- Reintroduced the FSkeinProjectInit as a separate operation so the FSyncPreview can succeed (it needs an initialized project directory).
- Ensured source control operations are done asynchronous wherever possible (and then waiting on them to complete, so still blocking) as no source control dialog pops up when the operation is asynchronous.
[REVIEW]
[CL 25947555 by wouter burgers in ue5-main branch]
Also updating VRTemplate to create projects with the new settings and removing daydream deploy logic.
#jira UE-183636
#rb jeff.fisher robert.srinivasiah
[CL 25895938 by KXOC in ue5-main branch]
- remove redundant options struct initialization in DumpDebugShaderData - this was resulting in losing some of the options set in the input parameter options struct
- add explicit "DumpExtendedDebugShaderData" which includes the additional debug output functionality only previously available if an IShaderFormat implementation inherited from FBaseShaderFormat
- add "AdditionalOutputs" functionality which can be used by backends to dump additional (text-based) files following the file naming rules as dictated by the options struct with less boilerplate code
- add a helper for constructing a debug filename from the debug output options struct (some backends require constructing such filenames for i.e. contents of batchfiles; the helper reduces boilerplate code in such cases)
- fix condition for old path of dumping OutputHash.txt to not redundantly dump if shader format supports independent preprocessing and preprocessed cache is enabled
#rb Massimo.Tristano
[CL 25892792 by dan elksnitis in ue5-main branch]
- When checking if we should output debug info, the output won't always be successful
- When preprocessing the shader source, make sure the output buffer is cleared before we do anything to prevent doubling up the shader source on retries.
#rb dan.elksnitis
[CL 25857810 by christopher waters in ue5-main branch]
Swarm review [at] https://p4-swarm.epicgames.net/reviews/25771279https://horde.devtools.epicgames.com/job/6480c6078417d79259d7b71c
Added functionality to strip at ratios higher 1 out of every 2. testing shows good savings at stripping 2/3 frames on NX64 and in editor of around 8mb with no noticeable visual degradation.
Works through the VariableFrameStripping object that is a member of the AnimSequence.
Fixed issue with valkyrie
[CL 25857620 by nick baltis in ue5-main branch]