Commit Graph

596 Commits

Author SHA1 Message Date
Dmitry Rekman
69261f1841 Implemented LinuxDeviceProfileSelector (OR-6888).
- Servers can't/shouldn't use ExampleDeviceProfileSelector anyway.
- Can be useful for fine-grained settings on clients (e.g. detect bad drivers and downscale like Android does).

(Merging CL 2703510 to the main branch).

[CL 2704543 by Dmitry Rekman in Main branch]
2015-09-24 11:35:29 -04:00
Dmitriy Dyomin
137e313553 Refraction on mobile, enabled by default for high-end devices
#jira UEMOB-56

[CL 2703781 by Dmitriy Dyomin in Main branch]
2015-09-24 00:25:55 -04:00
Bob Tellez
3ada927e44 [AUTOMERGE]
#UE4 Disabled DistanceFieldAO on High settings. It currently scales poorly with resolution and can be re-enabled once optimizations have been added to make it faster at high resolutions.

#codereview Daniel.Wright

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2703080 by Bob.Tellez on 2015/09/23 15:17:20.

[CL 2703084 by Bob Tellez in Main branch]
2015-09-23 15:17:58 -04:00
Chris Babcock
88f3f4925a Merging using UE4-To-UE4-Releases-4.10
Android SDKAPILevel default change to matchndk

[CL 2702924 by Chris Babcock in Main branch]
2015-09-23 14:08:45 -04:00
Uriel Doyon
8b7a972f28 New options to enable selective outputs in the base pass for opaque geometry.
Optionnal outputs are : CustomData, PreshadowFactors and Velocity (when enabled)
Controlled by ini file variable : r.SelectiveBasePassOutputs=true
#code_review: Brian.Karis

[CL 2702718 by Uriel Doyon in Main branch]
2015-09-23 12:52:42 -04:00
Michael Trepka
53e96ec3c1 Fixed shader format name for [/Script/MacTargetPlatform.MacTargetSettings] in BaseEngine.ini
#codereview Mark.Satterthwaite

[CL 2699145 by Michael Trepka in Main branch]
2015-09-21 11:47:33 -04:00
Jack Porter
33a51c03a7 UEMOB-32 - Support cooking various combinations of Android texture formats simultaneously
[CL 2698623 by Jack Porter in Main branch]
2015-09-21 01:23:29 -04:00
Mark Satterthwaite
8dedbc3a9c Merging MetalRHI & MetalShaderFormat changes from ZebraBranch, plus the code to enable or disable Mac support.
[CL 2697221 by Mark Satterthwaite in Main branch]
2015-09-18 12:45:20 -04:00
Jack Porter
c81f141b51 Android device profile detection - replaced individual Adreno 2xx device profiles with a single one and made the Adreno 4xx profile matcher generic.
[CL 2694751 by Jack Porter in Main branch]
2015-09-17 02:03:25 -04:00
Dmitriy Dyomin
30e6963b3b Android: Added Adreno 420 profile (uses Android_High)
#codereview Jack.Porter

[CL 2694653 by Dmitriy Dyomin in Main branch]
2015-09-16 23:14:19 -04:00
Lukasz Furman
f3ca5037ea removed old behavior tree object redirectors
#ue4 UE-20918

[CL 2692275 by Lukasz Furman in Main branch]
2015-09-15 15:57:29 -04:00
Bob Tellez
5a367f42ac [AUTOMERGE]
#UE4 Added weights to CPU/GPU perf index calculations. This will help distiguish between hardware that is faster/slower in ways that have a bigger impact on final framerate. A weight of 1 on a test is considered normal, <1 is considered less important and >1 is more important. I adjusted weights on existing tests according to current target PC hardware. Additionally I lowered the default "min spec" threshold to compensate for similarly performing low-end machines that are now better distiguished.

#rb Martin.Mittring

#platformnotify Josh.Adams

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2689035 by Bob.Tellez on 2015/09/11 17:59:01.

[CL 2692144 by Bob Tellez in Main branch]
2015-09-15 14:33:12 -04:00
Martin Mittring
56590ceb60 added new autocomplete for easier development
[CL 2688148 by Martin Mittring in Main branch]
2015-09-11 12:00:05 -04:00
Maciej Mroz
f698ecbe03 UEBP-40 C++ code generation (WIP):
- Test Pipeline for native classes converted from BP (FReplaceConvertedAssetManager)
- DynamicClass support

[CL 2687964 by Maciej Mroz in Main branch]
2015-09-11 10:56:21 -04:00
Maciej Mroz
3da4e8893b Cook Commandlet doesn't use FReplaceConvertedAssetManager anymore
[CL 2687670 by Maciej Mroz in Main branch]
2015-09-11 05:54:47 -04:00
Jurre deBaare
23ed1850a3 Fix for CIS warnings, and fix for GeometryCache Thumbnail renderer (missed out code in merge)
[CL 2684801 by Jurre deBaare in Main branch]
2015-09-09 11:43:12 -04:00
Lina Halper
5786808b67 #ANIM: Trail node
- at the end, no change on the data because this guarantees frame independent.
- Added help and renamed variable to speed, so that it knows it is speed.

Merging

//depot/UE4-Orion/Engine/...

to //depot/UE4-Orion/Engine/...

[CL 2683714 by Lina Halper in Main branch]
2015-09-08 16:50:42 -04:00
Jurre DeBaare
33f862bc49 GeomCache/ABCImporter
ADDED thumbnail renderer for GeometryCache
ADDED BP creation from GeometryCache asset
ADDED de-registering of handlers during GeomCacheModule shutdown
FIXED bug with importing Materials, though recreating a clean scene in Maya also fixed it (bad Maya history)

[CL 2682433 by Jurre DeBaare in Main branch]
2015-09-07 09:32:51 -04:00
Marc Audy
6df861b79a Point Persona tutorial to correct asset to fix cooking warning
#codereview Ian.Shadden

[CL 2679440 by Marc Audy in Main branch]
2015-09-03 17:31:50 -04:00
Martin Mittring
1c98f07499 integrated from Orion
CL 2677907
optimized SSAO and exposed more low quality levels

also incldues som minor refarcot in Orion, will integrate into main

[CL 2678931 by Martin Mittring in Main branch]
2015-09-03 13:11:59 -04:00
Thomas Sarkanen
2878a344ae Anim Blueprint compiler can now access member variables directly instead of thunking to the VM
Optimization is enabled by default but is an engine setting in case it needs to be disabled (bOptimizeAnimBlueprintMemberVariableAccess).
Expanded FExposedValueHandler to also contain an array of source & dest properties (copy records) to copy between. These are resolved to read/write addresses on init & a simple memcpy at runtime instead of calling the usual generated custom event.
Custom events are not added at all if all properties use copy records. The event may still be added & called however as mixed-mode access is still supported (i.e. a thunk and a memcpy to different pin properties).
Unfortunately this required initialization of all ExposedValueHandlers (as I didnt want to add the branch overhead of lazy init) so all the anim nodes have needed a small change to call their base class Initialize().

[CL 2678504 by Thomas Sarkanen in Main branch]
2015-09-03 09:55:41 -04:00
Josh Markiewicz
f7c8721703 [AUTOMERGE]
#UE4 - fixed client beacons not properly using both connection timeout values
- added UseShortConnectTimeout function to dictate when the actor is in the proper state to use a shorter timeout value
- fixed the socket state never being set to Open for beacons on clients
- tweaked some timeout values (don't forget you can always use -NoTimeouts in development)
-- party beacon should be much shorter timeouts
- added some logging to beacon control messages
#codereview ben.zeigler

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2675433 by Josh.Markiewicz on 2015/09/01 10:43:44.

[CL 2676858 by Josh Markiewicz in Main branch]
2015-09-02 09:11:46 -04:00
Jack Porter
b7a9719b34 User-extendible Android device profile selection mechanism (UEMOB-37)
[CL 2675195 by Jack Porter in Main branch]
2015-09-01 04:54:52 -04:00
Mieszko Zielinski
8bc8aceab0 Fixed wrong OnlineSubsystem property names in BaseEngine.ini #UE4
#codereview Josh.Markiewicz

[CL 2674065 by Mieszko Zielinski in Main branch]
2015-08-31 10:46:33 -04:00
Chris Babcock
a939d907d6 Add launch image support for Android (disabled for GearVR)
#ue4
#android

[CL 2673367 by Chris Babcock in Main branch]
2015-08-28 19:34:42 -04:00