Commit Graph

21 Commits

Author SHA1 Message Date
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Josh Adams
660ab7f0c9 Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2719147 on 2015/10/07 by Mark.Satterthwaite

	Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.

Change 2719182 on 2015/10/07 by Mark.Satterthwaite

	Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.

Change 2719185 on 2015/10/07 by Mark.Satterthwaite

	Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.

Change 2719434 on 2015/10/07 by Mark.Satterthwaite

	Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.

Change 2724764 on 2015/10/12 by Josh.Adams

	[Initial AppleTV support]
	Merging	//depot/YakBranch/... to //UE4/Dev-Platform/...

Change 2726266 on 2015/10/13 by Lee.Clark

	PS4 - Calc reserve size required for DMA copy when using unsafe command buffers

Change 2726401 on 2015/10/13 by Mark.Satterthwaite

	Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
	#jira UE-15228

Change 2726421 on 2015/10/13 by Lee.Clark

	PS4 - Don't try to clear invalid targets

Change 2727040 on 2015/10/13 by Michael.Trepka

	Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72

Change 2729783 on 2015/10/15 by Keith.Judge

	Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.

Change 2729847 on 2015/10/15 by Mark.Satterthwaite

	Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
	#jira UE-21992

Change 2729865 on 2015/10/15 by Keith.Judge

	Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.

Change 2729897 on 2015/10/15 by Keith.Judge

	Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.

Change 2729972 on 2015/10/15 by Keith.Judge

	Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.

	This should be marginally quicker as it stops a double call to ClearState().

Change 2731503 on 2015/10/16 by Keith.Judge

	Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2731928 on 2015/10/16 by Michael.Trepka

	PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)

Change 2731934 on 2015/10/16 by Michael.Trepka

	PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)

Change 2732018 on 2015/10/16 by Mark.Satterthwaite

	Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
	- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
	- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
	- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.

Change 2732365 on 2015/10/16 by Josh.Adams

	- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)

Change 2733170 on 2015/10/18 by Terence.Burns

	Fix for Android IAP query not returning entire inventory.

Change 2733174 on 2015/10/18 by Terence.Burns

	Fix Movie player issue where wait for movie to finish isnt being respected.

	Seems a stray bUserCanceled event flag was causing this not to be observed.

	Added some verbose logging to apple movie player.

Change 2733488 on 2015/10/19 by Mark.Satterthwaite

	Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
	- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
	- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.

Change 2735226 on 2015/10/20 by Mark.Satterthwaite

	Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
	#jira UE-21214
	#jira UE-19913

Change 2736722 on 2015/10/21 by Daniel.Lamb

	Improved performance of cooking stats system.

Change 2737172 on 2015/10/21 by Daniel.Lamb

	Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Andrew Grant
c0452957a1 Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch]
2015-10-28 08:58:16 -04:00
Peter Sauerbrei
628e65a518 Some fixes for the DDC stat collection
[CL 2655225 by Peter Sauerbrei in Main branch]
2015-08-13 16:45:00 -04:00
buildmachine
144534d89a Updating CIS Counter
[CL 2649301 by buildmachine in Main branch]
2015-08-10 08:14:45 -04:00
buildmachine
ce42430211 Code documentation from CL#2636592
[CL 2636758 by buildmachine in Main branch]
2015-07-29 07:47:34 -04:00
Daniel Lamb
feef443619 Added new stats for building audio / texture data.
[CL 2625300 by Daniel Lamb in Main branch]
2015-07-18 12:00:28 -04:00
Peter Sauerbrei
c64d01dbd6 ddc stats
[CL 2624485 by Peter Sauerbrei in Main branch]
2015-07-17 13:13:31 -04:00
Daniel Lamb
e7a6ad5587 Added per file cooking stats.
Added ddc exists stats.
Reworked the existing ddc stat code to make it neater.

[CL 2621875 by Daniel Lamb in Main branch]
2015-07-15 11:46:49 -04:00
Daniel Lamb
12a360504f Renamed cooking stats modules.
Added additional stats.

[CL 2618868 by Daniel Lamb in Main branch]
2015-07-13 16:52:43 -04:00
Daniel Lamb
94e4eda9a3 Added cooking stats.
Added multithreaded handling of cooking output.
Added support for launch on recompiling changed global shaders when cook in editor.

[CL 2618476 by Daniel Lamb in Main branch]
2015-07-13 13:47:48 -04:00
Dmitry Rekman
04756a16ca Linux: larger limits for absolute DDC paths.
#codereview Bob.Tellez, Josh.Adams, Robert.Manuszewski

[CL 2586047 by Dmitry Rekman in Main branch]
2015-06-12 14:05:08 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Daniel Broder
9f50173ccf Merging using UE4-Fortnite-To-UE4 from CL 2236347
Unshelved this merge from Stephan and then completed the merge with additional fixes and testing.

Hand fixed some WorldExp compile issues due to changes to OnPaint() signature.

#Integration

[CL 2245992 by Daniel Broder in Main branch]
2014-08-06 16:12:41 -04:00
Jaroslaw Palczynski
3a35a8dd0e Deprecate and remove checkAtCompileTime.
#ttp 337754
#codereview Robert.Manuszewski

[CL 2106862 by Jaroslaw Palczynski in Main branch]
2014-06-16 08:04:54 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Robert Manuszewski
7625696529 Slow DDC warning tweaks
[CL 2089813 by Robert Manuszewski in Main branch]
2014-05-30 12:28:21 -04:00
Robert Manuszewski
e272faa4af Removing message box when DDC filesystem is slow.
[CL 2080170 by Robert Manuszewski in Main branch]
2014-05-21 05:59:43 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00