Commit Graph

703 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
984342ca17 Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) post CL#2804086 to CL#2817167
CL#2805395 resolved as target to avoid copying 2015 changes
#lockdown Nick.Penwarden

[CL 2819197 by Matthew Griffin in Main branch]
2016-01-07 11:21:22 -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
Matthew Griffin
0ce98f34ca Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) (pre copyright update in revision 2804086)
#lockdown nick.penwarden

[CL 2818924 by Matthew Griffin in Main branch]
2016-01-07 04:39:47 -05:00
Mike Beach
ac76fbc5e3 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2781504 on 2015/11/25 by Mike.Beach

	Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers.

	#jira UE-23371
	#codereview Dan.OConnor

Change 2781513 on 2015/11/25 by Michael.Schoell

	Find-in-Blueprints optimized gathering.

	Size of data has shrunk in the Asset Registry by up to one fifth the old size!

	Performance moderately improved.

	Load and save times of Blueprints increased, less redundant gathering of searchable data.

	#jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data

Change 2781517 on 2015/11/25 by Michael.Schoell

	Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure.

	#jira UE-23136 - Remove Item Node Removes All Objects in an Array

Change 2781804 on 2015/11/26 by Maciej.Mroz

	Changed ConformImplementedEvents.

	#jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking

	#codereview Phillip.Kavan, Mike.Beach

Change 2781821 on 2015/11/26 by Ben.Cosh

	This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls.
	#UEBP-66 - Blueprint debug keymappings
	#UE-16817 - Add step-in, step-over, and run until here functions for breakpoints
	#UE-12481 - The F10 key doesn't work for stepping blueprint debugging
	#Branch UE4
	#Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate

	reviewedby chris.wood

Change 2781861 on 2015/11/26 by Maciej.Mroz

	UE-23626 Converted tower defense game - you cannot click to place towers

	CodeGenerator generates overriden exported names for events and functions.

	#codereview Dan.Oconnor, Steve.Robb

Change 2782798 on 2015/11/30 by Maciej.Mroz

	BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter).

	#jira UE-23862 Pawns in TowerDefenseGame don't move in converted build

	#codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor

Change 2782881 on 2015/11/30 by Michael.Schoell

	Fixed ensure when promoting function graphs from interfaces during interface removal.

	#jira UE-23717 - Ensure removing an implemented interface when transfering functions

Change 2783041 on 2015/11/30 by Maciej.Mroz

	BP C++ conversion: All variables from Event Graph are listed as class properties.

	#jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window

	#codereview Mike.Beach, Dan.Oconnor

Change 2783080 on 2015/11/30 by Michael.Schoell

	Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error.

	Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected.

	All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed.

	Duplicating graphs will correct names of objects in child Blueprints.

	Function overrides of interfaces expected as an event can be deleted.

	Duplicating graphs while in PIE is no longer possible.

	When removing an interface, the operation can now be canceled.

	#jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp

Change 2783338 on 2015/11/30 by Michael.Schoell

	New output pins on function result nodes will properly fill out with valid default values.

	All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint.

	#jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function

Change 2783742 on 2015/11/30 by Phillip.Kavan

	[UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load.

	change summary:
	- modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects

Change 2784652 on 2015/12/01 by Ben.Cosh

	Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor.
	#UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip.
	#Branch UE4
	#Proj Kismet

	#CodeReview Chris.Wood

Change 2784834 on 2015/12/01 by Michael.Schoell

	Added functions to convert from string to: Vector, Vector2D, Rotator, Color.

	#jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama
	PR #1795
2015-12-16 17:17:43 -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
Justin Sargent
85261980f4 Copying //UE4/Portal-Staging to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

[CL 2795338 by Justin Sargent in Main branch]
2015-12-08 16:59:43 -05:00
Andrew Grant
2fd2070b07 Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2792706 on 2015/12/07 by Terence.Burns

	Rebuild lightmaps automation changes
	- Sync and Build binary files for execution
	- Much improved error handling
	- Email notification support added.

	#Note - This should massively simplify the batch script we use to rebuild lightmaps.

	#rb none
	#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.

Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt

	Added settings to toggle on and off display of Ping and FPS values.

	Server FPS will be disabled before ship

	#rb none #test pc/ps4 golden path, pie

Change 2791827 on 2015/12/05 by Marcus.Wassmer

	Fix texture memory leak.  Fixes automation using too much memory.
	#rb Brad.Angelcyk
	#codereview bob.ferreira
	#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring

	fixed PS4 compiling
	#rb:Michael.Noland
	#test:not

Change 2791014 on 2015/12/04 by Martin.Mittring

	nicer cvar help for r.PS4ContinuousSubmits
	#rb:Olaf.Piesche
	#code_review:Marcus.Wassmer
	#test:PC

Change 2791011 on 2015/12/04 by Martin.Mittring

	fixed compile error when disabling ENABLE_TEXTURE_TRACKING
	#rb:Olaf.Piesche
	#test:run Paragon on PC

Change 2790848 on 2015/12/04 by Martin.Mittring

	missing changes

	nicer cvar help, optimized unneccessary referencecounting, removed redundant code
	#rb:Olaf.Piesche
	#test:PC Paragon

Change 2790840 on 2015/12/04 by Martin.Mittring

	nicer cvar help, optimized unneccessary referencecounting, removed redundant code
	#rb:Olaf.Piesche
	#test:PC Paragon

Change 2791585 on 2015/12/04 by Michael.Noland

	Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
	#rb None
	#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh

Change 2791244 on 2015/12/04 by Ryan.Brucks

	Submitting all my Paragon Content before the new Agora Branch.

Change 2791240 on 2015/12/04 by Marcus.Wassmer

	Bump to .061 patch and new pub tools to pass cert
	#rb non
	#test compile ps4

Change 2791132 on 2015/12/04 by ryan.brucks

	RenderToTextureMacros: fixed issue with polygon index being +1 on accident

Change 2790747 on 2015/12/04 by Terence.Burns

	Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.

	#rb None
	#tests Run through the Rebuild Lightmaps UAT script process.

Change 2790589 on 2015/12/04 by Bart.Bressler

	- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.

	#rb sam.zamani
	#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session

Change 2790418 on 2015/12/04 by James.Golding

	Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
	#rb none
	#tests none

Change 2790333 on 2015/12/04 by James.Golding

	Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
	#rb martin.wilson
	#codereview jurre.debaare
	#tests Built HLOD meshes in the editor

Change 2790292 on 2015/12/04 by Olaf.Piesche

	Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes

	#rb marcus.wassmer
	#tests Editor, PIE

Change 2790003 on 2015/12/04 by James.Golding

	Fix possible crash in ALODActor::RemoveSubActor
	#rb keith.judge
	#codereview jurre.debaare
	#tests Generated HLOD proxy in editor

Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
Ben Marsh
92ec2b8239 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS).

Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file.

Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it)

Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Adding config entries to determine which platforms/configurations are available

	Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build.

	A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid.

Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Copying UnrealGameSync into Engine/Source/Programs.

Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream

	PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667)

Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target.

Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use.

Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to
PrecompileTargetsType.None.

	#codereview Matthew.Griffin

Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015

Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream

	Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files.

Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream

	Restore change to gather VC environment directly from registry.

#lockdown Nick.Penwarden

[CL 2790002 by Ben Marsh in Main branch]
2015-12-04 09:32:58 -05:00
Mike Beach
134cb04d27 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden

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

Change 2716841 on 2015/10/05 by Mike.Beach

	(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).

	#codereview Maciej.Mroz

Change 2719089 on 2015/10/07 by Maciej.Mroz

	ToValidCPPIdentifierChars handles propertly '?' char.

	#codereview Dan.Oconnor

Change 2719361 on 2015/10/07 by Maciej.Mroz

	Generated native code for AnimBPGC - some preliminary changes.

	Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
	Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"

	The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.

	#codereview Lina.Halper, Thomas.Sarkanen

Change 2719383 on 2015/10/07 by Maciej.Mroz

	Debug-only code removed

Change 2720528 on 2015/10/07 by Dan.Oconnor

	Fix for determinsitc cooking of async tasks and load asset nodes
	#codereview Mike.Beach, Maciej.Mroz

Change 2721273 on 2015/10/08 by Maciej.Mroz

	Blueprint Compiler Cpp Backend
	- Anim Blueprints can be converted
	- Various fixes/improvements

Change 2721310 on 2015/10/08 by Maciej.Mroz

	refactor (cl#2719361) - no "auto" keyword

Change 2721727 on 2015/10/08 by Mike.Beach

	(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.

	    - Refactored the conversion manifest (using a map over an array)
	    - Centralized destination paths into a helper struct (for the manifest)
	    - Generating an Editor module that automatically hooks into the cook process when enabled
	    - Loading and applying native replacments for the cook

Change 2723276 on 2015/10/09 by Michael.Schoell

	Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.

	#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
	#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736

Change 2724345 on 2015/10/11 by Ben.Cosh

	Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
	#UEBP-21 - Profiling data capture and storage
	#UEBP-13 - Performance capture landing page
	#Branch UE4
	#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine

Change 2724613 on 2015/10/12 by Ben.Cosh

	Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
	#Branch UE4
	#Proj BlueprintProfiler

	#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.

Change 2724723 on 2015/10/12 by Maciej.Mroz

	Constructor of a dynamic class creates CDO.

	#codereview Robert.Manuszewski

Change 2725108 on 2015/10/12 by Mike.Beach

	[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.

Change 2726358 on 2015/10/13 by Maciej.Mroz

	UDataTable is properly saved even if its RowStruct is null.

	https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html

Change 2727395 on 2015/10/13 by Mike.Beach

	(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
	    * Using stubs for replacements (rather than loading dynamic replacement).
	    * Giving the cook commandlet more control (so a conversion could be ran directly).
	    * Now logging replacements by old object path (to account for UPackage replacement queries).
	    * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).

	#codereview Maciej.Mroz

Change 2727484 on 2015/10/13 by Mike.Beach

	[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.

Change 2727527 on 2015/10/13 by Mike.Beach

	Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.

Change 2727702 on 2015/10/13 by Dan.Oconnor

	Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)

Change 2727968 on 2015/10/14 by Maciej.Mroz

	Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in  ConstructorHelpers::FClassFinder from being obsolete.
	FindOrLoadClass behaves now like FindOrLoadObject.

	#codereview Robert.Manuszewski, Nick.Whiting

Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00
Andrew Grant
d077828526 Copying //UE4/Orion-Staging to Dev-Main (Originating from //Orion/Main at CL-2777663)
#lockdown Nick.Penwarden

 Change 2777555 on 2015/11/23 by Antony.Carter

	Friend List Sub Menu restyling to new designs

	#RB Nicholas.Davies
	#TESTS Check 3 sub menus of friends list (Online Status, Friends List, Settings) still function correctly with new styling.

Change 2777506 on 2015/11/23 by Andrew.Rodham

	Sequencer: Copy/Paste command binding is no longer active if the seuqnece widget is not focused

	This addresses UE-23423

	#tests Tested copy/paste inside and outside of sequencer
	#codereview Max.Chen
	#rb Max.Chen

Change 2777505 on 2015/11/23 by Andrew.Rodham

	Sequencer: Undoing the addition of a spawnable now ensures its actor instance is deleted correctly

	This addresses UE-23450

	#tests tested the repro steps on the bug
	#codereview Max.Chen
	#rb Max.Chen

Change 2777489 on 2015/11/23 by Andrew.Rodham

	Sequencer: Workflow optimizations for spawnables

	 - Editing a property on an instance of a spawnable now automatically propagates to the spawnable defaults, provided the property is not keyed
	 - Fixed a few cases where spawnables were left lingering around while scrubbing or switching between sub-sequences
	 - Fixed the root sequence instance being evaluated when there was a sub-sequence focused.
	 - Selection states are now remembered for spawnable objects when they are destroyed/re-spawned

	#codereview Max.Chen
	#tests tested loks of object types as spawnables in PIE and in editor
	#rb Max.Chen

Change 2777321 on 2015/11/23 by Terence.Burns

	Updated the usage of World->UpdateStreamingLevels to FlushStreaming levels on the advice of Dmitriy. Need this to ensure that the streaming is completed before we send it off to lightmass.

	#rb Dmitriy.Dyomin
	#Tests Run the RebuildLightmaps UAT script.

Change 2777091 on 2015/11/22 by Andrew.Grant

	Changed "inappropriate outmost" warning on package load to an error. At the very least we want this for a day or two on Orion to surface errors quickly, but may be a good thing to make a standard error since it indicates something that's likely broken.

	#rb none
	#tests Golden path in game, cooked content
	#codereview Nick.Penwarden, Michael.Noland

Change 2777037 on 2015/11/22 by Laurent.Delayen

	Additional debug info to track down https://jira.ol.epicgames.net/browse/OR-9675

	#rb martin.wilson
	#codereview martin.wilson
	#tests Golden path (PIE) + compiled for PS4

Change 2777030 on 2015/11/22 by Sam.Zamani

	#online,externalui,ps4
	- added footer option for closing the embedded web browser

	#rb none
	#tests exec command to try on ps4

Change 2777019 on 2015/11/22 by Marcus.Wassmer

	Possible fix for OR-9851
	#rb none
	#test GoldenPath, PS4
	#codereview Nick.Darnell,Matt.Kuhlenschmidt

Change 2776932 on 2015/11/22 by Max.Chen

	Sequencer: Fix editor selection so that it's not modified in response to the sequencer outliner tree node changing selection if the user is not explicitly selecting in the tree.

	#RB none
	#tests Select an actor that Sequencer doesn't control and it shouldn't deselect.

Change 2776900 on 2015/11/21 by Marcus.Wassmer

	HighQuality particle lights.
	#rb Brian.Karis
	#test GoldenPath, HQ Particles w/wo ShadowCasting.
	#codereview Olaf.Piesche, Simon.Tovey, Tim.Elek

Change 2776868 on 2015/11/21 by Brian.Karis

	Reduced temporal aa responsiveness back where it was.

Change 2776867 on 2015/11/21 by Brian.Karis

	Removed shading terminator bias meant for shadow map acne but it made character faces look worse.

Change 2776840 on 2015/11/21 by Brian.Karis

	Hair indirect lighting implemented.

	Improvements to hair shading model. No longer uses backlit parameter.

	#rb marcus.wassmer
	#tests editor

Change 2776748 on 2015/11/21 by Max.Preussner

	Sequencer: Continued to implement track label editor

	Note: still disabled, because there are a couple remaining issues

	#codereview: max.chen
	#rb: max.chen
	#test: Editor, Runtime

Change 2776493 on 2015/11/20 by Max.Preussner

	Sequencer: Wrapped the node tree context menu actions for editing in an 'Edit' section

	#codereview: max.chen
	#rb: max.chen
2015-11-24 16:45:24 -05:00
Andrew Grant
48b2d10189 Copying from //UE4/Orion-Staging (originated from //Orion/Main @ CL-2766367)
#lockdown Nick.Penwarden

[CL 2770161 by Andrew Grant in Main branch]
2015-11-17 14:50:21 -05:00
Nick Penwarden
9fceac26dd Copying //UE4/Orion-Staging to Dev-Main (//UE4/Dev-Main)
Orion changes originate from CL 2763274

#lockdown ben.marsh

[CL 2764342 by Nick Penwarden in Main branch]
2015-11-12 12:38:50 -05:00
Andrew Grant
9d58a141e9 Copying //UE4/Orion-Staging to Dev-Main (Originates from //Orion/Main @ CL-2759376)
#lockdown Nick.Penwarden

[CL 2759916 by Andrew Grant in Main branch]
2015-11-09 19:35:15 -05:00
Richard Fawcett
7af07a24ef Fix temporary P4 clients used in marketplace and Rocket promotion scripts to clear stream when cloning the builder's default client and manually setting view.
#codereview Leigh.Swift

[CL 2752038 by Richard Fawcett in Main branch]
2015-11-03 11:38:56 -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
Daniel Lamb
15dd763777 Stopped log output of exception because our log parser on build machines thinks that it's an error even though it's handled.
[CL 2740608 by Daniel Lamb in Main branch]
2015-10-23 16:57:58 -04:00
Daniel Lamb
ce502c701f Fixed issue with diffcooked build failing compare of file and crashing in orion.
[CL 2736735 by Daniel Lamb in Main branch]
2015-10-21 12:03:38 -04:00
Bob Tellez
ef63e63285 #UE4 Preserving subpath on DefaultEngine when copying to temp directory when preparing pak file.
[CL 2728368 by Bob Tellez in Main branch]
2015-10-14 12:36:10 -04:00
Bob Tellez
b3cae27e31 #UE4 Removed architecture exe decoration code that I recently added since it was not necessary and breaks linux (or more rather, continues to break linux even after removing the change to ProjectParams.cs).
[CL 2727430 by Bob Tellez in Main branch]
2015-10-13 17:48:19 -04:00
Bob Tellez
b5535fa6e1 #UE4 Removing specified architecture assumption about deploying only linux when not specifying -SpecifiedArchitecture.
#jira UE-22069

[CL 2727347 by Bob Tellez in Main branch]
2015-10-13 16:56:34 -04:00
Marc Audy
02cba58cb2 Merge build fixes back from //UE4/Main to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2720261 by Marc Audy in Main branch]
2015-10-07 17:46:58 -04:00
Marc Audy
e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00
Mike Beach
17390cc045 (WIP) Cleaning up UAT so that it will properly utilizes the Blueprint generated plugin, both for UBT and cook.
#codereview Ben.Marsh, Peter.Sauerbrei

[CL 2714714 by Mike Beach in Main branch]
2015-10-02 12:55:29 -04:00
Ben Marsh
326101127e Remove input dependency on WaitToMakeRocketBuild trigger; we only care about the order of that trigger firing, and don't want to build all its dependencies.
[CL 2711842 by Ben Marsh in Main branch]
2015-09-30 16:41:24 -04:00