando.Caloca

	DR - Delete unused file

Change 3529723 by Brian.Karis

	Fixed static analysis cleaner.

Change 3531357 by Michael.Trepka

	Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future.

Change 3531517 by Joe.Graf

	Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc

	#CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca

Change 3531626 by Joe.Graf

	Mac version of the popcount optimization
	Changed Linux version to use the same builtin

	#CodeReview: mark.satterthwaite, arciel.rekman

Change 3531837 by Chris.Bunner

	SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect.

	#jra UE-46753

Change 3533415 by Joe.Graf

	Renamed the SSSE3 checks per feedback

	#CodeReview: arciel.rekman

Change 3533480 by Michael.Lentine

	Use more accurate descriptions for shader recompile options

Change 3533511 by Joe.Graf

	Updated the GenericPlatformMisc to match the SSSE3 name change

	#CodeReview: arciel.rekman

Change 3533521 by Marcus.Wassmer

	Fix scenerenderer leak when updating out of view planar reflections

Change 3533528 by Joe.Graf

	Updated comments

	#CodeReview: n/a

Change 3533608 by Mark.Satterthwaite

	New manual Xcode project for glslang so that we include all the necessary code and can link again.

Change 3534260 by Mark.Satterthwaite

	Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3.

Change 3535789 by Yujiang.Wang

	Fix for wrong hair shading in forward shading

	* IBL reflections should be turned off for hairs

Change 3537059 by Ben.Marsh

	Fixing case of iOS directories, pt1

Change 3537060 by Ben.Marsh

	Fixing case of iOS directories, pt2

Change 3538297 by Michael.Lentine

	Add shader comparison test.

	Adding the basic test case.
	Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default)
	Adding more exported functionality to automation for use in the shader test.

Change 3538309 by Michael.Lentine

	Add missing file from Shader Test CL.

Change 3538751 by Michael.Lentine

	Add missing pragma once.

Change 3539236 by Michael.Lentine

	Do not ignore return values.

Change 3539237 by Michael.Lentine

	Check in the correct file

Change 3540343 by Rolando.Caloca

	DR - Added t.DumpHitches.AllThreads

Change 3540661 by Yujiang.Wang

	Fix spot tube light direction

	* The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched
	* A new LightTangent is added to FDeferredLightData
	* Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere

Change 3541129 by Rolando.Caloca

	DR - vk - Copy all Vulkan fixes from 4.17

Change 3541347 by Yujiang.Wang

	Fix wrong ViewFlags being set between objects when rendering shadow depth maps

	* Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state
	* Now SetViewFlagsForShadowPass recalculates and sets the flags on each call

Change 3542603 by Rolando.Caloca

	DR - vk - Allow sharing samplers on Vulkan

Change 3542639 by Jian.Ru

	Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection
	#RB Marcus.Wassmer

Change 3543167 by Michael.Lentine

	Fix naming for the shader comparison tests.

Change 3543210 by Uriel.Doyon

	Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
	In that case, we used the default settings for texture streaming (assuming a scale of 1).

Change 3543221 by Brian.Karis

	Simplifier optimizations

Change 3543239 by Arciel.Rekman

	hlslcc: remove FCustomStd* workarounds.

	- This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system).
	- The same problem has been resolved by bundling libc++.

Change 3543946 by Michael.Lentine

	Add comparison output.

Change 3544277 by Brian.Karis

	Fixed uninitialized var error

Change 3544404 by Rolando.Caloca

	DR - Fix broken textures

Change 3544503 by Jian.Ru

	Ensure lighting failure delegates are always called
	#RB Marcus.Wassmer,Daniel.Wright
	#3689

Change 3545241 by Daniel.Wright

	Fixed spotlight whole scene shadows using a radius 2x too long

Change 3545347 by Daniel.Wright

	Fixed shadow occlusion culling broken by shadowmap caching change.  FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.

Change 3546196 by Marcus.Wassmer

	Fix minor typo

Change 3546459 by Daniel.Wright

	ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package.

Change 3546469 by Jian.Ru

	Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation

Change 3546804 by Daniel.Wright

	[Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events

Change 3546814 by Daniel.Wright

	[Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows

Change 3546815 by Daniel.Wright

	[Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation

Change 3546817 by Daniel.Wright

	[Copy] Warmup time warning

Change 3546828 by Daniel.Wright

	[Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch

Change 3546836 by Daniel.Wright

	[Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data

Change 3546849 by Rolando.Caloca

	DR - vk - Fix missing samplerstates
	- Fixes for structured buffers
	- Add missing Draw and Dispatch Indirect

Change 3547516 by Brian.Karis

	Linear time 5-coloring for planar graphs.

	Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.

Change 3547542 by Brian.Karis

	Linear time 5-coloring for planar graphs.

	Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.

Change 3547563 by Brian.Karis

	Fixed some compiler warnings and hopefully some errors.

Change 3547610 by Brian.Karis

	Replaced macros with inlined functions

Change 3547620 by Brian.Karis

	Clean up includes

Change 3547770 by Marcus.Wassmer

	GPU Crash for MTBF analytics

Change 3547773 by Marcus.Wassmer

	Updated doxygen comment for new analytic

Change 3548244 by Rolando.Caloca

	DR - Fix for translucency

Change 3548352 by Yujiang.Wang

	Added soft source radius for point and spot lights

	* Soft source radius controls how 'blurry' the shape of specular lighting looks
	* Implemented by LobeRoughness modification
	* Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method
	* Suppoted LightTangent in forward shading

Change 3548530 by Brian.Karis

	Fix for mac build

Change 3548770 by Rolando.Caloca

	DR - vk - Prereq work for Vulkan parallel RHI contexts

Change 3548772 by Jian.Ru

	Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer

Change 3548865 by Daniel.Wright

	With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query.  Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible.

Change 3548952 by Rolando.Caloca

	DR - Allow separate samplers in the shaders on Vulkan

Change 3549197 by Marcus.Wassmer

	Fix DX12 PIx not working in cooked builds

Change 3549209 by Daniel.Wright

	Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'.  Disabled by default as rapid view changes don't work well with latent occlusion queries.

Change 3549943 by Ben.Marsh

	Include better diagnostic information when a modified build product is detected after running a build step.

Change 3550546 by Rolando.Caloca

	DR - Fix merge issue

Change 3550962 by Marcus.Wassmer

	EarlyZ Masking requires full depth prepass, so just force it to.

Change 3551062 by Daniel.Wright

	Handle NULL skylight

Change 3551104 by Rolando.Caloca

	DR - vk - Remove assert to match other platforms

Change 3551221 by Rolando.Caloca

	DR - vk - Add mirror clamp to edge extension
	- Fix framebuffer deletion

Change 3551224 by Daniel.Wright

	Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold.

Change 3551495 by Rolando.Caloca

	DR - vk - Intiial support for async queue

Change 3552101 by Rolando.Caloca

	DR - vk - Fix for async

Change 3552102 by Rolando.Caloca

	DR - SkinCache - Fix potential leak on staging buffers for recompute tangents
	- Integrate changes from 4.17 for memory optimizations

Change 3552104 by Rolando.Caloca

	DR - vk - Support for SRVs for index buffers

Change 3552838 by Rolando.Caloca

	DR - vk - Enable debug markers if found

Change 3553106 by Rolando.Caloca

	DR - vk - Fixes for index buffer SRVs

Change 3553107 by Rolando.Caloca

	DR - vk - Enable recompute tangents on Vulkan

Change 3553154 by Rolando.Caloca

	DR - vk - Fix crash with null uav

Change 3553342 by Yujiang.Wang

	Fix redundant skylights in AdvancedPreviewScene

	* PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading
	* AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene

Change 3553481 by Rolando.Caloca

	DR - Integrate fix for D3D12 support of index buffers SRVs

	#jira UE-47674

Change 3553715 by Rolando.Caloca

	DR - Fix crash when launching PC with -featureleveles31

Change 3553725 by Rolando.Caloca

	DR - Redo fix

Change 3553803 by Rolando.Caloca

	DR - Shader compile fixes for ES3.1

Change 3553963 by Rolando.Caloca

	DR - vk - Remove extra IRDump

Change 3554741 by Ben.Marsh

	CIS fix.

Change 3555222 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3555362 by Rolando.Caloca

	DR - vk - Prep work for separate present queue

Change 3556800 by Daniel.Wright

	Fixed screenshot for simple volume material doc

Change 3556942 by Brian.Karis

	Fixed Bokeh DOF regression.

Change 3556959 by Rolando.Caloca

	DR - vk - Rework staging buffer peak usage

Change 3557497 by Daniel.Wright

	Better display name for Unbound property on post process volume

Change 3557499 by Daniel.Wright

	Disable r.GenerateLandscapeGIData by default, opt-in for kite demo.  Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData.

Change 3557068 by Olaf.Piesche

	Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2),  so additional quality levels can be added and scaling customized further.
	IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change.

	#tests QAGame test maps

Change 3558123 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3558685 by Yujiang.Wang

	Github #3323: Two sided foliage lightmap directionality fix

	* Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one
	* Now it uses a constant directionality value

	#jira UE-42523

Change 3559052 by Brian.Karis

	Hopefully fix static analysis

Change 3559113 by Rolando.Caloca

	DR - Fix crash witrh planar reflections

Change 3559275 by Yujiang.Wang

	Fix race condition on several scalability CVars between rendering thread and game thread

Change 3559612 by Rolando.Caloca

	DR - vk - SM5 with uniform buffers backend support

Change 3559716 by Rolando.Caloca

	DR - hlslcc - Fix linker warning on SCW debug

Change 3559768 by Rolando.Caloca

	DR - vk - Keep ub names for bindings

Change 3560195 by Rolando.Caloca

	DR - accessor

Change 3560275 by Rolando.Caloca

	DR - vk - Support for uniform buffers

Change 3560913 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3561145 by Rolando.Caloca

	DR - Don't crash if out of resource table bits

Change 3561194 by Rolando.Caloca

	DR - vk - Integrate timestamp fixes

Change 3562009 by Rolando.Caloca

	DR - vk - Workaround for bad UTexture data

Change 3563884 by Chris.Bunner

	VK_NULL_HANDLE fix.

Change 3563885 by Jian.Ru

	Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner

Change 3565943 by Jian.Ru

	Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner

Change 3569479 by Michael.Lentine

	Integrate rhino shader changes to dev-rendering

Change 3569511 by Michael.Lentine

	Fix formating and string out on windows.

Change 3569572 by Yujiang.Wang

	Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs

Change 3569614 by Yujiang.Wang

	Flush rendering commands before measuring the long GPU task's excution time to get accurate results

Change 3570524 by Jian.Ru

	Add extra parentheses to avoid compilation warning #rb Chris.Bunner

Change 3570722 by Chris.Bunner

	Static analysis workaround - same code, just validating compile-time assumptions a little further.

Change 3570880 by Jian.Ru

	Add small depth offset to avoid depth test failing during velocity pass

	#jira UE-37556

Change 3572532 by Jian.Ru

	Disable a warning to let tests pass

	#jira UE-48021

Change 3573109 by Michael.Lentine

	Checkin Michael.Trepka's fix for external dynamic libraries on mac.
	This is needed to make the build go green on mac.

Change 3573995 by Jian.Ru

	Move an include out of define to let nightly build pass

Change 3574777 by Chris.Bunner

	Continued merge fixes.

Change 3574792 by Rolando.Caloca

	DR - Rename todo

Change 3574794 by Chris.Bunner

	Re-adding includes lost in a pre-merge merge.

Change 3574879 by Michael.Trepka

	Disabled a couple of Mac deprecation warnings

Change 3574932 by Chris.Bunner

	Merge fix.

Change 3575048 by Michael.Trepka

	Fixed iOS compile warnings

Change 3575530 by Chris.Bunner

	Duplicating static analysis fix CL 3539836.

Change 3575582 by Chris.Bunner

	Fixed GetDimensions return type in depth resolve shaders.
	Compile error fix.

Change 3576326 by Chris.Bunner

	Static analysis fixes.

Change 3576513 by Michael.Trepka

	Updated Mac MCPP lib to be compatible with OS X 10.9

Change 3576555 by Richard.Wallis

	Metal Validation Errors.  Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture.  Create a new dummy texture with pixel format PF_R8G8B8A8_UINT.

	#jira UE-47549

Change 3576562 by Chris.Bunner

	OpenGL SetStreamSource stride updates.

Change 3576589 by Michael.Trepka

	Fixed Mac CIS warnings and errors in Dev-Rendering

Change 3576708 by Jian.Ru

	Fix cascade preview viewport background color not changing
	#jira UE-39687

Change 3576827 by Rolando.Caloca

	DR - Minor fix for licensee

Change 3576973 by Chris.Bunner

	Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan).

Change 3577729 by Rolando.Caloca

	DR - Fix for info on SCW crashes

Change 3578723 by Chris.Bunner

	Fixed issue where custom material attribute was using display name as hlsl function name.

Change 3578797 by Chris.Bunner

	Fixed pixel inspector crashing on high-precision normals gbuffer format.

	#jira UE-48094

Change 3578815 by Yujiang.Wang

	Fix for UE-48207 Orion cooked windows server crash on startup

	* Crash caused by rendering features not available in a dedicated server build
	* Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender()

	#jira UE-48207

Change 3578828 by Daniel.Wright

	Disable volumetric lightmap 3d texture creation on mobile

Change 3579473 by Daniel.Wright

	Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler.  Used these to reduce base pass sampler counts with volumetric lightmaps.

Change 3580088 by Jian.Ru

	Fix QAGame TM-CharacterMovement crashing on PIE
	#jira UE-48031

Change 3580388 by Daniel.Wright

	Fixed shadowed light injection into volumetric fog fallout from Rhino merge

Change 3580407 by Michael.Trepka

	Updated Mac UnrealPak binaries

Change 3581094 by Michael.Trepka

	Fix for ScreenSpaceReflections not working properly on iOS 11

Change 3581242 by Michael.Trepka

	Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame

	#jira UE-48255

Change 3581489 by Olaf.Piesche

	Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475

	#jira FORT-47068, FORT-49705
	Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data.

	#tests FN LastPerfTest

Change 3581544 by Simon.Tovey

	Fix for ensure accessing cvar from task thread.

	#tests no more ensure

Change 3581934 by Chris.Bunner

	Fixed ConsoleVariables.ini break from merge.

Change 3581968 by Jian.Ru

	Fix QAGame TM-ShaderModels PIE crash when resizing game viewport
	#jira UE-48251

Change 3581989 by Richard.Wallis

	Fix for NULL PrecomputedLightingBuffer.  It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before.

	#jira UE-46955

Change 3582632 by Chris.Bunner

	Resolved merge error.

Change 3582722 by Rolando.Caloca

	DR - Workaround for PF_R8G8B8A8_UINT on GL

	#jira UE-48208

Change 3584096 by Rolando.Caloca

	DR - Fix for renderdoc crashing in shipping

	#jira UE-46867

Change 3584245 by Jian.Ru

	Fix System.Promotion.Editor.Particle Editor test crash
	#jira UE-48235

Change 3584359 by Yujiang.Wang

	Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion

	* Caused by dot(N, V) being negative
	* Clamp to (0, 1)

	#jira UE-48315

Change 3587864 by Mark.Satterthwaite

	Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer.
	#jira UE-48342

Change 3587866 by Mark.Satterthwaite

	Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong.

Change 3588168 by Mark.Satterthwaite

	Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes.

Change 3588192 by Rolando.Caloca

	DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled

Change 3588291 by Rolando.Caloca

	DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers

	#jira UE-48299

Change 3590134 by Michael.Trepka

	Copy of CL 3578963

	Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out.

Change 3590405 by Rolando.Caloca

	DR - hlslcc - support for sqrt(uint)

Change 3590436 by Mark.Satterthwaite

	Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes.

Change 3590674 by Rolando.Caloca

	DR - vk - Integration from working branch
	- Fixes distance field maps
	- Compute pipelines stored in saved file
	- Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets

Change 3590699 by Rolando.Caloca

	DR - Fix distance fields mem leak

Change 3590815 by Rolando.Caloca

	DR - vk - Fixes for uniform buffers and empty resource tables

Change 3590818 by Mark.Satterthwaite

	Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code.

Change 3590905 by Mark.Satterthwaite

	For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this.

	#jira UE-48163

Change 3590961 by Mark.Satterthwaite

	Submitted on Richard Wallis's behalf as he's on holiday:

	Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents.  Problem sampling from buffers/textures as floats with packed data.  Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>().  Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead.

	There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms.

	#jira UE-46688, UE-39256, UE-47215

Change 3590965 by Mark.Satterthwaite

	Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems.

Change 3590969 by Mark.Satterthwaite

	Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision.

Change 3591871 by Rolando.Caloca

	DR - Enable PCSS on Vulkan & Metal
	- Enable capsule shadows on Vulkan

Change 3592014 by Mark.Satterthwaite

	Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround.
	Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally.
	Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering.
	Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler.

Change 3592171 by Rolando.Caloca

	DR - CIS fix

Change 3592753 by Jian.Ru

	repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present)

Change 3594595 by Rolando.Caloca

	DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely

Change 3594794 by Michael.Trepka

	Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app

Change 3594999 by Mark.Satterthwaite

	Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size).
	While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header.

	#jira UE-48342

Change 3595004 by Mark.Satterthwaite

	Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10.

	#jira UE-48342

Change 3595386 by Mark.Satterthwaite

	Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms.

Change 3595394 by Rolando.Caloca

	DR - Added function for tracking down errors in the hlsl parser
	- Added support for simple #if 0...#endif

Change 3599352 by Rolando.Caloca

	DR - Fixes for HlslParser
	- Added missing attributes for functions
	- Fixed nested assignment

Change 3602440 by Michael.Trepka

	Fixed Metal shader compilation from Windows with remote compilation disabled

	#jira UE-48163

Change 3602898 by Chris.Bunner

	Resaving assets.

Change 3603731 by Jian.Ru

	fix a crash caused by a material destroyed before the decal component
	#jira UE-48587

Change 3604629 by Rolando.Caloca

	DR - Workaround for PF_R8G8B8A8_UINT on Android

	#jira UE-48208

Change 3604984 by Peter.Sauerbrei

	fix for orientation not being limited to that specified in the plist

	#jira UE-48360

Change 3605738 by Chris.Bunner

	Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history).

	#jira UE-48748

Change 3606009 by Mark.Satterthwaite

	Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have.
	- When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to.
	- The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit.
	- Move the shader vertex layer clip-distance to index 2 to avoid conflicts.
	- Don't default initialise the debug code string for Metal shaders or it won't print out the actual code....

	#jira UE-47663

Change 3606108 by Mark.Satterthwaite

	Temporary hack to avoid a crash in AVPlayer.

	#jira UE-48758

Change 3606121 by Mark.Satterthwaite

	Fix Windows compilation.

Change 3606992 by Chris.Bunner

	Static analysis fix.

[CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
Ben Zeigler
15e82e0d29 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3503438)
#lockdown Nick.Penwarden
#rb None

[CL 3503486 by Ben Zeigler in Main branch]
2017-06-21 17:09:40 -04:00
Ori Cohen
25ae9b5661 Copying //UE4/Dev-AnimPhys to Dev-Main (//UE4/Dev-Main)
(will update this soon)

#lockdown Nick.Penwarden
#rb none

[CL 3502661 by Ori Cohen in Main branch]
2017-06-21 10:25:35 -04:00
Ori Cohen
ad357b41a9 Copying //UE4/Dev-AnimPhys to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 3457157 by Ori Cohen in Main branch]
2017-05-24 14:14:53 -04:00
Ben Marsh
9bf24bb276 Merging //UE4/Release-4.16@3405315 to Release-Staging-4.16 (//UE4/Release-Staging-4.16)
#rb none

[CL 3409211 by Ben Marsh in Staging-4.16 branch]
2017-04-26 08:28:56 -04:00
Matthew Griffin
acbdfe29a6 Copying //UE4/Release-Staging-4.15 to //UE4/Dev-Main (Source: //UE4/Release-4.15 @ 3278667)
#lockdown Nick.Penwarden
#rb none

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

Change 3278667 on 2017/01/31 by Chris.Wood

	Added extra context to crash analytics and crash reports in the Editor.
	[UE-41306] - Add context to crash analytics and crash reports (with Editor user activity)

	When a Slate tab becomes active or foregrounded, we take its LayoutIdentity, Label and Content Widget Type and generate a string from all three. This gives context for what the user was doing. The string is set as the UserActivity and passed to MTBF analytics, crash analytics and crash reporter.

	Also added filter to the UserActivity tracking system that defaults to Game mode to preserve previous behavior. Editor now switches it to Editor mode and starts setting the activity in this mode.

	#jira UE-41306

Change 3278637 on 2017/01/30 by Dmitriy.Dyomin

	Fixed: iOS Device displays textures darker than in Editor
	#jira UE-41298

Change 3278566 on 2017/01/30 by Jack.Porter

	Fix #WITH_EDITOR in InstancedStaticMesh.cpp
	#jira UE-41292

Change 3278195 on 2017/01/30 by Alexis.Matte

	Fix the re-import skeletal mesh regression, where all material disapear.
	#jira UE-41294

Change 3278173 on 2017/01/30 by Frank.Fella

	PlatformMediaSource - Don't allow the user to nest platform media sources, and also fail validation on nested platform media sources just in case they are set outside of the cusomization UI.

	#Jira UE-40779

Change 3278156 on 2017/01/30 by Josh.Adams

	- Adding the missed #include line for IsWindowsServer()
	#jira UE-41304

Change 3278088 on 2017/01/30 by Mike.Beach

	Mirroring CL 3249423 from Dev-BP.

	Fix to keep placeholder classes from being needlessly created (when the object they represent already exists) - instead, attempt to lookup and find the existing import objects (which used to be set, but could be cleared during async loading by FLinkerManager::DissociateImportsAndForcedExports()).

	#jira OR-34038

Change 3278036 on 2017/01/30 by Mike.Beach

	Mirroring CL 3277671 from Dev-BP.

	Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).

	#jira UE-41188, UE-41189, UE-41186, UE-41037

Change 3277974 on 2017/01/30 by Josh.Adams

	- Hopeful workaround for COM crash in HandleGameExplorerIntegration function
	#jira UE-41080

Change 3277951 on 2017/01/30 by Ori.Cohen

	Fix access violation in physx.

	#JIRA ODIN-5199

Change 3277773 on 2017/01/30 by Jamie.Dale

	Fixing crash that could occur with null meta-data

	#jira UE-41271

Change 3277549 on 2017/01/30 by Max.Chen

	Sequencer: Back out changelist 3276452 because it breaks other uses of the time snapping interval in the settings.

	#jira UE-41009

Change 3277510 on 2017/01/30 by Jamie.Dale

	Fixed localization sometimes having incorrect keys in cooked builds

	Merged CL# 3276233 and CL# 3277273.

	#jira UE-41271

Change 3277500 on 2017/01/30 by Michael.Trepka

	Added -Wno-undefined-var-template on Mac to work around an issue with compiling UHT in Xcode 8.3

	#jira UE-41225

Change 3277421 on 2017/01/30 by Arciel.Rekman

	TestPAL: delete unused test (UE-36984)

	#jira UE-36984

	(Edigrating CL 3267568 from Dev-Platform to Release-4.15)

Change 3277410 on 2017/01/30 by Jeff.Fisher

	UE-41152 more non-unity include fixes.
	-Matthew Griffin showed me how to run this locally, so I was able to locally reproduce the errors and this fixed them (the previous fixes were insufficient rather than incorrect).
	#jira UE-41152

Change 3277230 on 2017/01/30 by Jack.Porter

	Fixed issue with static lighting for Foliage and Instanced Static Meshes where shadows on instances in LOD levels other than LOD 0 was incorrect.
	#jira UE-39884

Change 3277178 on 2017/01/30 by Allan.Bentham

	enable FORCE_FLOATS with iOS metal shaders when full precision material setting is set.
	#jira UE-41253

Change 3277134 on 2017/01/30 by Matthew.Griffin

	Fixed NonUnity compile issues

Change 3276503 on 2017/01/28 by Jeff.Fisher

	UE-41152 more non-unity include fixes.
	#jira UE-41152

Change 3276452 on 2017/01/28 by Max.Chen

	Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The value used in the sequencer settings is only used to initialize a new level sequence.

	#jira UE-41009

Change 3276130 on 2017/01/27 by Phillip.Kavan

	[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.

	- Mirrored from //UE4/Dev-Blueprints (CL# 3276109).

	#jira UE-40894

Change 3276013 on 2017/01/27 by Lina.Halper

	- fix issue with additive pose preview applying twice

	#jira: UE-41216
	#code review:Thomas.Sarkanen

Change 3275990 on 2017/01/27 by Mitchell.Wilson

	Disabling 'Used with skeletal mesh' on some materials to resolve errors and warnings.
	#jira UE-40736

Change 3275885 on 2017/01/27 by Matt.Kuhlenschmidt

	Fixed missing slate style assets log warning

	#jira UE-41148

Change 3275805 on 2017/01/27 by Ori.Cohen

	Fix incorrect warning about moving simulated bodies during tick group. The existing code would warn if you had a kinematic that was SimulationDisabled (i.e. meaning it's not in the sim scene).

	#JIRA UE-37270

Change 3275797 on 2017/01/27 by Shaun.Kime

	In some cases, it was possible to create a SRetainerWidget that does not have a valid scene. This would cause the recorded scene index to be mismatched with the actual rendering index when played back in the future.

	#jira OR-34919

Change 3275681 on 2017/01/27 by Lina.Halper

	Dupe change of CL 3273803, 3274129, 3274700

	#jira: UE-41163
	#code review:Daniel.Wright, Martin.Wilson

Change 3275624 on 2017/01/27 by Benn.Gallagher

	Fixed crash when creating destructible meshes from static meshes with null material interface entries
	#jira UE-38998

Change 3275601 on 2017/01/27 by Matt.Kuhlenschmidt

	Fix crash when a kdop collision generation fails and there are existing collision meshes selected.  We no longer clear out unrelated collision primitives when kdop generation fails.

	#jira UE-41220

Change 3275545 on 2017/01/27 by Chris.Bunner

	Added flag for retreiving debug materials from GetUsedMaterials calls on rendering components.
	#jira UE-40482

Change 3275522 on 2017/01/27 by Max.Chen

	Sequencer: Call modify before setting row indices

	#jira UE-40682

Change 3275518 on 2017/01/27 by Max.Chen

	Sequencer: Switch to static pointer to fix crash when tearing down curve editor.

	#jira UE-41105

Change 3275475 on 2017/01/27 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	-Fixing non-unity missing includes.
	#jira UE-41152

Change 3275387 on 2017/01/27 by Steve.Robb

	Prevent engine reinstancing on hot reload.
	Copied from CL# 3265490.

	#jira UE-40765

Change 3275279 on 2017/01/27 by Josh.Adams

	- Redoing change 3274305 in 4.15
	#jira UE-40451

Change 3275233 on 2017/01/27 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix share play initialization logic.

	#jira UE-41209

Change 3275227 on 2017/01/27 by Alex.Delesky

	Duplicating the fix for UE-40791 from Dev-Editor CL 3265714 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

	#jira UE-40791

Change 3275057 on 2017/01/27 by Peter.Sauerbrei

	fix for crash after changing the metal shader version
	#jira ue-41183

Change 3275031 on 2017/01/27 by Matthew.Griffin

	Added architecture hash to path for Linux generated includes, didn't realize that this was part of the path.

Change 3275005 on 2017/01/27 by Matthew.Griffin

	Re-enabled Cache of cooked platform data during DerivedDataCache commandlet
	Moved caching DDC of non-host platform data behind an option so it's not done for Installed Build by default
	Removed other platforms from Launcher Samples and changed 'CookPlatforms' to 'DDCPlatforms' so that its purpose is more clear

Change 3274828 on 2017/01/27 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	-Fixing non-unity missing include.
	#jira UE-41152

Change 3274799 on 2017/01/27 by Arciel.Rekman

	Fix for installed Linux cross-toolchain (UE-40392).

	- Pull request #3111 contributed by rubu.

	#jira UE-40392

Change 3274756 on 2017/01/27 by Max.Chen

	Sequencer: Update the parent guid with the new possessable guid. This fixes a bug where the parent guid isn't set properly and so folders aren't retained when assign actors and running fix up actor references.

	#jira UE-41010

Change 3274755 on 2017/01/27 by Max.Chen

	Sequencer: Call notify movie scene data changed when creating a camera instead of marking the instances as needing a refresh.

	#jira UE-41019

Change 3274597 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	-Fixing monolithic include warning.
	#jira UE-41152

Change 3274564 on 2017/01/26 by Mike.Beach

	Following the example of other nodes with external dependencies (like UK2Node_SwitchEnum), and making sure the struct is preloaded before we use it (the struct needs to have a valid size).

	#jira UE-41073

Change 3274535 on 2017/01/26 by Mike.Beach

	Removed ensure that was blocking a wrapper function call to a non-nativized function lib from being generated (while not optimal, the generated code works).

	#jira UE-41190

Change 3274512 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	Merging cl 3255506 Copyright update for google
	-note most of the changes went in with the previous 3 androidvr-devvr change integrations, these two were not otherwise changed.
	-just incrementing the year

	//depot/Partners/Google/AndroidVR-DevVR/Engine/...
	to //UE4/Release-4.15/Engine/...

	#jira UE-41152
	#review-3273588

Change 3274511 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	Merging cl 3243495 Adding GoogleVRTransition2D plugin to handle VR->2D->VR transition for daydream app.

	//depot/Partners/Google/AndroidVR-DevVR/Engine/...
	to //UE4/Release-4.15/Engine/...

	#jira UE-41152
	#review-3273586

Change 3274510 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	Merging cl 3243494 Update GoogleVR plugin to v1.2.
	-Upgrade GVR NDK to 1.10.0
	-Add easy to use GoogleVR input component, including controller component for daydream and a gaze based reticle component for cardboard.
	-Make the GoogleVRSplash rendered with depth.
	-Add built in arm model support in GoogleVR controller plugin.
	-Add "Use ExternalFilesDir for UE4Game files" option in AndroidRuntimeSetting to support saving game progress without requesting EXTERNAL_STORAGE permission in Andoird 23+
	-Remove the "Package for Daydream" option in AndroidRuntimeSetting.
	-Fix the crash on iOS9 when GoogleVR plugin is enabled.(udn/325432)

	//depot/Partners/Google/AndroidVR-DevVR/Engine/...
	to //UE4/Release-4.15/Engine/...

	#jira UE-41152
	#review-3273585

Change 3274509 on 2017/01/26 by Jeff.Fisher

	UE-41152 Merge Improved Daydream Support from Google
	Merging cl 3243493 Adding AndroidPermission plugin to handle runtime permission request and check for android api 23 and above.
	-The plugin works for both daydream and normal Android application.
	-For Daydream app, it need to work with GoogleVRTransition2D plugin.

	//depot/Partners/Google/AndroidVR-DevVR/Engine/...
	to //UE4/Release-4.15/Engine/...

	#jira UE-41152
	#review-3273583

Change 3274485 on 2017/01/26 by Chris.Babcock

	Fix handling of numbers in textedit (allow decimals)
	#jira UE-41198
	#ue4
	#android

Change 3274457 on 2017/01/26 by Mike.Beach

	Fix to CIS warning (fallout from CL 3274362)

	#jira UE-41072, UE-41071, UE-41070

Change 3274445 on 2017/01/26 by Arciel.Rekman

	Proper fix for deploying to Linux (UE-40023).

	- The logic is: if the base path (local to PC, one we are replacing) *ends* with a separator, add the separator to the dest path (one we're mapping to). Previous fix had a last minute change that inverted it.

	#jira UE-40023

Change 3274428 on 2017/01/26 by Brian.Karis

	Fixed bloom flickering on high contrast HDR edges when r.TemporalAACatmullRom was enabled.

	#jira UE-41138

Change 3274362 on 2017/01/26 by Mike.Beach

	Restructuring how we apply individual (exclusive) Blueprint nativization flags...

	  1. Explicitly flagging Blueprints as dependencies for nativization (and communicating that to the user)
	  2. Now applying nativization flag to authoritative config for all dependencies on save
	  3. Flagging new dependencies (parent or interface) as needing nativization (when required)
	  4. Ignore bDontNativizeDataOnlyBP setting when nativization mode is set to explicit

	#jira UE-41072, UE-41071, UE-41070

Change 3274349 on 2017/01/26 by Yannick.Lange

	VREditor: Fix Laser not hidden on MotionControllers with docked Menu/UI Panels
	#jira UE-40070

Change 3274301 on 2017/01/26 by Chris.Bunner

	Added missing material expression tooltips/keywords for new nodes based on 4.15 preview feeback.
	#jira UE-41193

Change 3274254 on 2017/01/26 by Ryan.Gerleve

	Fix for IsInGameThread() checks that could fail in debug builds while recording a replay with tick.DoAsyncEndOfFrameTasks and demo.ClientRecordAsyncEndOfFrame enabled.

	#jira UE-39911

Change 3274121 on 2017/01/26 by Josh.Adams

	- Fixed build error with landscape gizmo
	#jira UE-41177

Change 3274114 on 2017/01/26 by Dan.Oconnor

	Updating all references before calling post edit - prevents objects from being destroyed or created while updating references
	#jira UE-40121

Change 3273971 on 2017/01/26 by Chris.Bunner

	Update material instance permutations when we have already set param/switch overrides, then only change the base properties.
	#jira UE-39754

Change 3273842 on 2017/01/26 by Daniel.Wright

	Attempt to remove instructions from code features only present in the forward renderer, so we are showing users their graph cost.  Allows shader complexity in forward to sortof match deferred.
	#jira UE-41167

Change 3273750 on 2017/01/26 by Jeff.Fisher

	UE-41137 //UE4/Main: Step 'Compile Ocean (Win32/Win64)' - 2 Errors - SteamVRController.cpp
	-Fixing build break for Ocean.  Maybe they are using an older compiler?
	#jira UE-31137

Change 3273602 on 2017/01/26 by Michael.Trepka

	Fix for UE-41146

	#jira UE-41146

Change 3273506 on 2017/01/26 by Maciej.Mroz

	#jira ODIN-4991,  UE-41035
	merged cl3273497 from Dev-Blueprints branch

	Nativization:
	EX_AddMulticastDelegate - generated code calls TMulticastScriptDelegate::AddUniqe instead of TMulticastScriptDelegate::Add.

Change 3273464 on 2017/01/26 by Mitchell.Wilson

	Resaving asset to resolve warning.
	#jira UE-41008

Change 3273413 on 2017/01/26 by Marc.Audy

	Fix crash when audio device fails to initialize
	#author Andrew.Grant
	#jira UE-41143

Change 3273391 on 2017/01/26 by Jack.Porter

	Fixed ensure encountered when using the Copy/Paste sub-tool in sculpt mode
	#jira UE-40480

Change 3273343 on 2017/01/26 by Matt.Kuhlenschmidt

	Resetting the preview on a material  now properly clears the thumbnail which could have a   stale references that was impossible to fix.

	Fixed on asset exibiting this problem

	#jira UE-40300

Change 3273243 on 2017/01/26 by Jamie.Dale

	Speculative fix for an issue where User Defined Enum display names were being lost on upgrade to 4.15

	#jira UE-41130

Change 3273235 on 2017/01/26 by Graeme.Thornton

	Fix for some memory being left hanging around when loading bulk data asyncronously under certain circumstances

	#jira UE-37815

Change 3273225 on 2017/01/26 by Ben.Cosh

	This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
	#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
	#Proj Engine

Change 3273224 on 2017/01/26 by Josh.Stoddard

	Increment FDerivedDataPhysXCooker to force recook of PhysX data
	#jira UE-39791#rb none #lockdown james.golding

Change 3273201 on 2017/01/26 by Jack.Porter

	Fixed problem where UpdateInstanceTransform blueprint function was not updating bounds correctly
	#jira UE-41126

Change 3273122 on 2017/01/26 by Graeme.Thornton

	Added some extra log output for situations where a compressed block in an archive doesn't have a valid header

	#jira UE-38767

Change 3273116 on 2017/01/26 by Benn.Gallagher

	Fix for crash generating clothing skinning data due to coplanar check triggering a check() on small triangles
	#jira UE-41112

Change 3273077 on 2017/01/26 by Thomas.Sarkanen

	Allowed LODs other than LOD0 to have screen sizes greater than 1

	#jira UE-41125 - Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1

Change 3273061 on 2017/01/26 by Matthew.Griffin

	Disabled code caching data for all platforms until we can figure out why it's filling up DDC cache

Change 3272938 on 2017/01/25 by Arciel.Rekman

	Fix launch on a remote Linux machine (UE-38691).

	- Device id is now used to get target platform, so should match it exactly.

	#jira UE-38691

Change 3272816 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272590 on 2017/01/25 by Daniel.Wright

	Workaround for "error X3067: 'GetObjectWorldPosition': ambiguous function call" which happens when FMaterialPixelParameters and FMaterialVertexParameters have the same number of floats with the HLSL compiler.  Function overload resolution appears to identify types based on how many floats / ints / etc they contain.
	#jira UE-41099

Change 3272419 on 2017/01/25 by Arciel.Rekman

	Linux: fix remote deploying of a packaged build (UE-40023).

	#jira UE-40023

Change 3272355 on 2017/01/25 by Daniel.Wright

	Prevent a large shadow depth bias due to low resolution from causing near plane clipping
	#jira UE-40873

Change 3272196 on 2017/01/25 by tim.gautier

	Updating TM-UMG content for UI visibility

	#jira UE-29618

Change 3272114 on 2017/01/25 by Michael.Dupuis

	#jira UE-29817 : backout of CL from Dev-Editor fixing this jira

Change 3271953 on 2017/01/25 by Michael.Trepka

	Attempt to fix UE-40956 - Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.

	#jira UE-40956

Change 3271945 on 2017/01/25 by Olaf.Piesche

	Replicating CL 3271564

	#jira UE-40980
	#udn 325525

	Fix uniform buffers for mesh particles; these should really be on the mesh collector, so allocating them as a one frame resource is safe.

Change 3271883 on 2017/01/25 by Daniel.Wright

	UWorld::AreAlwaysLoadedLevelsLoaded takes into account bShouldBeVisible.  Fixes reflection captures not getting uploaded when there's an invisible always loaded level, which is supposed to be invisible.
	#jira UE-40724

Change 3271686 on 2017/01/25 by Marc.Audy

	Properly fix line endings in all cases when installing a c++ feature pack
	#jira UE-40939

Change 3271631 on 2017/01/25 by Ryan.Gerleve

	In UEngine::CommitMapChange, rename the new ULevelStreaming objects so that the main world is their outer. This is more correct in general, and will cause those levels to be added to the correct level collection during FlushLevelStreaming.
	Also use MoveTemp to add the streaming level list to the main world, so that the fake world will no longer reference them.

	#jira UE-40524

Change 3271611 on 2017/01/25 by Allan.Bentham

	Ensure texture's buildsettings are not marked as streamable if the target platform does not support streaming.
	#jira UE-40927

Change 3271504 on 2017/01/25 by tim.gautier

	Updated default values of UMG_Behavior

	#jira UE-29618

Change 3271491 on 2017/01/25 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix bug in AT9 audio cooking.
	 - Maximum mono bitrate is 144kbps, but 100% quality mono tracks were selecting 168kbps, causing the AT9 tool to fail.
	 - Also bumped AT9 engine format to recook potentially broken audio data.

	#jira UE-40761

Change 3271428 on 2017/01/25 by Chris.Bunner

	Bug in previous CL.
	#jira UE-39953

Change 3271413 on 2017/01/25 by Lina.Halper

	#DUPEFIX of CL 3270776

	#jira: UE-41082

Change 3271403 on 2017/01/25 by tim.gautier

	Adjusted UMG_Blur intensity settings.

	#jira UE-29618

	# rb cristina.riveron

Change 3271300 on 2017/01/25 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Merge (as edit) fix for NpToolkit2 initialization in 6CPU mode, from //UE4/Dev-Platform to //UE4/Release-4.15 (Original CL 3271215)
	 - Default thread affinity in the InitParams structure is 7 CPUs.
	 - Using this affinity in games with 6CPU mode set in param.sfo causes init() to fail.
	 - We now select 6 or 7 CPU affinity based on what sceKernelGetCpumode reports at runtime.

	#jira UE-41079

Change 3271197 on 2017/01/25 by Andrew.Rodham

	Sequencer: Ensure initial evaluation range correctly sets exclusive lower boundary for subsequent evaluations
	  - This prevents us from erroneously evaluating the initial time twice as part of swept evaluations)

	#jira UE-40758

Change 3270386 on 2017/01/24 by tim.gautier

	Updated UMG_Blur to include second Low-Quality asset

	#jira UE-29618

Change 3270267 on 2017/01/24 by Arciel.Rekman

	Linux: fix not being able to run a packaged build (UE-37016, UE-39648).

	- Fixed expansion of paths with spaces in the bootstrap script.
	- Also increased the timeout since large projects can sometimes get killed on start.
	- Also killed spammy console output.

	#jira UE-37016

Change 3270203 on 2017/01/24 by Chris.Babcock

	Fixed issue with Mac and Linux install and uninstall scripts if ANDROID_HOME not set (contributed by nathansizemore)
	#jira UE-41042
	#PR #3160
	#ue4
	#android

Change 3270037 on 2017/01/24 by tim.gautier

	Checking in UMG_Blur for UMG test coverage

	#jira UE-29618

Change 3269829 on 2017/01/24 by matt.barnes

	Adding content for Material Attribute testing

	#jira UE-29618

Change 3269700 on 2017/01/24 by Josh.Stoddard

	force relink of PhysX libs
	#jira UE-39791 #rb ori.cohen #lockdown james.golding

Change 3269621 on 2017/01/24 by Allan.Bentham

	Make sure 'intrinsic_GetHDR32bppEncodeModeES2()' reports no encoding mode when mobileHDR == false
	#jira UE-41023

Change 3269503 on 2017/01/24 by Josh.Stoddard

	Integrate PhysX change 3268008 from //UE4/Dev-Physics-Upgrade
	#jira UE-39791 #lockdown james.golding #rb josh.stoddard

Change 3269359 on 2017/01/24 by Jack.Porter

	Fix for Web browser widget crash on Android when packaged for Distribution
	#jira UE-39451

Change 3269316 on 2017/01/24 by Thomas.Sarkanen

	Fixed non-unity issues with last change for UE-40945

	#jira UE-40945 - Crash trying to import facial animations

Change 3269047 on 2017/01/23 by Yannick.Lange

	VREditor: Fix VREditor Laser not hidden on MotionControllers with docked Menu/UI Panels
	#jira UE-40070

Change 3268824 on 2017/01/23 by Rolando.Caloca

	UE4.15 - Fix for right eye showing black on VR
	#jira UE-40900

Change 3268752 on 2017/01/23 by Nick.Whiting

	Fix for assertion for binding an MSAA'd scene color with a non-MSAA'd texture.

	#jira UE-39304

Change 3268722 on 2017/01/23 by Olaf.Piesche

	Replicating 3256329

	#jira UE-38615

	Removing unnecessary assert that fires when exporting emitters.

Change 3268220 on 2017/01/23 by Nick.Whiting

	Adding in a new CVar (vr.SteamVR.UsePostPresentHandoff), which defaults to 0.  When set to 0, we do NOT use the SteamVR PostPresentHandoff, which costs some performance GPU time.  When 1, we use the call, and get some extra GPU performance.  However, this call is NOT safe for scenes that have frame-behind GPU work, like SceneCapture components and Widget Components

	#jira UE-40570

Change 3268180 on 2017/01/23 by Marc.Audy

	PendingKill Actors will no longer register their components when the level is being loaded
	#jira UE-40505

Change 3268076 on 2017/01/23 by Matthew.Griffin

	Changed Mac SunTemple cook jobs to use Sample Editor to avoid errors about mismatched files
	#jira UE-40806

Change 3267997 on 2017/01/23 by Mitchell.Wilson

	Increased lightmap size on spheres in volumes example to resolve issue with lighting.
	Corrected misspelling in multiple examples and one UMG asset.
	#jira UE-40890 UE-40926 UE-40882 UE-40928 UE-40825 UE-40819

Change 3267892 on 2017/01/23 by Mitchell.Wilson

	Removed preview mesh on M_Bird_Inst that was referencing a static mesh that was removed or renamed to resolve warnings in CIS.
	#jira UE-40300

Change 3267866 on 2017/01/23 by Thomas.Sarkanen

	Prevented crash when using Facial Animation importer

	Also hid the feature behind an experiemental setting flag, as it is not ready for users yet.

	#jira UE-40945 - Crash trying to import facial animations

Change 3267834 on 2017/01/23 by Nick.Darnell

	An addition to 3255247, this also adds input processing incrementing for double click, and preview mouse down.

	#jira UE-40313

Change 3267785 on 2017/01/23 by Marc.Audy

	Put proper line endings when modifying template files when installing feature pack
	#jira UE-40939

Change 3267761 on 2017/01/23 by Mitchell.Wilson

	Moved left landscape mesh slightly to hide a seam that can be seen when using VR and looking over the railing.
	#jira UE-40916

Change 3267632 on 2017/01/23 by Jurre.deBaare

	Marker syncs not working correctly in Blend Spaces
	#fix Ensure that SampleIndexWithMarkers is serialized
	#JIRA UE-40975

[CL 3287682 by Matthew Griffin in Main branch]
2017-02-06 10:41:38 -05:00
Matt Kuhlenschmidt
b7723933a6 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756)
#lockdown Nick.Penwarden
#rb none

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

Change 3229490 on 2016/12/09 by Cody.Albert

	Integrated fix to support named changelists in SVN

Change 3229574 on 2016/12/09 by Simon.Tourangeau

	Fix actor mobility getting changed on scene reimport

	#jira UE-39102

Change 3229692 on 2016/12/09 by Cody.Albert

	Fixing an XML Parser assert when parsing a root tag that completes on the same line.

	#jira UE-30393

Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt

	PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut)

Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt

	Eliminate editor sounds that play when  you PIE, simulate or possess the player.  They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load.

Change 3231475 on 2016/12/12 by Alex.Delesky

	#jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100.

Change 3231476 on 2016/12/12 by Alex.Delesky

	#jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once.

Change 3231477 on 2016/12/12 by Alex.Delesky

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3231479 on 2016/12/12 by Alex.Delesky

	#jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown.

Change 3231480 on 2016/12/12 by Alex.Delesky

	#jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file

Change 3231508 on 2016/12/12 by Alex.Delesky

	Removing todo comment

	#jira none

Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt

	Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes
	Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates

Change 3231618 on 2016/12/12 by Alex.Delesky

	#jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value.

Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt

	Add RF_Transactional to the list of default flags for creating or importing new assets.  All should be transactional by default

Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt

	Brighten up the output log by default

Change 3231648 on 2016/12/12 by Alex.Delesky

	#jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot.

Change 3231666 on 2016/12/12 by Alex.Delesky

	#jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets.

Change 3231674 on 2016/12/12 by Alex.Delesky

	#jira UE-37106 - When using or simulating touch for Widget Components, the hover/clicked state will now be accurately determined rather than showing hover on initial touch.

Change 3231745 on 2016/12/12 by Alex.Delesky

	Back out changelist 3231477 to fix build error C2259

Change 3232417 on 2016/12/13 by Simon.Tourangeau

	Add the following attributes to the Editor.Usage.FBX.Import EngineAnalytics event
	- FBX Version
	- Filename Hash
	- Import Type

	#jira UE-37453

Change 3232477 on 2016/12/13 by Michael.Dupuis

	#jira UE-39675 : There was an issue when the Neutral Value == the Min or Max value, so we simply prevent using the concept of neutral value if min or max == neutral as it mean you only want a log on one side.

Change 3232571 on 2016/12/13 by Alex.Delesky

	Back out changelist 3231745

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3232675 on 2016/12/13 by Alexis.Matte

	Fix a crash when reordering material with a fbx containing unused materials, add a fbx automation test to prevent similar issue.
	#jira UE-39692

Change 3232975 on 2016/12/13 by Alex.Delesky

	Fix to build error C2259 for the IPluginWizardDefinition API change.

Change 3233146 on 2016/12/13 by Michael.Dupuis

	#jira UE-38766 : Added eye dropper to select flatten height
	Fixed a rounding errors resulting in not flattening to the specified height
	Fixed a rounding error resulting in LandscapeDataAccess::GetTexHeight not always returning the appropriate value

Change 3233153 on 2016/12/13 by Alexis.Matte

	We cannot anymore change the instance override materials array topology, the topology is limited by the mesh materials array
	#jira UE-38827

Change 3234406 on 2016/12/14 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3234485 on 2016/12/14 by Michael.Dupuis

	tentative build fix for Mac

Change 3234495 on 2016/12/14 by Matt.Kuhlenschmidt

	Made a setting to control if PIE enter and exit sounds are played.  Off by default

Change 3236709 on 2016/12/15 by Simon.Tourangeau

	Fix camera export rotation offset

	#jira UE-34692
	#jira UE-39740

Change 3236782 on 2016/12/15 by Jamie.Dale

	Fixed EmitTermExpr failing to use the correct package ID

	FBPTerminal::Source used to be set to the pin, however when pins were moved away from being UObjects, FBPTerminal::SourcePin was added and FBPTerminal::Source is typically null.

Change 3236853 on 2016/12/15 by Alexis.Matte

	Fix the serialization of the staticmesh property FMeshSectionInfoMap

Change 3236890 on 2016/12/15 by Matt.Kuhlenschmidt

	Remove old define

Change 3239328 on 2016/12/18 by Richard.TalbotWatkin

	Fixed Focus Viewport action in Static Mesh Viewport. Problem was that the conversion to Orbit Camera for storing the camera position was trashing the desired position during cvamera transitions.  Orbit camera position is now only stored at the end of a transition.
	#jira UE-39825 - Key "F" for Focus acts Sporadically in the Static Mesh Editor Viewport

Change 3239660 on 2016/12/19 by Alex.Delesky

	#jira UE-38968, UE-36826 - Components attached to actors can now be directly scaled to negative values using the transform gizmo for that component.

Change 3239662 on 2016/12/19 by Alex.Delesky

	#jira UE-39007 - The data table row editor now contains a Reset to Default control.

Change 3239663 on 2016/12/19 by Alex.Delesky

	#jira UE-39698 - Importing CSV files will now show the name of the file in the import dialog.

Change 3240696 on 2016/12/20 by Michael.Dupuis

	#jira UETOOL-1009:
	Added paddiing to columns view
	Added auto resize of column when double clicking on splitter handle in the header
	Remove right number alignment after discussion with Matt K.

Change 3240758 on 2016/12/20 by Michael.Dupuis

	added missing non abstract implementation

Change 3240782 on 2016/12/20 by Michael.Dupuis

	Added missing documentation for content browser column auto resizing

Change 3240817 on 2016/12/20 by Alex.Delesky

	#jira UE-38940 - Copying a Material-Custom node with a tab character should now correctly render the tab.

Change 3240834 on 2016/12/20 by Michael.Dupuis

	tentative fix for build error

Change 3240984 on 2016/12/20 by Michael.Dupuis

	Removed unnecessary functions

Change 3241174 on 2016/12/20 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3241966 on 2016/12/21 by Chris.Wood

	Fixed Typo and changed execution order in "ComboBoxString" Component
	[UE-38994] - GitHub 2971 : Fixed Typo and changed execution order in "ComboBoxString" Component

	PR #2971: Fixed Typo and changed execution order in "ComboBoxString" Component (Contributed by eXifreXi)
	#github https://github.com/EpicGames/UnrealEngine/pull/2971

Change 3242126 on 2016/12/21 by Alexis.Matte

	Back out changelist 3236853
	We have to back out this change list because the change was implement in the 4.15 release branch and the EditorObjectVersion.h change is now implement in the ReleaseObjectVersion.h.

Change 3244492 on 2017/01/02 by Jamie.Dale

	Improved error message

Change 3244545 on 2017/01/02 by Nick.Darnell

	Navigation - Making it so we don't attempt to load HotReload during shutdown, we only access it if it's still loaded.

Change 3244549 on 2017/01/02 by Nick.Darnell

	Slate - Implementing custom hardware cursor loading across Windows, Mac and Linux and supports loading cursors from PAK files.  All platforms support loading PNGs through the FHardwareCursor interface.  Some platforms support additional formats, for multiresolution support, but there's a naming convention that can be used on PNGs for the same capability.  All of it is documented in the FHardwareCursor header.  The platform layer for ICursor, now has support for replacing cursor shapes as an override, and can be reset safely.

	The FHardwareCursor supports loading cursors from raw pixel buffers as well, the plan is to allow for the option to UTextures to also be used for hardware cursors.

	Now users through C++ can load and replace the hardware cursors with custom ones of their own,

	e.g. FSlateApplication::Get().RegisterCursor(EMouseCursor::Default, MakeShareable(new FHardwareCursor(FPaths::GameContentDir() / "Slate/FancyPointer", FIntPoint(0,0))));

	The next step is to expose a game friendly layer that supports caching cursors, and letting users change them out by name, without a bunch of destruction of OS resources.

Change 3244845 on 2017/01/03 by Jamie.Dale

	Fixing typo

	#jira UE-39920

Change 3244903 on 2017/01/03 by Jamie.Dale

	PR #3044: fix link error when FAssetData::PrintAssetData() is used in project (Contributed by kayama-shift)

Change 3245125 on 2017/01/03 by Alexis.Matte

	Put back the dev-editor version because there was some data create before we back it out

Change 3246106 on 2017/01/04 by Chris.Wood

	Removed broken CrashReportReciever pre-upload phase from CrashReportClient.
	[UE-40153] - CrashReportClient fails when used in legacy mode with a CrashReportReciever

Change 3246251 on 2017/01/04 by Alex.Delesky

	#jira UE-39869 - Moving an asset before saving it and then hitting Save All from the file menu will no longer save the asset in its original location.

Change 3246252 on 2017/01/04 by Alex.Delesky

	#jira UE-39793 - Fixes an issue with the AutoReimporter where specifying a non-existent mount point (a directory in the content browser) would cause a crash when attempting to auto-import an asset from a monitored directory, as well as ensuring that valid mount points will be able to create new assets from auto-import.

	The "Map Directory To" field when setting directories to monitor for auto-reimport has also been changed to use the content browser path picker instead of relying on the user to manually enter a mount point.

Change 3247620 on 2017/01/05 by Nick.Darnell

	Automation - Removing an adjustment to the number of shots we take for high res shots.

Change 3247621 on 2017/01/05 by Nick.Darnell

	Automation - Adding a few more rendering tests to the cornell box.

Change 3247629 on 2017/01/05 by Nick.Darnell

	Automation - Improving the comparison row display for screenshots so it's obvious what each image represents.

Change 3248811 on 2017/01/05 by Matt.Kuhlenschmidt

	PR #3091: Removed unnecessary UPackage casts (Contributed by projectgheist)

Change 3248860 on 2017/01/06 by Matt.Kuhlenschmidt

	Made the plugin browser select the "built in" category by default instead of the 2D category.  There is no reason for a sub-category to be selected first as it makes searching for plugins globally an extra click because you have to click on the base category first

Change 3249264 on 2017/01/06 by Matt.Kuhlenschmidt

	Fixed automation test warnings

	#jira UE-40198

Change 3249481 on 2017/01/06 by Michael.Dupuis

	#jira UE-37875 : Fill empty layers of components on assignation or creation
	Also fill new component added with the tool from neighbours predominance

Change 3249505 on 2017/01/06 by Matt.Kuhlenschmidt

	PR #3093: Include guard cleanup (Contributed by projectgheist)

Change 3249544 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3250738 on 2017/01/09 by Nick.Darnell

	UMG - The WIC now checks if the Widget is enabled before it claims that it's over an interactable or keyboard focusable widget.

	#jira UE-39845

Change 3250865 on 2017/01/09 by Nick.Darnell

	Slate - Updating EAutoCenter and ESizingRule to use the newer enum class style enums.

Change 3250867 on 2017/01/09 by Nick.Darnell

	Slate - Adding more logging to the hardware cursor code so that it reports more information when it doesn't find an exact match when it comes to cursor size.

Change 3250936 on 2017/01/09 by Nick.Darnell

	Automation - Refactoring the screenshot comparison tool to no longer require one one generated report.  Doing screenshot comparions now generates individual reports for each failed comparison so that they can be evaluated in bits, and as changes occur as the user reviews aspects, we can remove the reports.  There is now async image loading for the comparison view so that it doesn't hitch.

Change 3250937 on 2017/01/09 by Nick.Darnell

	Automation - Adding another example to the CornellBox test.

Change 3250958 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251162 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251254 on 2017/01/09 by Matt.Kuhlenschmidt

	Attempt to fix static analysis warnings

Change 3251373 on 2017/01/09 by Nick.Darnell

	Core - Now writing a log warning instead of ensuring if calling LoadModule wouldn't have been safe to do here, depending on load order.

Change 3251525 on 2017/01/09 by Nick.Darnell

	Automation - Fixing a build issue in ImageComparer.

Change 3252321 on 2017/01/10 by Alex.Delesky

	#jira UE-40164 - Importing multiple files to overwrite existing assets such as sounds will now correctly persist the "Yes to All" / "No to All" dialog selections.

Change 3252354 on 2017/01/10 by Nick.Darnell

	Image Compare - Fixing a potential threading hazard in the image comparer.

Change 3252356 on 2017/01/10 by Nick.Darnell

	Automation - The screenshot metadata now captures the commit/CL that the screenshot was taken at and records it in the metadata.

Change 3252601 on 2017/01/10 by Alexis.Matte

	Fbx automation test, reload feature implementation

Change 3252761 on 2017/01/10 by Jamie.Dale

	Fixing some IWYU errors with PCH disabled

Change 3252765 on 2017/01/10 by Jamie.Dale

	Fixing some static analysis warnings

Change 3252793 on 2017/01/10 by Jamie.Dale

	Fixing FText natvis

	The text data visualizers have to be defined before the text visualizer

Change 3253987 on 2017/01/11 by Matt.Kuhlenschmidt

	PR #3108: Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit (Contributed by SRombauts)

Change 3254378 on 2017/01/11 by Matt.Kuhlenschmidt

	Refactor scene importing to allow for plugins to make scene importers

Change 3254679 on 2017/01/11 by Matt.Kuhlenschmidt

	Fix calling LoadModule in perforce source control off the main thread

Change 3256472 on 2017/01/12 by Jamie.Dale

	Improved error reporting from IncludeTool

	- The error reporting was using zero-based line indices which was misleading.
	- The error reporting now includes the offending line to remove ambiguity.

Change 3256725 on 2017/01/13 by Jamie.Dale

	IncludeTool can now parse typedef in Fwd headers

Change 3256758 on 2017/01/13 by Jamie.Dale

	Added support for String Tables

	String Tables provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text.

	String Tables can be defined in C++ (using the LOCTABLE family of macros), loaded via CSV file, or created as an asset. They can be referenced in C++ using either the LOCTABLE macro, or the static FText::FromStringTable function. INI files can reference them using the LOCTABLE macro syntax, and FText properties in assets can reference them via the advanced settings combo.

Change 3257018 on 2017/01/13 by Alexis.Matte

	FbxAutomationTest fix the import reload operation, it was calling garbagecollect with no keep flag

Change 3257168 on 2017/01/13 by Jamie.Dale

	Removed code that was writing null into bytecode during save

Change 3257344 on 2017/01/13 by Jamie.Dale

	Backing out changelist 3256725, and excluding my header from the scan instead

Change 3257426 on 2017/01/13 by Nick.Darnell

	Slate - Adding the ability to invert alpha when drawing slate textures.  Going to be used in the future for rendering render targets for the scene which have inverted alpha.

Change 3257572 on 2017/01/13 by Nick.Darnell

	Slate - Fixing a build error.

Change 3257970 on 2017/01/14 by Jamie.Dale

	Fixing exclude path

Change 3258458 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3135: GameViewportClient: FOnCloseRequested is now a multicast delegate (Contributed by Nadrin)

Change 3258472 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3126: Fix to load editor style assets (Contributed by projectgheist)

Change 3258473 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3124: Fix wrong result with Image-DrawAsBox with PaperSprite. (Contributed by valval88)

Change 3258539 on 2017/01/16 by Nick.Darnell

	Slate - Pixel Snapping has been moved to the GPU for the RHI rendering policy.  Additionally, widgets with a render transform of Scale, Rotation or Sheer, and their children are no longer pixel snapped, this should reduce some of jittering seen by users when animations are applied to widgets.  NOTE: This only affects render transforms, any transform in layout space is still subject to pixel snapping.

Change 3258607 on 2017/01/16 by Nick.Darnell

	Fixing the mac build.

Change 3258661 on 2017/01/16 by Matt.Kuhlenschmidt

	Actors with experimental components no longer say
	"Uses experimental class: Actor" when selecting the actor root in the details panel

	#jira UE-40535

Change 3258678 on 2017/01/16 by Nick.Darnell

	Platform - Introducing a way to get the mimetype for a file on Windows.  Other platforms don't yet have an implementation outside of returning application/unknown.

Change 3258924 on 2017/01/16 by Nick.Darnell

	Platform - Implementing a fallback for the generic platform http, that can do some basic mimetype lookups.

Change 3258929 on 2017/01/16 by Nick.Darnell

	UMG - Fixing the animation to finish the evaluation before it notifies that the animation completed.

Change 3259109 on 2017/01/16 by Nick.Darnell

	Platform - The GetMimeType function now only takes in FilePath, since some platforms will require that actually resolve to a file on disk in order to determine the true mimetype.

Change 3259111 on 2017/01/16 by Alexis.Matte

	Avoid to move the camera when we re-import in the static mesh editor
	#jira UE-40613

Change 3259275 on 2017/01/16 by Matt.Kuhlenschmidt

	Fix crash when a slate window is resized and calls into a scene viewport during loading code when the scene viewport is not in a slate hierarchy and thus has no widget

Change 3259300 on 2017/01/16 by Nick.Darnell

	UMG - Introducing PreConstruct and NativePreConstruct to the base UUserWidget.  Users can now visualize non-binding based changes in the designer by evaluating a very limited amount of the blueprint code.  In the event your user widget crashes on load, due to calling something unsafe, you can disable evaluation in the editor preferences under Widget Designer.

Change 3259306 on 2017/01/16 by Nick.Darnell

	Games - Removing the Game Specific implementations of PreConstruct.

Change 3260182 on 2017/01/17 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3261049 on 2017/01/17 by Nick.Darnell

	Slate - Putting in some fixes for the non-gpu pixel snapping mode, and disabling gpu snapping while we dig into why it looks weird.

Change 3261434 on 2017/01/17 by Nick.Darnell

	Fixing the mac build.

Change 3261435 on 2017/01/17 by Nick.Darnell

	Slate - Tweaking some aspects of the slate rounding code on the GPU.  There's still some precision loss somewhere causing subtle differences in where the snap occurs, that's different from previously.

Change 3261460 on 2017/01/17 by Nick.Darnell

	UMG - Tweaking the defintiions of NativePreConstruct, dropping passing in design time since that is readily available in native code.

Change 3261833 on 2017/01/18 by Alexis.Matte

	Fix all warning for fbx automation tests
	#jira UE-40208

Change 3261874 on 2017/01/18 by Matt.Kuhlenschmidt

	PR #3136: Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files (Contributed by SRombauts)

Change 3262000 on 2017/01/18 by Jamie.Dale

	Updated Slate to allocate widgets using MakeShared

	This saves one allocation per-widget

Change 3262003 on 2017/01/18 by Nick.Darnell

	UMG - Widget Interaction Components now ignore Visible(false) Widget Components when tracing.

	#jira UE-40523

Change 3262052 on 2017/01/18 by Alexis.Matte

	Put back the staticmesh skinxx workflow
	#jira UE-40782

Change 3262775 on 2017/01/18 by Nick.Darnell

	Slate - Ditching moving vertex rounding to the GPU, some precision issues could not be overcome.  Ended up writing a clean way to implement it on the CPU.

Change 3262818 on 2017/01/18 by Alex.Delesky

	#jira UE-40668 - Editor preferences will now save for data pin styles

Change 3263679 on 2017/01/19 by Nick.Darnell

	Slate - Adding some comments to the Slate Vertex Rounder.

Change 3265154 on 2017/01/19 by Nick.Darnell

	Slate/UMG - Putting in some more time into pixel snapping.  I've re-introduced the old constructors, and decided to go with the templated approach, as to not break old code that relied on the FSlateVertex working a certain way.

Change 3265478 on 2017/01/20 by Chris.Wood

	Added config support for hang detection time and switching hang detection on/off in UnrealWatchdog
	[UE-40838] - Make hang time configurable and increase default in UnrealWatchdog

Change 3265600 on 2017/01/20 by Nick.Darnell

	Slate - Making some const local variables const.

Change 3265714 on 2017/01/20 by Alex.Delesky

	#jira UE-40791 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

Change 3265865 on 2017/01/20 by Alex.Delesky

	#jira UE-40511 - The Content Browser file path will now update when inside a folder that is deleted from the Sources Panel.

Change 3267989 on 2017/01/23 by Jamie.Dale

	Exposed String Tables to Blueprints

Change 3268018 on 2017/01/23 by Jamie.Dale

	Small API clean-up for string tables

Change 3268455 on 2017/01/23 by Matt.Kuhlenschmidt

	Fix SaveAs (Which says SaveCurrentAs) not saving the current level and only saving the persistent level and then reloading everything thus causing work to be lost if editing a sub-level

	#jira UE-40930

Change 3269388 on 2017/01/24 by Chris.Wood

	Refactored tick timing in UnrealWatchdog to stop bug where it doesn't close.
	[UE-40839] - UnrealWatchdog running and blocking use of Unreal Game Sync for internal users

	Standalone tool code only - doesn't touch engine

Change 3270205 on 2017/01/24 by Cody.Albert

	Updated FUnrealEdMisc::OnMessageTokenActivated to properly traverse up the outer hierarchy of an object.

Change 3270231 on 2017/01/24 by Cody.Albert

	Renamed and exposed GetFullScreenAlignment and GetViewportAnchors for consistency with the setters

Change 3271734 on 2017/01/25 by Michael.Dupuis

	#jira UE-38631
	Add sorting for landscape target layer, user can now sort alphabetical, material based or custom
	Added a new vertical box SDragNDropVerticalBox to handle drag & drop of FSlot
	Fixed SDropTarget to only consider the drop action if it was started by it
	Added visibility toggle to only show used layers in the currently loaded data

Change 3271797 on 2017/01/25 by Jamie.Dale

	Renamed HasBeenAlreadyMadeSharable to DoesSharedInstanceExist as the old name was nonsense

Change 3271813 on 2017/01/25 by Jamie.Dale

	Fixed bad access of a shared this during widget destruction when a context menu was open

Change 3271988 on 2017/01/25 by Nick.Darnell

	Slate - Removing some old checkbox deprecated code from the 4.3 and 4.6 days.

Change 3271992 on 2017/01/25 by Nick.Darnell

	Blueprints - Making the checked call better to log out more information when dragging and dropping a missing property.

Change 3272134 on 2017/01/25 by Jamie.Dale

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text).

Change 3272301 on 2017/01/25 by Nick.Darnell

	Slate - More cleanup from the removal of a old legacy enum that people were still using.

Change 3273070 on 2017/01/26 by Chris.Wood

	Fix CIS errors in landscape code from CL 3271734

Change 3273123 on 2017/01/26 by Chris.Wood

	Fix crash during init of CRC when running packaged without access to main engine config hierarchy.

Change 3273194 on 2017/01/26 by Nick.Darnell

	Fixing some build warnings.

Change 3273242 on 2017/01/26 by Michael.Dupuis

	#jira UE-39948 : if we detect there is multiple levels in the current persistent when we add a new foliage asset we ask to save the foliage as an asset to permit paiting over multiple levels

Change 3273279 on 2017/01/26 by Jamie.Dale

	String Table INI redirects are now in the "Core.StringTable" section (rather than "/Script/Engine.Engine")

Change 3273483 on 2017/01/26 by Alex.Delesky

	#jira UE-32047 - Made changes to the FixupRedirects commandlet to ensure that files that are marked for delete are moved from the default changelist to the pending changelist and submitted when using Perforce.

	Also makes a slight change to the ResavePackages commandlet to submit files marked for delete.

Change 3273568 on 2017/01/26 by Alex.Delesky

	Modifying changes made to SPluginWizard to have the plugin loading phase determined by the wizard's definition rather than from the first selected template.

	#jira none

Change 3273855 on 2017/01/26 by Alex.Delesky

	#jira UE-41117 - Updating the tooltip on the "Allow Paint of all LODs" option for mesh paint mode.

Change 3274200 on 2017/01/26 by Alex.Delesky

	For IPluginWizardDefinition, temporarily adding function bodies to two methods instead of having them be pure virtual methods.

Change 3274317 on 2017/01/26 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3275072 on 2017/01/27 by Michael.Dupuis

	#jira UE-38631 tweaks
	Fix typo error
	Iterate all components, not only active one
	Force expand the Target Layers widget

Change 3275249 on 2017/01/27 by Alexis.Matte

	Color grading controls: Keep the vector ratio when changing the master slider
	#jira UETOOL-1098

Change 3275282 on 2017/01/27 by Alexis.Matte

	Color grading controls: Cosmetic changes
	#jira UETOOL-1099

Change 3275292 on 2017/01/27 by Alexis.Matte

	Make sure the build is called once when we import a staticmesh.
	#jira UE-40947

Change 3275430 on 2017/01/27 by Alexis.Matte

	Add some fbx automation tests
	- Import a mesh with no material
	- Import corrupted asset with no section in a LOD
	- Import morph targets
	- Materials name clash
	- Max Multimap material ordering

Change 3275683 on 2017/01/27 by Michael.Dupuis

	#jira UE-41215 : when saving an asset do not register the transaction, and make sure that the duplicate wont keep a copy in the transaction buffer as an asset can't be undo

Change 3276237 on 2017/01/27 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3276266 on 2017/01/27 by Jamie.Dale

	Fix for accessing a potentially null pointer

Change 3277065 on 2017/01/30 by Chris.Wood

	Move crash report temp files to saved config and cleanup on schedule.
	[UE-39506] - CrashReportClient ini folders are not cleaned when opening the editor

Change 3277236 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix crash when cancelling SaveCurrentLevelAs

	#jira UE-41182

Change 3277409 on 2017/01/30 by Jamie.Dale

	Improved text rendering when the last resort font is missing

	The last resort font is no longer included in shipping builds, so this change makes some improvements to text rendering when it's missing.

	- The legacy font cache no longer tries to use the last resort font if it's not available (preventing warnings).
	- The Slate font renderer no longer tries to use the last resort font if it's not available.
	- Text shaping will use the last resort character if none of the available fonts can render a given character (likely because the last resort font is missing).
	- HarfBuzz shaped text now uses the fallback character correctly.

Change 3277749 on 2017/01/30 by Nick.Darnell

	Slate - Moving ESlateDrawEffect & ESlateBatchDrawFlag over to be enum class, found cases where users were improperly assuming the enum order, and so now it won't be possible to just treat an int32 or a bool as the draw effect value.

	Core - Adding EnumHasAllFlags and EnumHasAnyFlags, templated functions to make it easier to check for the existance of a flag on enum classes.

Change 3277805 on 2017/01/30 by Nick.Darnell

	Rendering - Changing some LoadModuleChecked calls to GetModuleChecked, as these calls are not happening on the main thread and are not safe to make.

Change 3277914 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix Niagara slate style warning on startup

Change 3278058 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile error

Change 3278132 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278133 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile errors

Change 3278186 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278525 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278534 on 2017/01/30 by Nick.Darnell

	Automation - Clearing up several warnings/errors with automation results, trying to get Automation Tests to at least yellow before integration.

Change 3278941 on 2017/01/31 by Nick.Darnell

	Fixing a build warning due to build team refactor.

Change 3278949 on 2017/01/31 by Nick.Darnell

	Fixing incrmenetal build issues.

Change 3278953 on 2017/01/31 by Nick.Darnell

	Fixing some incrmental linux build issues.

Change 3278964 on 2017/01/31 by Nick.Darnell

	FIxing more incremental build issues.

Change 3279256 on 2017/01/31 by Michael.Dupuis

	#jira UE-41319
	#jira UE-41315
	#jira UE-41316
	Instead of getting the Landscape Actor, call GetLandscapeProxy so all case are handled, either proxy or landscape actor

Change 3279270 on 2017/01/31 by Chad.Garyet

	re-updating the automation test pool

[CL 3279775 by Matt Kuhlenschmidt in Main branch]
2017-01-31 15:22:49 -05:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

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

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marc Audy
ef9dbd59d7 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden

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

Change 3182087 on 2016/11/01 by Lina.Halper

	PR #2328: fix morph target weight application order. (Contributed by tmiv)

	- changed order of morphtarget application to be animation and THEN SetMorphTarget
	- made sure you could clear the weight also if SetMorphTarget to be 0.f

	#jira: UE-29999

Change 3182090 on 2016/11/01 by Lina.Halper

	Fix issue where import doesn't display any message when import type hasn't been detected

Change 3182123 on 2016/11/01 by Wes.Hunt

	ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.

Change 3182177 on 2016/11/01 by Lina.Halper

	Fix not being able to modify Joint Target Location in detail panel

	#jira: UE-30900

Change 3182181 on 2016/11/01 by Ben.Zeigler

	Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
	Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
	Some header cleanup

Change 3182876 on 2016/11/02 by Danny.Bouimad

	Moving files

Change 3182912 on 2016/11/02 by Thomas.Sarkanen

	Added access to the viewport client from IPersonaViewport

	Allows systems to hook into the state of the client.

	#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails

Change 3182927 on 2016/11/02 by Thomas.Sarkanen

	Initially select current asset in the asset family shortcut bar dropdown

	#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does

Change 3182970 on 2016/11/02 by Lukasz.Furman

	CIS fix for gameplay debugger
	copy of CL# 3165005

Change 3183123 on 2016/11/02 by Mieszko.Zielinski

	Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4

Change 3183310 on 2016/11/02 by Jurre.deBaare

	Blendspace changes:
	- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
	- Re-ordered blendspace.h/cpp
	- const correctness where possible
	- Removed unused code paths
	- Wrapped non-runtime code paths in WITH_EDITOR

	Blendspace editor refactor:
	- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
	- New Grid Widget class
	- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
	- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)

Change 3183344 on 2016/11/02 by James.Golding

	UEFW-181 : Move PhysX vehicle support to a plugin
	- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
	- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
	- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
	- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs

Change 3183351 on 2016/11/02 by Ben.Zeigler

	Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry

Change 3183354 on 2016/11/02 by Ben.Zeigler

	Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved

Change 3183383 on 2016/11/02 by Thomas.Sarkanen

	Persona camera fixes

	Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
	Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
	Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).

	#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor

Change 3183409 on 2016/11/02 by Jon.Nabozny

	#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.

	#jira UE-35660

Change 3183625 on 2016/11/02 by James.Golding

	Hopeful fix for Mac CIS issue in PhysXVehiclesEditor

Change 3183652 on 2016/11/02 by Ben.Zeigler

	Fix issue where commonly replicated tags didn't work if load from ini was turned off.
	Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.

Change 3183856 on 2016/11/02 by Richard.Hinckley

	#jira UEDOC-4006
	Editing GameMode and GameState documentation (in Framework branch).

Change 3183902 on 2016/11/02 by Mieszko.Zielinski

	Fixed EQS debug drawing not showing item labels #UE4

	Proper implementation of CL#3183899

	#jira UE-38122

Change 3183996 on 2016/11/02 by Jon.Nabozny

	Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.

Change 3184129 on 2016/11/02 by Ben.Zeigler

	#jira UE-38022 Move GameplayAbilities to a plugin.
	Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
	#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
	#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object

Change 3184130 on 2016/11/02 by Ben.Zeigler

	Internal game fixups for moving gameplayabilities to a plugin

Change 3184469 on 2016/11/02 by Ben.Zeigler

	Change abilities plugin to be more obviously unsupported

Change 3184565 on 2016/11/02 by dan.reynolds

	AEOverview update with HRTF test map

Change 3184800 on 2016/11/03 by Thomas.Sarkanen

	Added "Show Selected and Parents" to bone display options

	Also fixed mis-named menu section.

	#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport

Change 3184810 on 2016/11/03 by James.Golding

	Remove WoflPlat PhysX 3.3 and Apex 1.3 files

Change 3184817 on 2016/11/03 by Thomas.Sarkanen

	Added facial animation support

	Added curve table to sound wave (internal or external). Added UI support for manipulating these.

	Improved curve table editor.
	- Editor can now display curves as well as tables.
	- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).

	Added curve source interface.
	Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
	Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.

	Added bulk importer plugin.
	This imports audio & FBX files and builds cuirve data into SoundWave assets.
	- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
	- Added new support for importing curves to a curve table.

	Added preview of audio to Persona.
	- Added display, filtering and playback of sound waves from the anim sequence browser.
	- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
	- Persona now uses an Actor rather than disparate components.
	- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
	- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
	- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.

	#jira UEFW-7 - Routing Sound Curves to AnimBP
	#jira UEFW-5 - Support importing curves
	#jira UE-37950 - Spawn preview actor in animation editor

Change 3184837 on 2016/11/03 by James.Golding

	PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
	#jira UE-37978

Change 3184847 on 2016/11/03 by Thomas.Sarkanen

	Fixed editor shutdown crash

	Dont try to save config when UObjects are all gone.

Change 3184853 on 2016/11/03 by James.Golding

	Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.

Change 3184884 on 2016/11/03 by Thomas.Sarkanen

	Anim Blueprint thread safety is now checked in the compiler

	Added new metadata keys for classes and functions to describe their thread safety.
	Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
	Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
	Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
	CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.

	#doc Added link to new section of AnimGraph page, which may benefit from images etc.

	#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.

Change 3184886 on 2016/11/03 by Thomas.Sarkanen

	Content fixes for anim BP thread safety warnings

	Ocean:
	Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.

	Odin:
	Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.

	Fortnite:
	Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh

Change 3184894 on 2016/11/03 by Thomas.Sarkanen

	Fix Mac CIS

Change 3184951 on 2016/11/03 by Thomas.Sarkanen

	Fix CIS warning on clang platforms

Change 3185176 on 2016/11/03 by James.Golding

	Hopeful fix for building PhysXVehicles plugin for mac

Change 3185289 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:

	-Addition of a tag with comments and a specific INI location
	-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
	-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
	-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
	-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array

Change 3185331 on 2016/11/03 by Marc.Audy

	Remove duplicated condition from if

Change 3185426 on 2016/11/03 by James.Golding

	Another attempt at fixing mac builds of PhysXVehicles plugin

Change 3185487 on 2016/11/03 by James.Golding

	- Remove TireType assets from templates/sample, add TireConfigs instead
	- Make deprecated vehicle vars visible (but not editable), to help converting content
	- Change icon for PhysX vehicle plugin

Change 3185520 on 2016/11/03 by James.Golding

	Trying yet again to fix Mac CIS!

Change 3185542 on 2016/11/03 by Ben.Zeigler

	#jira UE-34086
	Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent

	#jira UE-35652
	Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
	Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate

Change 3185570 on 2016/11/03 by Marc.Audy

	Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
	Remove some autos

Change 3185749 on 2016/11/03 by dan.reynolds

	AEOverview test map addition: testing Virtual Voice

Change 3185946 on 2016/11/03 by dan.reynolds

	AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps

Change 3185972 on 2016/11/03 by Lina.Halper

	Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser

	#jira: UE-31890
	#code review: Thomas.Sarkanen

Change 3186043 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback

	-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
	-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
	-Tags with comments will now display both their name and their comment in tooltips

Change 3186207 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names

Change 3186321 on 2016/11/03 by Dan.Reynolds

	Removed deprecated test asset (BP_ProceduralSoundWaveTest)

Change 3186740 on 2016/11/04 by Thomas.Sarkanen

	Removed FPersona and supporting classes

	Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).

	#jira UEFW-222 - Remove FPersona

Change 3186741 on 2016/11/04 by Thomas.Sarkanen

	Fix non-unity builds

Change 3186755 on 2016/11/04 by Thomas.Sarkanen

	Prevent adding keys to read-only curves in curve tables

	Lock off the shift-LMB shortcut to add keys

	#jira UE-38210 - Crash trying to add a key to a curve table in curve view

Change 3186798 on 2016/11/04 by James.Golding

	UE-37503 - Add FHitResult output to K2_LineTraceComponent

Change 3186800 on 2016/11/04 by James.Golding

	- Remove deprecated collision functions in KismetSystemLibrary
	- Remove _NEW from collision function names, add redirectors
	- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)

Change 3186989 on 2016/11/04 by James.Golding

	Fix CIS fail in Fortnte

Change 3187081 on 2016/11/04 by Wes.Hunt

	EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125

Change 3187135 on 2016/11/04 by Jurre.deBaare

	Fix for incorrect framework version in blendspace serialization code.

Change 3187682 on 2016/11/04 by Ben.Zeigler

	#jira UE-38289 Fix crash when replicated tag array is empty

Change 3188113 on 2016/11/05 by Mieszko.Zielinski

	Removed a bunch of deprecated AI module functions #UE4

	Cut-off point at v4.10

Change 3188119 on 2016/11/05 by Mieszko.Zielinski

	Deprecated AI functionality removal fallout fixes #UE4

Change 3188121 on 2016/11/05 by Mieszko.Zielinski

	PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)

	Did some massaging on change.

	#jira UE-37685

Change 3188122 on 2016/11/05 by Mieszko.Zielinski

	Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4

Change 3188442 on 2016/11/07 by James.Golding

	Check in trace debug draw test map

Change 3188463 on 2016/11/07 by james.cobbett

	Submitting Pose Snapshot test map and asset

Change 3188618 on 2016/11/07 by Thomas.Sarkanen

	Expanded pose snapshot system

	Allows poses to be stored in variables.
	Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
	Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
	Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.

	#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)

Change 3188619 on 2016/11/07 by Thomas.Sarkanen

	Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h

Change 3188642 on 2016/11/07 by Thomas.Sarkanen

	Added new test for pose variables

Change 3188716 on 2016/11/07 by Ben.Zeigler

	#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file

Change 3189020 on 2016/11/07 by dan.reynolds

	Added a test map for Audio Volume Ambient Zone test for Play Sound at Location

	AVOverviewAZPlaySoundAtLocation

Change 3189188 on 2016/11/07 by Jon.Nabozny

	Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.

	#jira UE-36607

Change 3189199 on 2016/11/07 by Jon.Nabozny

	Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
	modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.

	#jira UE-33038

Change 3189271 on 2016/11/07 by Aaron.McLeran

	UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module

	- Fixups for removals
	- Several bug fixes for sound classes

Change 3189450 on 2016/11/07 by Aaron.McLeran

	Fixes for facial animation playback progress

	- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
	- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.

Change 3189507 on 2016/11/07 by Wes.Hunt

	* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
	  * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
	* Deprecated all platform independent usages of GetMacAddress and related functions.  #jira AN-820  #jira AN-802
	* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
	* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
	* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
	* Removed GetUniqueDeviceId code from LauncherInstaller.
	* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
	* Removed DeviceID from SessionStart analytics event.

	#FYI: justin.sargent, Chris.Wood, Wes.Fudala
	* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
	* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
	* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.

Change 3190032 on 2016/11/08 by Wes.Hunt

	Fix a few places I forgot to deprecate regarding GetMacAddress.

Change 3190107 on 2016/11/08 by Wes.Hunt

	Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.

Change 3190326 on 2016/11/08 by Aaron.McLeran

	Fixing CIS build warning

Change 3190495 on 2016/11/08 by Jon.Nabozny

	Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.

	#jira UE-37512

Change 3190566 on 2016/11/08 by Martin.Wilson

	Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)

	#jira UE-27323

Change 3190631 on 2016/11/08 by Martin.Wilson

	Fix notify validation not triggering when using set time/set frame context menu options

	#jira UE-37857

Change 3190666 on 2016/11/08 by Martin.Wilson

	Add info about anim instance to additive warning

	#jira UE-35930

Change 3191290 on 2016/11/09 by Thomas.Sarkanen

	Fix skeleton tree selection disappearing when filtering changes

	Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Split SSkeletonTree into multiple files
	Items now derive from the common base class ISkeletonTreeItem.
	New skeleton tree item RTTI added modlled on the drag/drop RTTI.
	Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
	Item selection is now preserved on filter change.
	Filtering now (optionally) keeps the hierarchy in place.

	#jira UE-31017 - Skeleton Selection is Lost When Changing Filters

Change 3191325 on 2016/11/09 by Thomas.Sarkanen

	Fix clang CIS

Change 3191344 on 2016/11/09 by Thomas.Sarkanen

	More clang CIS fixes

Change 3191345 on 2016/11/09 by Thomas.Sarkanen

	CIS fix: Missed another enum fwd declaration

Change 3191374 on 2016/11/09 by Thomas.Sarkanen

	Remove 4.11 deprecated functions from animation systems

	Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).

	#jira UE-35748 - Clean up 4.11 Deprecated functions

Change 3191375 on 2016/11/09 by Thomas.Sarkanen

	Fixup Orion hero instance after deprecation

Change 3191739 on 2016/11/09 by Marc.Audy

	PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.

Change 3191827 on 2016/11/09 by Marc.Audy

	Raw Input plugin allowing support of steering wheels and flightsticks
	#jira UEFW-237

Change 3191828 on 2016/11/09 by Ben.Zeigler

	#jira UE-38384 Comment cleanup for gameplay tag library

Change 3191889 on 2016/11/09 by Ben.Zeigler

	#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
	If a settings file does not yet exist on disk, also try adding to source control after writing it

Change 3191911 on 2016/11/09 by Marc.Audy

	Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
	#jira UEFW-237

Change 3191915 on 2016/11/09 by Marc.Audy

	Provide useful tooltips for raw input setting properties
	#jira UEFW-237

Change 3192039 on 2016/11/09 by dan.reynolds

	AEOverview Update

	- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap

	- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes

Change 3192059 on 2016/11/09 by Martin.Wilson

	Fix montage thumbnail rendering with ref pose

	#jira UE-35578

Change 3192065 on 2016/11/09 by Martin.Wilson

	Widen bone reference widget to give a better view of the name and added full name to tooltip

	#jira UE-36264

Change 3192217 on 2016/11/09 by Martin.Wilson

	Auto selected current bone when opening bone reference tree

	#Jira UE-36264

Change 3192332 on 2016/11/09 by Marc.Audy

	Fix RawInput compiling when WITH_EDITOR is false
	#jira UE-38433

Change 3193061 on 2016/11/10 by Thomas.Sarkanen

	Marked facial animation plugin & component as experimental/beta

Change 3193072 on 2016/11/10 by Martin.Wilson

	Correct reference skeleton fix up order

Change 3193112 on 2016/11/10 by Danny.Bouimad

	Pesudo hair asset usintphat for testing

Change 3193243 on 2016/11/10 by Martin.Wilson

	Fix removal of USkeleton bone tree entries

	#Jira UE-37363

Change 3193249 on 2016/11/10 by Marc.Audy

	Raw input compile fixes:
	Fix additional not with_editor compile issues
	Fix static analysis warnings
	#jira UE-38433

Change 3193558 on 2016/11/10 by Martin.Wilson

	Move "Number of Curves" label creation to attribute so that it updates dynamically

	#jira UE-26767

Change 3193664 on 2016/11/10 by Marc.Audy

	PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
	#jira UE-38436

Change 3193719 on 2016/11/10 by Lukasz.Furman

	fixed vertical jitter in replicated NavWalking movement
	#jira UE-33260

Change 3193802 on 2016/11/10 by Marc.Audy

	Remove some autos, fix NULL to nullptr, call GetWorld just once

Change 3193809 on 2016/11/10 by Marc.Audy

	Fix Mac CIS compile error
	#jira UE-38501

Change 3194053 on 2016/11/10 by Aaron.McLeran

	Fixed crash on shutdown when using audio mixer

	- Switching audio mixer to use a runnable thread rather than async tasks
	- Fixed issue where audio buffers weren't taking ownership of wave data

Change 3194057 on 2016/11/10 by Aaron.McLeran

	Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.

	- Added support for 8 channel source files.

Change 3194070 on 2016/11/10 by Aaron.McLeran

	Fixing stupid compile error

Change 3194779 on 2016/11/11 by Jon.Nabozny

	Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
	Missed the '=true' portion.

Change 3194967 on 2016/11/11 by Mieszko.Zielinski

	PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)

	#jira UE-38443
	#jira UE-30906

Change 3195741 on 2016/11/11 by Ben.Zeigler

	#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures

Change 3196655 on 2016/11/14 by Marc.Audy

	Remove pointless remove/adds from Odin DefaultEngine.ini.
	This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
	#jira UE-38562

Change 3196678 on 2016/11/14 by Lukasz.Furman

	pass on gameplay debugger's EQS category
	copy of CL# 3195071, 3195152, 3196617 with local fixes

Change 3196700 on 2016/11/14 by Ben.Zeigler

	#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows

Change 3196719 on 2016/11/14 by Thomas.Sarkanen

	Added extra output to anim BP compiler when a blueprint function call is used

	This allows us to give more info to users when unsafe things (like blueprint functions) are used.

Change 3196799 on 2016/11/14 by Jurre.deBaare

	Fix for blendspace tooltip crash
	#fix Check before dereferencing animation ptr on samples :)

Change 3196971 on 2016/11/14 by Lukasz.Furman

	replaced hardcoded value for pathfollowing's focal point distance with a parameter
	#ue4

Change 3196994 on 2016/11/14 by Marc.Audy

	Slightly improve performance of boolean check

Change 3197768 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP

	- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)

	- Added Categorization menu to Main staging map to help sorting maps by category

	- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.

Change 3197782 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP

Change 3197801 on 2016/11/14 by dan.reynolds

	AEOverviewMain Stage 2 WIP:

	- Added Select All Buttom to select all loaded menu items

Change 3197988 on 2016/11/15 by Thomas.Sarkanen

	Add the ability to use incompatible meshes with snapshots

	We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
	No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.

	#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies

Change 3198062 on 2016/11/15 by Thomas.Sarkanen

	Disabled threaded update on various anim blueprints to remove cook warnings

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198071 on 2016/11/15 by Thomas.Sarkanen

	Fix default values not being available to change post anim BP compilation

	Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).

	#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected

Change 3198082 on 2016/11/15 by Jurre.deBaare

	CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
	#fix UI and ClampMin to 1
	#jira UE-38587

Change 3198138 on 2016/11/15 by Thomas.Sarkanen

	Expose montage functions to Blueprint

	Made sure to flag appropriate functions as not thread safe.
	Also const-corrected a few functions that should be.

	Github #2918: Blueprint Callable Montage Set/Get Position
	#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position

Change 3198141 on 2016/11/15 by Jurre.deBaare

	Crash from generated Merged Actor with no created lightmap UV
	#fix Always flag UV channel 0 to be occupied
	#jira UE-38520

Change 3198420 on 2016/11/15 by Thomas.Sarkanen

	Move thread-safety check flags to the UAnimBlueprint

	Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
	Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198485 on 2016/11/15 by Thomas.Sarkanen

	Properly fix compile-on-load/cook warnings about anim blueprint thread safety

	Content only re-save.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198622 on 2016/11/15 by Ben.Zeigler

	#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature

[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
Matthew Griffin
4136b4f3f8 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none

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

Change 3167010 on 2016/10/19 by Dmitriy.Dyomin

	Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
	Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
	#jira UE-36397

Change 3166824 on 2016/10/18 by Alexis.Matte

	Fix re-import of mesh material assignment regression
	#jira UE-37479

Change 3166821 on 2016/10/18 by Alexis.Matte

	Make sure the old asset are build correctly
	#jira UE-37461

Change 3166740 on 2016/10/18 by Lina.Halper

	Fix crash with hide name when bone buffer doesn't exist due to slave component
	#jira: UE-37467

Change 3166737 on 2016/10/18 by Jeff.Campeau

	Fix double release in PhysX if there's an exception during shutdown

	#jira UE-37058

Change 3166733 on 2016/10/18 by Chris.Babcock

	Add missing MultiviewOVR functions for Android deferred
	#jira UE-37401
	#ue4
	#android

Change 3166719 on 2016/10/18 by Richard.TalbotWatkin

	Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
	#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint

Change 3166701 on 2016/10/18 by Daniel.Wright

	Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
	#jira UE-37317

Change 3166549 on 2016/10/18 by Alexis.Matte

	Make sure the vertex paint circle brush is display when painting
	#jira UE-37462

Change 3166459 on 2016/10/18 by Mitchell.Wilson

	Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
	#jira UE-37471

Change 3166435 on 2016/10/18 by Mitchell.Wilson

	Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
	#jira UE-29718

Change 3166363 on 2016/10/18 by Mitchell.Wilson

	copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
	Rebuilt lighting for shootergame levels and added build data for each level.
	#jira UE-37435

Change 3166342 on 2016/10/18 by Rolando.Caloca

	UE4.14 - Fix for crash on splines with decals
	#jira UE-36864

Change 3166315 on 2016/10/18 by Ori.Cohen

	Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.

	#JIRA UE-21572, UE-37429

Change 3166274 on 2016/10/18 by Peter.Sauerbrei

	deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
	#jira UE-37034

Change 3166238 on 2016/10/18 by Max.Preussner

	MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
	Copied from Dev-Sequencer CL# 3166218

	#jira UE-37470

Change 3166209 on 2016/10/18 by Daniel.Lamb

	Fixed issue with launch on marking packages as dirty.
	#test Cook shooter game
	#jira UE-37455

Change 3165901 on 2016/10/18 by Jamie.Dale

	Fixed Clang error caused by missing return type

	#jira UE-37421

Change 3165774 on 2016/10/18 by Steve.Robb

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	Copied from CL# 3165739.

	#jira UE-37249
	#jira UE-37243

Change 3165457 on 2016/10/17 by Max.Chen

	Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.

	#jira UE-37420

Change 3165444 on 2016/10/17 by Max.Chen

	Sequencer: Fix reset view range so that it's a no-op when the range is negative.

	#jira UE-37412

Change 3165257 on 2016/10/17 by Keli.Hlodversson

	Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
	#jira UE-37432

Change 3165225 on 2016/10/17 by Nick.Darnell

	Strategy Game - No longer overrides the engine default iOS build machine to use.
	Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.

	#jira UE-37001

Change 3165110 on 2016/10/17 by Michael.Trepka

	Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script

	#jira UE-36939

Change 3165107 on 2016/10/17 by Mitchell.Wilson

	Resolve CIS content warnings in Shooter Game.
	#jira UE-30791

Change 3165001 on 2016/10/17 by Alexis.Matte

	Bump the static mesh build version to force a rebuild.
	#jira UE-37262

Change 3164928 on 2016/10/17 by Ben.Marsh

	GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.

Change 3164914 on 2016/10/17 by Max.Chen

	Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.

	Copy from Dev-Sequencer

	#jira UE-35285

Change 3164896 on 2016/10/17 by Ben.Marsh

	UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.

Change 3164892 on 2016/10/17 by Jamie.Dale

	Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText

	#jira UE-36977

Change 3164886 on 2016/10/17 by Jamie.Dale

	Fixed issues propagating property changes when editing Blueprints

	- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
	- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
	- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.

	#jira UE-36977

Change 3164884 on 2016/10/17 by Jamie.Dale

	We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor

	#jira UE-36977

Change 3164843 on 2016/10/17 by Ben.Marsh

	UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.

	#jira UE-37386

Change 3164823 on 2016/10/17 by Daniel.Lamb

	Fixed warning about shader compiler stalling.
	#test Cook Shootergame
	#jira UE-37393

Change 3164805 on 2016/10/17 by Alexis.Matte

	Remove the skinxx import workflow for static mesh
	#jira UE-37262

Change 3164803 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting on all template projects
	#jira UE-37317

Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed Editing InlineEditConditionToggle variable inside a blueprint  causing the editor to crash

	#jira UE-37029

Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed crash debugging blueprints in a networked game session
	- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete.  This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.

	#jira UE-37360

Change 3164711 on 2016/10/17 by Chris.Wood

	Added char limit to user description in Crash Report Client
	[UE-37377] - Limit description field size in Crash Report Client

	#jira UE-37377

Change 3164706 on 2016/10/17 by Alexis.Matte

	Fix fbx scene re-import of staticmesh loosing there materials
	#jira UE-37032

Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone

	#jira UE-37300

Change 3164686 on 2016/10/17 by Alexis.Matte

	Remove unwanted re-import setting option in both mesh editor.
	#jira UE-36640

Change 3164622 on 2016/10/17 by Dan.Oconnor

	Duplicating 3153975 and 3155758 in 4.14
	#jira UE-36938

Change 3164620 on 2016/10/17 by Robert.Manuszewski

	UE4 - Critical fix for task graph memory leak.

	(re-implementing CL #3159689 by Gil.Gribb)

	#jira UE-37382
	#fyi Gil.Gribb

Change 3164557 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting in code and bp first person template.
	#jira UE-37317

Change 3164370 on 2016/10/17 by Chris.Wood

	Fix broken application path in Crash Report Client app restart code.
	[UE-36429] - Send and Restart from Crash Reporter does nothing

	#jira UE-36429

Change 3164329 on 2016/10/17 by Dmitriy.Dyomin

	Fixed: Shader compile error using Point Lights Nvidia Shield
	#jira UE-25671

Change 3164219 on 2016/10/16 by Max.Chen

	Fix CDO Constructor errors

	Copy from Dev-Sequencer

	#jira UE-36787

Change 3164173 on 2016/10/16 by Zachary.Wilson

	Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections

	#jira UE-29618

Change 3164171 on 2016/10/16 by Benjamin.Hyder

	Re-Saving TM-Noise to update camera position

	#jira UE-29618

Change 3164169 on 2016/10/16 by Benjamin.Hyder

	Updating TM-Noise map to include VectorVoronoi noise material

	#jira UE-29618

Change 3164022 on 2016/10/15 by zachary.wilson

	Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node

	#jira UE-29618

Change 3163970 on 2016/10/15 by Benjamin.Hyder

	updating shading model for skeletal mesh example in TM-SSS_Fullres

	#jira UE-29618

Change 3163961 on 2016/10/15 by Benjamin.Hyder

	adding animated skeletal mesh example to TM-SSS_Fullres

	#jira UE-29618

Change 3163958 on 2016/10/15 by Benjamin.Hyder

	adding diffuse example to TM-SSS_Fullres

	#jira UE-29618

Change 3163728 on 2016/10/14 by Tyler.Cole

	Prep build scripts for WEX MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163718 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163715 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163711 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Orion MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163698 on 2016/10/14 by Michael.Trepka

	Fixed a CoreAudio crash on unpause

	#jira UE-37126

Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt

	Disable versioning info in project badge by default

	#jira UE-37335

Change 3163485 on 2016/10/14 by Michael.Trepka

	Add one more RPATH entry on Mac to support launching staged builds

	#jira UE-36799

Change 3163479 on 2016/10/14 by Michael.Trepka

	A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store

	#jira UE-25742

Change 3163465 on 2016/10/14 by Daniel.Lamb

	Fix issue with cook command from editor was trying to package also.
	#test Cook command in editor
	#jira UE-36796

Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt

	Fixed selected section highlight and vertex color view modes not working.

	#jira UE-37308

Change 3163450 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.

	#jira UE-37055

Change 3163400 on 2016/10/14 by Benjamin.Hyder

	Updating Lighting setttings inTM-SSS_Fullres

	#jira UE-29618

Change 3163392 on 2016/10/14 by Benjamin.Hyder

	Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials

	#jira UE-29618

Change 3163336 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3163335 on 2016/10/14 by Max.Chen

	Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.

	Copy from Dev-Sequencer

	#jira UE-35342

Change 3163230 on 2016/10/14 by Richard.TalbotWatkin

	Duplicated from //UE4/Release-4.13, CL 3111897

	When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
	#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
	#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
	#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building

Change 3163155 on 2016/10/14 by Benn.Gallagher

	Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
	#jira UE-37332

Change 3163146 on 2016/10/14 by Marc.Audy

	Properly add/remove wind sources when activated/deactivated
	#jira UE-37289

Change 3163135 on 2016/10/14 by Phillip.Kavan

	[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.

	Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).

	Additional changes (for release branch):
	- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.

	#jira UE-35259

Change 3162999 on 2016/10/14 by Ben.Marsh

	QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.

Change 3162988 on 2016/10/14 by Thomas.Sarkanen

	Fix socket editing on meshes

	Feature was inadvertently removed with the Persona refactor.

	#jira UE-37313 - Create Mesh Socket is missing

Change 3162938 on 2016/10/14 by Ben.Zeigler

	Merging CL 3162934 to //UE4/Release-4.14
	#jira UE-37044 Fix crash when loading map that has null actors in the actor list

Change 3162900 on 2016/10/14 by Dmitriy.Dyomin

	Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
	#jira UE-37312

Change 3162864 on 2016/10/14 by Yannick.Lange

	VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
	- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
	#jira UE-37050 #jira UE-37272

Change 3162761 on 2016/10/14 by Jack.Porter

	Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel

	#jira UE-36863

Change 3162724 on 2016/10/14 by Max.Chen

	Sequencer: Fix time dilation in level sequence player

	Copy from Dev-Sequencer

	#jira UE-37277

Change 3162617 on 2016/10/13 by Jeff.Campeau

	Fix Windows XP compilation issues.
	- Block Win10 SDK includes
	- Remove unused Win10 SDK path collecting
	- Fix extraneous includes
	- Add 32b atomic option for certain stats

	#jira UE-36909

Change 3162503 on 2016/10/13 by Max.Preussner

	MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
	Merged from Dev-Sequencer CL# 3160995

	#jira UE-37248

Change 3162470 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and saved levels in StrategyGame.
	#jira UE-36913

Change 3162466 on 2016/10/13 by Michael.Trepka

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#jira UE-37088

Change 3162458 on 2016/10/13 by Keli.Hlodversson

	When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
	#jira UE-37292 Game does not exit when exited through SteamVR UI

Change 3162421 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
	#jira UE-36913

Change 3162420 on 2016/10/13 by Marc.Audy

	Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
	#jira UE-37071

Change 3162406 on 2016/10/13 by Ben.Marsh

	Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.

	#jira UE-37269

Change 3162382 on 2016/10/13 by Ben.Marsh

	UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.

Change 3162314 on 2016/10/13 by Ben.Marsh

	Add PhysX build job to 4.14 branch.

Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt

	Ensure FBX scene import data object is not garbage collected during import

	#jira UE-35606

Change 3162270 on 2016/10/13 by Ben.Marsh

	UBT/Editor: Improved integration for Visual Studio "15".

	* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
	* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
	* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
	* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
	* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
	* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
	* Added support for enums in UBT XML configs
	* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...

	#jira UE-37176
	#jira UE-36872

Change 3162236 on 2016/10/13 by Mike.Beach

	Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.

	#jira UE-37224

Change 3162225 on 2016/10/13 by Alex.Delesky

	#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.

	Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)

Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt

	Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.

	#jira UE-37278

Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt

	Fix mac build

	#jira  UE-36885

Change 3162025 on 2016/10/13 by Daniel.Wright

	Compile fix
	#jira UE-37246

Change 3162009 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed movable lights getting assigned a shadowmap channel
	#jira UE-37246

Change 3161963 on 2016/10/13 by Jon.Nabozny

	Enable PrimaryActorTick.bCanEverTick in necessary Samples.

	The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).

	#jira UE-36888

Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt

	Added guard and more logging for crash when reimporting textures

	#jira UE-37263

Change 3161865 on 2016/10/13 by mason.seay

	Making the name more user friendly for test asset

	#jira UE-29618

Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt

	Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
	- Made the keybindings setting a proper developer settings object

	#jira  UE-36885

Change 3161854 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
	#jira UE-37204

Change 3161743 on 2016/10/13 by Lauren.Ridge

	Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift

	#jira UE-37245

Change 3161694 on 2016/10/13 by Michael.Dupuis

	#jira UE-37001 Perform manual migration of UICurve to proper config category

Change 3161689 on 2016/10/13 by Thomas.Sarkanen

	Fixed failing detachment automation test

	The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.

	#jira UE-37160 - Detachment automation tests failing

Change 3161685 on 2016/10/13 by mason.seay

	Test content for retargeting animation

	#jira UE-29618

Change 3161423 on 2016/10/13 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira UE-37119

Change 3161394 on 2016/10/13 by Mitchell.Wilson

	Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
	#jira UE-37256

Change 3161363 on 2016/10/13 by Jamie.Dale

	Fixing mangled English translations

	#jira UE-36128

Change 3161319 on 2016/10/13 by Benn.Gallagher

	Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
	#jira UE-37254

Change 3161310 on 2016/10/13 by Martin.Wilson

	Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled

	#jira UE-35149

Change 3161303 on 2016/10/13 by Jurre.deBaare

	Crash when using merge actor on static meshes that have been affected by simplygon
	#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
	#jira UE-36880

Change 3161166 on 2016/10/13 by Jack.Porter

	Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps

	#jira UE-37131

Change 3161161 on 2016/10/13 by Thomas.Sarkanen

	Fixed override materials hanging around when setting skeletal meshes

	#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are

Change 3161160 on 2016/10/13 by Thomas.Sarkanen

	Fix crash changing preview skeletal mesh with bone selected

	Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
	Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.

	#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash

Change 3160882 on 2016/10/12 by Mike.Beach

	Mirroring CL 3158790 from Dev-BP

	Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).

	#jira UE-37033

Change 3160863 on 2016/10/12 by Lauren.Ridge

	Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it

	#jira UE-35685

Change 3160855 on 2016/10/12 by Jeff.Campeau

	Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.

	#jira UE-36909

Change 3160844 on 2016/10/12 by Marcus.Wassmer

	Duplicate PR #2855:  Ansel plugin fixes (Contributed by adamnv)
	#jira UE-37162

Change 3160749 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy lightmaps are renamed with the world that uses them.  Fixes 'graph linked to external object' when renaming a map in the content browser.
	#jira UE-37231

Change 3160748 on 2016/10/12 by Daniel.Wright

	[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
	#jira UE-37231

Change 3160747 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
	#jira UE-37231

Change 3160727 on 2016/10/12 by Mitchell.Wilson

	Updating minimum iOS version to iOS 8 for all samples and templates
	#jira UE-37022

Change 3160655 on 2016/10/12 by Chad.Taylor

	Merging VR loading screen fixes from Dev-VR

	#jira UE-36741

Change 3160643 on 2016/10/12 by Keli.Hlodversson

	Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.

	#jira UE-36440

Change 3160641 on 2016/10/12 by Mike.Beach

	Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt

	Missed change from CL 3159889

	#jira UE-35503

Change 3160518 on 2016/10/12 by Ryan.Gerleve

	Fix assert when adding a new sublevel.

	#jira UE-37148

Change 3160439 on 2016/10/12 by Ben.Marsh

	Fix support for Visual Studio "15" preview 5.

	#jira UE-37227

Change 3160363 on 2016/10/12 by Daniel.Lamb

	Fix for skip editor content flag being passed throught o UAT.
	#jira UE-37223

Change 3160277 on 2016/10/12 by Mieszko.Zielinski

	Manually recreated CL#3159909 #UE4

	Original comment:
	---
	Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4

	Lack of those test has been reported licencees as source of some crashes

	#jira UE-37209

Change 3160120 on 2016/10/12 by Chris.Babcock

	Fix x86 and x86_64 libpng libraries for Android
	#jira UE-37192
	#ue4
	#android

Change 3160080 on 2016/10/12 by Matthew.Griffin

	PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
	#jira UE-36945

Change 3160063 on 2016/10/12 by Gareth.Martin

	Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
	#jira UE-36933

Change 3160045 on 2016/10/12 by Ryan.Gerleve

	Fix some issues with manipulating sublevels in the editor.

	#jira UE-36901, UE-36932

Change 3160044 on 2016/10/12 by Gareth.Martin

	Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
	- This should fix the crash that caused it to be commented out
	#jira UE-37152

Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh

	#jira UE-36985

Change 3159965 on 2016/10/12 by Ben.Zeigler

	#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager

Change 3159957 on 2016/10/12 by Robert.Manuszewski

	Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.

	#jira UE-35570, UE-35511, UE-35570, UE-35924

Change 3159921 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3153485 from Dev-Build
		Removed GUBP from Automation Tool Mono solution

Change 3159919 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3150017 from Dev-Build
		Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html

Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt

	Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game

	#jira UE-37112

Change 3159903 on 2016/10/12 by Ben.Zeigler

	#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen

Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt

	Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.

	#jira UE-36814

Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed part of the details panel UI showing up when there is nothing in the  details panel.  This was causing crashes when clicking on those parts of the UI

	#jira UE-35503

Change 3159888 on 2016/10/12 by Ben.Zeigler

	#jira UE-36849 DataTable::LoadStructData allocating wrong size

	Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory

Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt

	Guard against crash in Fcanvas drawing

	#jira UE-36496

Change 3159886 on 2016/10/12 by Ben.Zeigler

	#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
	#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
	Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
	Fix it so pending kill component templates do not end up in import table, they will fail to import
	Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
	This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint

Change 3159885 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
	Including source for additional programs to Installed Build
	#jira UE-36668
	#jira UE-37072

Change 3159853 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3148611 from Dev-Build
		Added list of Dependant modules to EULA check
		#jira UE-29432

Change 3159385 on 2016/10/11 by Nick.Shin

	make emscripten for physx use gMask like windows and xbox does

	emsdk doesn't like:

	union {
	U32 u;
	F32 f;
	} bla;

	it seems, floats are 64 bits on browsers...

	stream: release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159384 on 2016/10/11 by Nick.Shin

	manually submitting HTML5 PhysX libs

	recompiled to fix the NaN warnings

	stream: Release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159210 on 2016/10/11 by Ben.Marsh

	Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.

[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
Bob Tellez
45f1743d16 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282)
#lockdown Nick.Penwarden

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

Change 3114846 on 2016/09/06 by Bob.Tellez

	#UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest.

Change 3114805 on 2016/09/06 by Bob.Tellez

	#UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger.

	#JIRA FORT-29511

Change 3112750 on 2016/09/02 by Bob.Tellez

	#UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code.

Change 3108977 on 2016/08/31 by Jeff.Campeau

	Virtual keyboard support for Xbox One
	Text set by virtual keyboards is now submitted on the main thread through an internal tick

Change 3108956 on 2016/08/31 by Chris.Gagnon

	Added "ClientOnly" module type to the build tools.
	Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work.
	Cleaned up some duplicated code which attributted to the rot most likely

Change 3108879 on 2016/08/31 by Jeff.Campeau

	Eliminate binary renaming (allows side by side configs)
	Handle multiple binaries
	Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured)

Change 3108876 on 2016/08/31 by Jeff.Campeau

	Fix a manifest generation bug that was eating a character on conjoined values.

Change 3108511 on 2016/08/31 by Billy.Bramer

	- Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters
	- Note that this change does not have any validity checking as of yet

Change 3108199 on 2016/08/31 by Ben.Woodhouse

	Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini.

Change 3107825 on 2016/08/31 by Ben.Woodhouse

	Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts

	#jira UE-35359

Change 3107197 on 2016/08/30 by Chris.Gagnon

	Added ClientOnly option for Modules:

	...
	"Modules" :
	  [
	    {
	      "Name" : "PluginName",
	      "Type" : "ClientOnly",
	      "LoadingPhase" : "Default"
	    }
	  ]
	...
	(example taken from a plugin definition)

Change 3104551 on 2016/08/29 by Lukasz.Furman

	potential fix for crash in ability cancelling
	#jira FORT-29200

Change 3104469 on 2016/08/29 by Lukasz.Furman

	added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops
	#jira FORT-29198

Change 3103529 on 2016/08/26 by Jeff.Campeau

	Xbox One keyboard shift is sometimes unresponsive

Change 3103523 on 2016/08/26 by Jeff.Campeau

	Aug XDK era launch bug fixed

Change 3103183 on 2016/08/26 by Jeff.Campeau

	August XDK support

Change 3102360 on 2016/08/26 by James.Hopkin

	Removed another load of float casts - these ones weren't causing problems, but are no longer necessary.

Change 3099375 on 2016/08/24 by Lukasz.Furman

	added sanity check to UAnimInstance::Montage_Play
	#jira FORT-28140

Change 3097832 on 2016/08/23 by Chad.Garyet

	moving set_latest_build out of notifications section, was put there accidentally

Change 3097139 on 2016/08/22 by Aaron.McLeran

	FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device

	- Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed.
	- Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8

	-#rb Bob.Tellez
	#tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing

Change 3096552 on 2016/08/22 by Ben.Marsh

	Fix killing adb.exe instead of notepad.exe.

Change 3096473 on 2016/08/22 by Ben.Marsh

	Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating.

Change 3096459 on 2016/08/22 by Ben.Marsh

	Remove taskkill call for now.

Change 3096450 on 2016/08/22 by Ben.Marsh

	Use system function instead of backticks to prevent errors killing job.

Change 3096449 on 2016/08/22 by Ben.Marsh

	Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds.

Change 3096272 on 2016/08/22 by Chad.Garyet

	trying to remove postpfilter to see if that might be the stdout/err issue

Change 3095369 on 2016/08/19 by Ben.Zeigler

	#Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service.  Before it would half create the online instances, leading to issues in gameplay code when using simulate
	This will need updating when merging to Main to deal with the module changes

Change 3095002 on 2016/08/19 by James.Hopkin

	Fixed another case of integers being cast to floats before being written to JSON.

	#jira FORT-28694

Change 3094834 on 2016/08/19 by Chad.Garyet

	trying a close of stdout and stderr to see if that remedies the ai test issue

Change 3094719 on 2016/08/19 by John.Abercrombie

	Force a net update on the Avatar Actor whenever we start or stop a new Montage

Change 3094487 on 2016/08/19 by James.Hopkin

	JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly).

Change 3092389 on 2016/08/17 by Chad.Garyet

	more caveman debugging, skipping email notification if node is the fortnite ai test node.

Change 3090898 on 2016/08/16 by Aaron.McLeran

	FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData

	Implementing CL 3080958 in FN

Change 3090761 on 2016/08/16 by Chris.Gagnon

	Added initial pass of safe zone suport to the front end.

Change 3090734 on 2016/08/16 by John.Abercrombie

	Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage

	Here's the issue in the version of the code prior to this checkin:
	- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
	- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
	- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
	- It also means if we were playing a montage, and then stop, we'll start ticking
	- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing

Change 3090405 on 2016/08/16 by Chad.Garyet

	checking in caveman debugging for fortnite ai test node

Change 3089743 on 2016/08/15 by Ben.Zeigler

	#jira FORT-28235
	When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen.
	There may be a better slate-level solution to this issue

Change 3088178 on 2016/08/12 by Saul.Abreu

	Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row.

Change 3087372 on 2016/08/12 by James.Hopkin

	Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass.

Change 3084836 on 2016/08/10 by Lina.Halper

	Fix crash with retargeting additive anim montage

Change 3083188 on 2016/08/09 by Bob.Tellez

	#UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly.

Change 3082835 on 2016/08/09 by Bob.Tellez

	#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.

Change 3082621 on 2016/08/09 by Lukasz.Furman

	fixed accessing empty navigation data in crowd's path processing
	#jira FORT-27847

Change 3081749 on 2016/08/08 by Saul.Abreu

	#jira UE-34104
	Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips.

Change 3081596 on 2016/08/08 by John.Abercrombie

	Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state

	Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame.

	Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good.

	(Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it.  This works.)

	#jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping

Change 3081536 on 2016/08/08 by Daniel.Broder

	Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add.

	#UE4 #NoReleaseNotes

Change 3080679 on 2016/08/08 by Simon.Tovey

	Increased threshold to ignore stall warning on partilce async work.
	Increased precision of error message.
	May still fire and still needs looking into properly.
	If it does fire still I'll make it a higher priority.

Change 3080652 on 2016/08/08 by Chad.Garyet

	Merging token scripts from ue4 main to fortnite
	changed fornite main json scheduled builds to all use skiptargetswithouttickets

Change 3079357 on 2016/08/05 by John.Abercrombie

	Character movement components can now be throttled
	- This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it
	- Character movement components are throttled based on their current NetUpdateRate

	All character movement components are updated by the Game State
	- This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it

Change 3078666 on 2016/08/05 by Simon.Tovey

	Disabling some log spam for particles.

Change 3072992 on 2016/08/01 by Jonathan.Lindquist

	Fixing a bug related to weld object seams

Change 3070991 on 2016/07/29 by Fred.Kimberley

	Allow aggregators to perform calculations while ignoring multiple GEs.

Change 3070518 on 2016/07/29 by Bob.Tellez

	#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.

Change 3069605 on 2016/07/28 by Bob.Tellez

	#UE4 SScrollBox now works with invalidation panels.

Change 3069600 on 2016/07/28 by Bob.Tellez

	#UE4 SMenuAnchor now works with invalidation panels.

Change 3069583 on 2016/07/28 by Bob.Tellez

	#UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future.

Change 3068935 on 2016/07/28 by Bob.Tellez

	[AUTOMERGE]

	#UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12.

	#JIRA FORT-27836

	--------
	Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40.

Change 3068422 on 2016/07/28 by John.Pollard

	Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player

	#tests Live game + replays

Change 3067537 on 2016/07/27 by Bob.Tellez

	[AUTOMERGE]

	#UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list.

	#JIRA FORT-26696

	--------
	Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55.

Change 3065138 on 2016/07/26 by Josh.Markiewicz

	#UE4 - fixed rare case where CreateSession would crash  (duplicate of Dev-Networking fix)
	- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
	- *BUG REPRO*
	- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
	- DestroySession would remove the named session while the previous CreateSession was in flight
	- A new CreateSession could be called afterward because the previous named session was removed
	- the first CreateSession would finish and give the session a valid SessionInfo
	- the second CreateSession would finish and assert that the SessionInfo should be invalid
	#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more

Change 3064932 on 2016/07/26 by Tim.Tillotson

	Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data.

	#JIRA UE-33426

Change 3064743 on 2016/07/26 by Mark.Satterthwaite

	Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
	#jira FORT-27685

Change 3063870 on 2016/07/25 by Lukasz.Furman

	fixed navlink area class assignment, again
	custom link definitions were exporting from CDO without initializing data first
	#jira FORT-27713

Change 3063747 on 2016/07/25 by Bob.Tellez

	#Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS

	#JIRA

Change 3063500 on 2016/07/25 by Bob.Tellez

	#UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails.

Change 3063317 on 2016/07/25 by Lukasz.Furman

	fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors
	#fortnite

Change 3063224 on 2016/07/25 by Bob.Tellez

	#UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014.

	Avoid adding widgets to the hittest grid more than once.

Change 3063188 on 2016/07/25 by Lukasz.Furman

	removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers
	#jira FORT-27186

Change 3062338 on 2016/07/22 by Aaron.McLeran

	FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged.

	#tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing

Change 3061806 on 2016/07/22 by Ben.Zeigler

	#jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack

Change 3061790 on 2016/07/22 by Ben.Zeigler

	#jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit
	Related to changes made on Orion in CL #2878992

Change 3060590 on 2016/07/21 by Mark.Satterthwaite

	Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.

Change 3060542 on 2016/07/21 by Bob.Tellez

	#UE4 Made SetIsEnabled and SetVisibility virtual.

Change 3058876 on 2016/07/20 by Aaron.McLeran

	FORT-25593 Mac crash when idling in zone with screen locked

	Adding logging when failing to update AuGraph and not asserting.

Change 3058653 on 2016/07/20 by Bob.Tellez

	#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.

Change 3058568 on 2016/07/20 by Bob.Tellez

	#UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance.

Change 3058203 on 2016/07/20 by Bob.Tellez

	#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.

Change 3056767 on 2016/07/19 by Bob.Tellez

	#UE4 Speculative DetachLinker crash fix.

	#JIRA FORT-27335

Change 3056665 on 2016/07/19 by John.Abercrombie

	Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false
	- When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius

Change 3054368 on 2016/07/18 by Lina.Halper

	- moved removing notifies to end of montage event
	  - that way between blending out to terminate, it still can trigger notifies.

	#code review: Martin.Wilson, John.Abercrombie

Change 3054109 on 2016/07/18 by Bob.Tellez

	#UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false.

Change 3053831 on 2016/07/18 by Lina.Halper

	#Anim montage recursive issue: Make sure to check valid before additive

	#code review: Bob.Tellez

Change 3052641 on 2016/07/15 by Bob.Tellez

	#UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null.

Change 3052601 on 2016/07/15 by Daniel.Broder

	EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager).

	#ReleaseNoteAbove^^

	Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints.

	#UE4 #ReleaseNote!

Change 3052201 on 2016/07/15 by Rob.Cannaday

	Fix for broken party state when timeout on receiving leave request response
	Execute delegate after marking the party in a disconnected state
	#jira FORT-25362

Change 3050944 on 2016/07/14 by Bob.Tellez

	#UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0

Change 3050352 on 2016/07/14 by Olaf.Piesche

	#jira UE-32058

	Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems.

Change 3049049 on 2016/07/13 by Bob.Tellez

	#UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles.

	#JIRA FORT-27030

Change 3048186 on 2016/07/13 by John.Abercrombie

	Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators

Change 3046531 on 2016/07/12 by Bob.Tellez

	#UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play.

	#JIRA FORT-26683

Change 3046134 on 2016/07/12 by Ian.Fox

	#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin

Change 3045544 on 2016/07/11 by Bob.Tellez

	#UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended.

Change 3045101 on 2016/07/11 by Fred.Kimberley

	Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed.

Change 3045035 on 2016/07/11 by John.Abercrombie

	UpdateMoveFocus will only clear the focus if the path following component is idle
	- Keeps the AI rotated in the correct direction when movements get paused

Change 3044883 on 2016/07/11 by Mark.Satterthwaite

	Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache.
	#jira FORT-26879

Change 3044819 on 2016/07/11 by Carlos.Cuello

	Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR

Change 3044683 on 2016/07/11 by Bob.Tellez

	#UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position.

Change 3044581 on 2016/07/11 by Nick.Cooper

	#UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect

	#jira FORT-23140

Change 3043726 on 2016/07/08 by Billy.Bramer

	- Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture
	   - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed
	   - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture

	- Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies
	- Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful
	- Misc ability system cleanup (fix typos, etc.)

Change 3043152 on 2016/07/08 by Daniel.Broder

	Re-enabled EQS details table on screen by default.  (This matches the actual description of the variable, which says that enabled is the default.  Also, we really need this as the default since those details are critical for debugging.)

	#UE4 #NoReleaseNotes

Change 3041765 on 2016/07/07 by John.Abercrombie

	Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation
	- The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn

Change 3041664 on 2016/07/07 by Bob.Tellez

	#UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.

	#JIRA FORT-25983

Change 3040645 on 2016/07/06 by Bob.Tellez

	#UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close.

Change 3039969 on 2016/07/06 by Billy.Bramer

	- Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly
	- When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly

Change 3036256 on 2016/07/01 by Bob.Tellez

	#UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows.

Change 3036173 on 2016/07/01 by Ben.Salem

	Get FTests running sequentially. And, actually, running at all in non-editor.
	Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next.

Change 3035551 on 2016/07/01 by John.Abercrombie

	Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback
	- CL 3034853 contained the original change

Change 3035152 on 2016/06/30 by Daniel.Broder

	Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent.  It also allows specifying a transform as well (but defaults to using the identity transform for convenience).

	#ReleaseNoteAbove

	The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox!  No need to calculate the Center and Extent just to use them to recalculate the Box.

	Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform.  This change keeps the implementation details more manageable for any future changes.

	Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box".

	NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/

	#UE4 #ReleaseNoteAtTop

Change 3034918 on 2016/06/30 by William.Ewen

	Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal.

Change 3034853 on 2016/06/30 by John.Abercrombie

	When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list

Change 3033507 on 2016/06/29 by Ben.Zeigler

	#jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch

Change 3033413 on 2016/06/29 by Daniel.Wright

	Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields
	* Useful for reducing self shadowing on meshes that have ambient animation

Change 3033343 on 2016/06/29 by Billy.Bramer

	- Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!)

Change 3032888 on 2016/06/29 by Billy.Bramer

	- Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers

Change 3031800 on 2016/06/28 by Jonathan.Lindquist

	new exr texture

Change 3030807 on 2016/06/28 by Lukasz.Furman

	added more debug logs for rare navmesh raycast crash
	#jira FORT-22373

Change 3030624 on 2016/06/28 by Lukasz.Furman

	switching navgraph to use FMetaNavMeshPath
	#fortnite

Change 3030002 on 2016/06/27 by Ben.Zeigler

	Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version
	I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes.

Change 3029720 on 2016/06/27 by Ben.Zeigler

	Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken

Change 3029574 on 2016/06/27 by Bob.Tellez

	#UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0.

Change 3027275 on 2016/06/24 by Billy.Bramer

	- First pass of adding evaluation channel support to non-instant gameplay effects
	   - Evaluation channels allow for game-specific control over the order of modifier evaluation
	      - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order
	      - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2)
	   - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI
	      - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array
	      - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel
	   - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects

	- Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes

Change 3022931 on 2016/06/22 by Nick.Cooper

	#UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV

Change 3021845 on 2016/06/21 by Carlos.Cuello

	Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases.  Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build.

	#jira Fort-25978

Change 3021800 on 2016/06/21 by Lukasz.Furman

	adding function to query if navmesh was initialized in given radius
	#jira FORT-24487

Change 3021777 on 2016/06/21 by Martin.Mittring

	UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes
	content that used SkyLight OcclusionTint feature will look different and might need a retweak.
	a brighter (~ 3-4 times) and less vibrant color results in a similar look
	#code_review:Jonathan.Lindquist

[CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
Ben Marsh
8834d806ab Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3104200)
#lockdown Nick.Penwarden
#rb none

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

Change 3096076 on 2016/08/22 by Matthew.Griffin

	Fixes for building with -nosharedPCH
	Added nodes for building with -nosharedPCH and -noPCH but not using them by default as they take so much longer than NonUnity and there are still errors with -noPCH

Change 3097064 on 2016/08/22 by Ben.Marsh

	Core: Refactoring OutputDevice.h, OutputDevices.h, FeedbackDevice.h, CallbackDevice.h into one-class per file, and files named after their classes.

Change 3097102 on 2016/08/22 by Ben.Marsh

	Core: Move log macros and related functionality into the Logging folder.

Change 3097240 on 2016/08/22 by Ben.Marsh

	Core: Move FCommandLine into its own header.

Change 3097258 on 2016/08/22 by Ben.Marsh

	Core: Move FFileHelper into its own header.

Change 3097279 on 2016/08/22 by Ben.Marsh

	Core: Split FArchive derived classes into separate headers per class.

Change 3097742 on 2016/08/23 by Ben.Marsh

	UnrealGameSync: Add the -r5 parameter to P4 sync command lines, to retry syncs on poor connections before failing.

Change 3099283 on 2016/08/24 by Ben.Marsh

	Core: Move math functions which are dependent on multiple class definitions into individual class headers. This forces an include order, but allows us to include individual math classes separately. Would ideally split out the FMath class into a Math namespace and declare/implement things like intersection tests and interpolation routines in separate headers.

Change 3099417 on 2016/08/24 by Ben.Marsh

	CoreUObject: Separating out UObject archive classes into separate headers.

Change 3099544 on 2016/08/24 by Ben.Marsh

	CoreUObject: Rename UTextProperty.h/cpp to TextProperty.h/cpp

Change 3099678 on 2016/08/24 by Ben.Marsh

	CoreUObject: Rename ObjectBase.h to ObjectMacros.h to avoid ambiguiity with UObjectBase.h, and move Interface.h/cpp into the UObject folder.

Change 3099951 on 2016/08/24 by Ben.Marsh

	Core: Split out ThreadingBase into class-per-file headers.

Change 3102385 on 2016/08/26 by Matthew.Griffin

	First round of fixes from attempting to compile Editor in Monolithic mode
	Changed multiple DetermineOptimalSpacing free functions to be members of their respective classes
	Changed duplicate FScopedTempFile classes to be named for their respective source control types (Git & SVN)
	Export Declaration of LogUnrealAudioDevice extern instead of defining it in multiple modules
	Changed duplicate FDiffResultItem struct to FTreeDiffResultItem
	Added FORCEINLINE to FFeaturedClasses functions in .inl file

Change 3102728 on 2016/08/26 by Ben.Marsh

	Core: Move threading classes from ThreadingBase.h into separate headers, and globals into CoreGlobals.h.

Change 3102850 on 2016/08/26 by Ben.Marsh

	Core: Move FCriticalSection into its own file (CriticalSection.h and platform-specific versions).

Change 3102877 on 2016/08/26 by Ben.Marsh

	Core: Move definitions of GLog, GError, GWarn into CoreGlobals.h

Change 3102898 on 2016/08/26 by Ben.Marsh

	Core: Move supporting assert functionality (the FDebug class) into AssertionMacros.h to remove circular header dependencies.

Change 3102956 on 2016/08/26 by Ben.Marsh

	Core: Move FExec into its own header (Misc/Exec.h)

Change 3102961 on 2016/08/26 by Ben.Marsh

	Core: Fix matrix functions referencing the forceinline'd FMatrix constructor before it's declared.

Change 3102982 on 2016/08/26 by Ben.Marsh

	Core: Move FMessageDialog into its own header (Misc/MessageDialog.h)

Change 3103008 on 2016/08/26 by Ben.Marsh

	Core: Move definition of LowLevelFatalError into AssertionMacros.h.

Change 3103040 on 2016/08/26 by Ben.Marsh

	Core: Move FError::Throwf (only enabled for UHT) into its own header in CoreUObject.

Change 3103057 on 2016/08/26 by Ben.Marsh

	Core: Move FMsg function definitions into the LogMacros.h header, where it's primarily used from.

Change 3103102 on 2016/08/26 by Ben.Marsh

	Core: Make the LogMacros.h header standalone. Untangles a few header dependencies necessary to include log macros early on. Global Core log channels are now defined in CoreGlobals.h

Change 3103160 on 2016/08/26 by Ben.Marsh

	CoreUObject: Separate Linker.h into LinkerLoad.h, LinkerSave.h, PackageFileSummary.h, ObjectResource.h (matching existing cpp files).

Change 3103265 on 2016/08/26 by Ben.Marsh

	Core: Split FScriptArray, TMRUArray, TTransArray, TIndirectArray into separate headers.

Change 3103642 on 2016/08/26 by Ben.Marsh

	Core: Remove reference to FMath function from allocator, to avoid unnecessarily bringing in math library.

[CL 3104315 by Ben Marsh in Main branch]
2016-08-29 10:27:24 -04:00
Marc Audy
c9cd5d81b9 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3090553)
#lockdown Nick.Penwarden
#rb none

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

Change 3026802 on 2016/06/24 by Lina.Halper

	#Pose Asset work

	# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
	 - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
	 - When apply the scale to base, it should multiply [additive scale + 1 ]  where additive scale is [targetscale/sourcescale - 1]
	 - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp

	# pose asset preview fix
	 - made sure it adds to curve, so you don't have to use delegate to apply
	 - PreviewOverride is now added to output curve, so we don't have to apply that curve later
	 - only reason of anim instance delegate is now for normal anim blueprint.

	#pose asset change
	 - Curve extraction happens with ExtractContext, the output curve is stricly output curve
	 - Pose Asset supports Shrink now, but only shrink if full pose
	 - Added PoseHandler to handle most of common stuff between different pose nodes
	 - Still have to work on how to update pose asset - wip
	 - todo: clean up single node player to handle pose asset in a function

	#code review:Martin.Wilson, James.Golding

Change 3027519 on 2016/06/24 by Lina.Halper

	Reverted FTransform name change as that causes compile errors due to lack of deprecated messages

	- not worth to keep the old functions and add new one

	#code review: Martin.Wilson

Change 3060205 on 2016/07/21 by Zak.Middleton

	#ue4 - Don't strip map/package name from shipping on dedicated server in UGameInstance::StartGameInstance(), to allow specifying map name on servers via commandline. Don't ever parse "-replay" on dedicated servers.

	#jira UE-29424
	github #2273

Change 3061365 on 2016/07/22 by Jon.Nabozny

	Fix single frame character flip on death in ShooterGame.

	#jira UE-28053

Change 3061370 on 2016/07/22 by Jon.Nabozny

	Fix PhysX error where CCD is enabled on a Kinematic body.

	#jira UE-33463

Change 3061406 on 2016/07/22 by Lukasz.Furman

	deprecated blueprint interface for avoidance groups, added new set of functions working with FNavAvoidanceMask struct instead of packed flags
	#jira UE-32625

Change 3061847 on 2016/07/22 by Bob.Tellez

	Duplicating CL#3058203 from //Fortnite/Main

	#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.

Change 3063080 on 2016/07/25 by Benn.Gallagher

	Fixes to APEX rendering artefacts, by discarding all incoming render data from the APEX asset and skinning our render data to the simulation mesh.
	#jira UEFW-182

Change 3063119 on 2016/07/25 by Ori.Cohen

	Fix constraint index not being assigned correctly. Also expose FindConstraintBoneName to blueprints

	#JIRA UE-33716

Change 3063956 on 2016/07/25 by Ori.Cohen

	Fix SetRootBodyIndex so that it uses world space transform instead of ref skeleton. Fixes a few issues when using ragdolls on skeletal mesh assets that were imported with offset/rotation.
	Also fix crash when opening up old physics asset and changing its mesh.

	#JIRA UE-33753
	#JIRA UE-33754

Change 3064846 on 2016/07/26 by Benn.Gallagher

	Fixed crash when loading skeletal meshes with clothing in -game
	#jira UE-33771

Change 3065237 on 2016/07/26 by Ori.Cohen

	Fix physics handle component not accounting for bone rotation/offset

Change 3065241 on 2016/07/26 by Ori.Cohen

	Fix constraint component not using root body when no bone name is provided.

Change 3069508 on 2016/07/28 by Aaron.McLeran

	Adding debug exec commands to help with debugging audio

	Solos sounds when using the following exec commands:

	- AudioSoloSoundWave
	  Solos sounds with the given wave name

	- AudioSoloSoundClass
	Solos sounds with the given sound class

	- AudioSoloSoundCue
	Solos sounds with the given sound cue name

	-All solo commands can be active at the same time and will solo sounds that match all their substring name searches.
	- Only active in non-shipping builds

Change 3070857 on 2016/07/29 by Ori.Cohen

	Expose Grab Rotation for physics handle component. Also brought over changes from Jeff.F where we can now specify hard vs soft physics handle

Change 3072817 on 2016/08/01 by Wes.Hunt

	turn off optimizations to speed up build times. ~45s->~5sec apiece.

Change 3073855 on 2016/08/02 by Zak.Middleton

	#ue4 - Fix tooltip text for p.NetEnableListenServerSmoothing command.

Change 3074325 on 2016/08/02 by Aaron.McLeran

	UE-34081 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback

	- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
	- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.

	- Implementing 3003851 from UT into Dev-Framework.

Change 3075259 on 2016/08/03 by James.Golding

	Fix up my ProcMeshComp test BPs

Change 3076637 on 2016/08/03 by Aaron.McLeran

	UE-34081 Adjustments to procedural sound wave implementation

	- Cleaned up base class implementation of GeneratePCMData
	   - Calls bound callback function first if there aren't enough samples available, then pumps the enqueued audio buffers
	   - Wrote a prototype gameplay C++ class that implements this to test procedural sound wave generation with a sine tone and to test not immediately returning audio when called back (to test the empty buffer copy code).

Change 3077340 on 2016/08/04 by Marc.Audy

	Minor header cleanups and readability changes

Change 3079669 on 2016/08/05 by Aaron.McLeran

	OR-26580 Implementing 3071258 to Dev-Framework

Change 3080958 on 2016/08/08 by Aaron.McLeran

	UE-34325 In process audio resource is corrupted during level change.

	- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
	- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.

	#tests ran repro case described in bug several times without crashing (was previous 100% repro)

Change 3081314 on 2016/08/08 by Marc.Audy

	Trim DSO components that no longer have an archetype in the class hierarchy
	#jira UE-28374

Change 3082356 on 2016/08/09 by Marc.Audy

	Always clear lifespan timers on EndPlay

Change 3082680 on 2016/08/09 by Lukasz.Furman

	fixed gameplay debugger extensions activating during simulate in editor
	#jira UE-33343

Change 3082731 on 2016/08/09 by Aaron.McLeran

	UE-30629 "FXAudio2SoundSource contains NaN in channel" occur in test ShooterGame build

	- Issue was inverse transform was uninitialized in first update tick of the audio device. If a sound is trying to play in the first update tick, it'd generate NaNs as it tries to transform sound positions relative to an unitialized inverse listener transform
	- Fix is to update listener transform BEFORE updating sounds.
	- Also added an initialization to the inverse listener transform for good measure

Change 3082732 on 2016/08/09 by Aaron.McLeran

	Removing log spam on local player node

Change 3083051 on 2016/08/09 by Marc.Audy

	FLocalPlayerContext functions no longer check by default
	#jira UE-33370

Change 3083271 on 2016/08/09 by Dan.Reynolds

	Checking in QA test map for procedural sound waves

	-Added code for a UQAProceudralSoundWave that generates a sine tone that can be set by hz or midi note
	- Added BP code which uses the procedural sound wave and does some melody generation.

Change 3083947 on 2016/08/10 by Lukasz.Furman

	fixed navigation modifier export for capsule components
	#ue4

Change 3084594 on 2016/08/10 by Marc.Audy

	Enable threaded audio again

Change 3086237 on 2016/08/11 by Marc.Audy

	PR #2579: New feature: client-side level streaming (Contributed by slonopotamus)
	#jira UE-32896

Change 3086544 on 2016/08/11 by Michael.Noland

	Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
	#jira UE-34223
	#tests Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...

Change 3087280 on 2016/08/12 by Marc.Audy

	Fatal error including the path if a physics module fails to load

Change 3088105 on 2016/08/12 by Marc.Audy

	Strip native components that no longer exist from BP CDOs as well.
	#jira UE-28374

[CL 3090563 by Marc Audy in Main branch]
2016-08-16 12:05:05 -04:00
Marc Audy
571bf8847e Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004)
#rb None
#lockdown Nick.Penwarden

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

Change 3021479 on 2016/06/21 by Marc.Audy

	Fix child actor properties set in the parent's construction script from being wiped out (4.12)
	#jira UE-31956

Change 3021703 on 2016/06/21 by Marc.Audy

	Fix crash due to copying properties to registered components and then reregistering them. (4.12)
	#jira UE-31973

Change 3022105 on 2016/06/21 by Jeremy.Ernst

	-new test assets for James for PSD node

Change 3022621 on 2016/06/22 by James.Golding

	Add AnimBP for testing PSD

Change 3022622 on 2016/06/22 by James.Golding

	Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes

Change 3022656 on 2016/06/22 by James.Golding

	UE-30537 Fix solid collision geom drawing not working when mirrored

Change 3022657 on 2016/06/22 by James.Golding

	Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)

Change 3022663 on 2016/06/22 by James.Golding

	UE-31283 Additional extensibility for anim and physics
	PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)

Change 3022683 on 2016/06/22 by James.Golding

	- Change OrientationDriver to always use PoseAsset for target poses
	- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead

Change 3022891 on 2016/06/22 by mason.seay

	Test asset for component hit

Change 3023203 on 2016/06/22 by mason.seay

	Updated map to use more noticeable sound assets

Change 3023335 on 2016/06/22 by Marc.Audy

	Use AddReferencedObjects instead of iterating array manuallly

Change 3023351 on 2016/06/22 by Ori.Cohen

	Fix the case where physics hit events were passing the wrong component's bone info to the hit event.

	#JIRA UE-32376

Change 3023368 on 2016/06/22 by mason.seay

	Renamed actors in World Outliner

Change 3023425 on 2016/06/22 by mason.seay

	Moved asset to new folder and fixed deprecated node

Change 3023429 on 2016/06/22 by mason.seay

	Disabled collision on proc mesh

Change 3023553 on 2016/06/22 by Jon.Nabozny

	Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.

	#JIRA UE-31670

Change 3024669 on 2016/06/23 by James.Golding

	Update PSD test assets (removing unused)

Change 3024864 on 2016/06/23 by Marc.Audy

	Audio Threading!

Change 3024877 on 2016/06/23 by James.Golding

	PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)

Change 3024880 on 2016/06/23 by James.Golding

	PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)

Change 3024939 on 2016/06/23 by James.Golding

	- Add SwingOnly options to OrientationDriver
	- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
	- Calculate gaussian radius per pose, not globally

Change 3024940 on 2016/06/23 by James.Golding

	PoseAsset editor improvements
	- Replace pose edit box with inline-editable style (with validation)
	- Add filter highlight
	- Show curve values for each pose when selected
	- Add different background for curve list
	- Filter box only searches pose list, moved location to indicate that

Change 3024949 on 2016/06/23 by James.Golding

	Small update to PSD test AnimBP

Change 3025002 on 2016/06/23 by Ori.Cohen

	Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.

	#JIRA UE-32219

Change 3025214 on 2016/06/23 by mason.seay

	Updated Character Movement Map

Change 3025319 on 2016/06/23 by Ori.Cohen

	Make sure changing skeletal mesh updates the bone index on body instances already created.

Change 3025435 on 2016/06/23 by Ori.Cohen

	Fix welded bodies not updating their collision profile when calling SetCollisionProfile

	#JIRA UE-32394

Change 3025581 on 2016/06/23 by mason.seay

	Test asset for slicing procedural mesh

Change 3026483 on 2016/06/24 by Marc.Audy

	Don't reschedule multiple times tick functions used as prerequisites
	#jira UE-32414

Change 3026498 on 2016/06/24 by mason.seay

	Updating blueprint for bug repro

Change 3026547 on 2016/06/24 by Thomas.Sarkanen

	Fixed crash in FKismetDebugUtilities::GetWatchText()

	Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html

Change 3026598 on 2016/06/24 by James.Golding

	Double clicking on poses now toggles them between 1.0 and 0.0 strength

Change 3026768 on 2016/06/24 by Marc.Audy

	Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
	#jira UE-32468

Change 3026802 on 2016/06/24 by Lina.Halper

	#Pose Asset work

	# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
	 - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
	 - When apply the scale to base, it should multiply [additive scale + 1 ]  where additive scale is [targetscale/sourcescale - 1]
	 - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp

	# pose asset preview fix
	 - made sure it adds to curve, so you don't have to use delegate to apply
	 - PreviewOverride is now added to output curve, so we don't have to apply that curve later
	 - only reason of anim instance delegate is now for normal anim blueprint.

	#pose asset change
	 - Curve extraction happens with ExtractContext, the output curve is stricly output curve
	 - Pose Asset supports Shrink now, but only shrink if full pose
	 - Added PoseHandler to handle most of common stuff between different pose nodes
	 - Still have to work on how to update pose asset - wip
	 - todo: clean up single node player to handle pose asset in a function

	#code review:Martin.Wilson, James.Golding

Change 3026978 on 2016/06/24 by Lina.Halper

	- Delete DrivePose Curve type
	- Renamed TriggerEvent to DriveAttribute for consistency
	- Replaced drive pose to drive attribute
	  - right now it can't have 0 curve type flags, so everything is DriveAttribute

	#code review: James.Golding, Martin.Wilson

Change 3027113 on 2016/06/24 by mason.seay

	Test Pose Assets

Change 3027454 on 2016/06/24 by Aaron.McLeran

	UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize

	https://answers.unrealengine.com/questions/441080/audio-crash.html
	http://crashreporter/Crashes/Show/5689478

Change 3027519 on 2016/06/24 by Lina.Halper

	Reverted FTransform name change as that causes compile errors due to lack of deprecated messages

	- not worth to keep the old functions and add new one

	#code review: Martin.Wilson

Change 3027887 on 2016/06/25 by Lina.Halper

	Fix clang build warning

Change 3028703 on 2016/06/27 by Lukasz.Furman

	gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
	#ue4

Change 3028792 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3028950 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3029003 on 2016/06/27 by Ori.Cohen

	Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation

Change 3029019 on 2016/06/27 by Lina.Halper

	Update pose from source asset

Change 3029094 on 2016/06/27 by Marc.Audy

	If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.

Change 3029308 on 2016/06/27 by Jeremy.Ernst

	-adding test animation for PSD node. Has morphs built in to compare against driver result

Change 3029372 on 2016/06/27 by Marc.Audy

	Fix compile error after merge
	Also just fix the logic to be explicit rather than using suppression for static analysis warning

Change 3029493 on 2016/06/27 by Ori.Cohen

	Move PhysicsAsset.h out of public engine header.

Change 3029550 on 2016/06/27 by Lina.Halper

	Fix crash with Nan when additive blending of poses\

Change 3029659 on 2016/06/27 by Aaron.McLeran

	Adding new minor feature to add new concurrency mode

	- stop by lowest priorty but prevent new rather than stop oldest.

Change 3029673 on 2016/06/27 by Aaron.McLeran

	#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.

	Implementation in CL 3024124

Change 3030470 on 2016/06/28 by Ori.Cohen

	Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING

	#JIRA UE-32561

Change 3030586 on 2016/06/28 by Lina.Halper

	Preview curve fix from anim curve viewer

	#code review: Martin.Wilson

Change 3031054 on 2016/06/28 by Aaron.McLeran

	#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework

Change 3031535 on 2016/06/28 by mason.seay

	Re-saving concurrency asset

Change 3031691 on 2016/06/28 by Marc.Audy

	Fix stat sounds not turning on correctly unless a sort was specified
	#jira UE-32597

Change 3031883 on 2016/06/28 by Zak.Middleton

	#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.

Change 3031898 on 2016/06/28 by Zak.Middleton

	#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).

	#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html

Change 3032539 on 2016/06/29 by Marc.Audy

	Don't destroy AudioDevices before draining audio commands and stopping audio thread
	#jira UE-32611

Change 3032633 on 2016/06/29 by Marc.Audy

	In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
	#jira UE-32574

Change 3032644 on 2016/06/29 by Lina.Halper

	- Fixed issue where pose node evaluator doesn't show up in the menu with asset
	  - it showed twice of pose node (none) - jira UE-32358

	- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
	   - jira UE-32359

	- support create pose menu from create asset - UE-32596
	 - added create pose asset from current pose

	- update source should refresh list - UE-32576

	- fixed blendspace to be in the blendspaces category

Change 3032847 on 2016/06/29 by Tom.Looman

	Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
	Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.

	#jira UE-32103

Change 3033124 on 2016/06/29 by Jon.Nabozny

	Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.

	#JIRA: UE-13673

Change 3033155 on 2016/06/29 by Lina.Halper

	- montage is playing and montage is pure
	- made montage parameter to be mostly const (except play), and made it consistently pointer

Change 3033157 on 2016/06/29 by Lina.Halper

	Check in missing file

Change 3033456 on 2016/06/29 by Lukasz.Furman

	fixed path following changes broken by merge
	#ue4

Change 3033956 on 2016/06/30 by bruce.nesbit

	PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)

	#test PIE

Change 3034019 on 2016/06/30 by Benn.Gallagher

	Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
	Caveats:
	    - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.

	#jira UEFW-1

Change 3034085 on 2016/06/30 by Benn.Gallagher

	Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.

Change 3034162 on 2016/06/30 by Martin.Wilson

	Refactor bone reference widget so that selection tree can be used seperately

Change 3034205 on 2016/06/30 by Lina.Halper

	#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale

	#jira: UE-32643, UE-32593

Change 3034339 on 2016/06/30 by James.Golding

	Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab

Change 3034426 on 2016/06/30 by Martin.Wilson

	CIS Fix

Change 3034629 on 2016/06/30 by Lina.Halper

	Support non-zero curves to be stippred out upon importing

Change 3035863 on 2016/07/01 by Marc.Audy

	When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
	#jira UE-31344

Change 3035916 on 2016/07/01 by Jon.Nabozny

	Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124

Change 3035973 on 2016/07/01 by Lukasz.Furman

	fixed hash function for FRecastDebugPathfindingNode
	#ue4

Change 3036024 on 2016/07/01 by Zak.Middleton

	#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().

Change 3036157 on 2016/07/01 by Marc.Audy

	Protect against running commands on game thread when the audio device has already been freed
	#jira UE-32611

Change 3036178 on 2016/07/01 by Marc.Audy

	Don't bitpack the gamethread specific boolean.

Change 3036906 on 2016/07/04 by bruce.nesbit

	Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)

	#tests Compiled

Change 3036929 on 2016/07/04 by James.Golding

	UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw

Change 3036930 on 2016/07/04 by James.Golding

	UE-30414 Move constraint warnings to Message Log

Change 3036931 on 2016/07/04 by James.Golding

	PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)

Change 3037123 on 2016/07/04 by Ori.Cohen

	Added physical animation preview in PhAT as well as physical animation profiles.

Change 3037420 on 2016/07/05 by Jurre.deBaare

	Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
	#jira UE-32771

Change 3037702 on 2016/07/05 by Thomas.Sarkanen

	Copying change 3037701 from Release-4.12:

	Fixed crash when viewing uncompressed animation

	Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.

	#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona

Change 3037837 on 2016/07/05 by Marc.Audy

	sound stats will now still be displayed when creating a new audio device
	#jira UE-32743

[CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00