#lockdown Ben.Marsh
Change 2718980 on 2015/10/07 by Dmitriy.Dyomin
UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus)
Change 2719155 on 2015/10/07 by Allan.Bentham
HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction).
Change 2724572 on 2015/10/12 by Jack.Porter
Fix for landscape disappearing when using r.forcelod
Change 2726062 on 2015/10/13 by Jack.Porter
Merged CL2726057 from 4.10
Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line
Fixed problem where landscape grass was not invalidated after using the mirror tool
Change 2726133 on 2015/10/13 by Jack.Porter
Fix for Device Profiles editor missing specific Android device profiles
Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms"
Change 2736210 on 2015/10/21 by Dmitriy.Dyomin
Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes)
Change 2736463 on 2015/10/21 by Jack.Porter
Merge of 4.10 CL 2736461
Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode
Change 2742855 on 2015/10/27 by Dmitriy.Dyomin
Fixed: World origin offset handling for UInterpToMovementComponent
https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html
Change 2745055 on 2015/10/28 by Allan.Bentham
Update reflection captures (via update captures button) now works when mobile preview is active.
Change 2755668 on 2015/11/05 by Allan.Bentham
Use distance from shadow view to object instead of view space Z.
Change 2762186 on 2015/11/11 by Jack.Porter
The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target
Change 2765902 on 2015/11/13 by Gareth.Martin
Landscape per-component layer whitelisting basic functionality
Change 2769487 on 2015/11/17 by Jack.Porter
Support reflection viewmode on ES2 Preview
Change 2769576 on 2015/11/17 by Gareth.Martin
Improved landscape per-component layer whitelisting functionality
- added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool
- automatically added components' painted layers to the component whitelists when enabling whitelist restriction
Change 2771223 on 2015/11/18 by Gareth.Martin
Improved landscape per-component layer whitelisting functionality
- Removing a layer from the whitelist will now delete its data from the component
Change 2777862 on 2015/11/23 by Gareth.Martin
Improved landscape per-component layer whitelisting functionality
- on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect
Better handling of erasing 100%-painted areas of blended landscape weightmap
- It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable.
- todo: erasing can still cause disconnects on shared edge verts
Change 2780470 on 2015/11/25 by Dmitriy.Dyomin
Use hardware instancing when device supports it
Change 2780679 on 2015/11/25 by Jack.Porter
Landscape layer usage viewmode
Change 2781878 on 2015/11/26 by Gareth.Martin
Better handling of erasing 100%-painted areas of blended landscape weightmap
- It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account
Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core
Change 2782214 on 2015/11/27 by Allan.Bentham
Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures.
Merging using Ronin-To-UE4-Dev-Mobile
Change 2782536 on 2015/11/30 by Jack.Porter
When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete
Change 2792617 on 2015/12/07 by Jack.Porter
Added a Project Setting to edit the r.DiscardUnusedQuality console variable
Change 2792618 on 2015/12/07 by Gareth.Martin
Baking landscape material world-position-offset into collision
Change 2794270 on 2015/12/08 by Dmitriy.Dyomin
DynamicMeshBuilder uses 16bit index buffer on ES2 platforms
Change 2794556 on 2015/12/08 by Allan.Bentham
Fix incorrect mip/roughness selection for HQ reflections.
Fixed couple of merge issues.
Change 2794568 on 2015/12/08 by Gareth.Martin
Fix black spot / hole if all layers on a component use height blending and add to <= 0
[CL 2796640 by Nick Penwarden in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2783951 on 2015/11/30 by Jeff.Campeau@jeff.campeau_Z3160_xbox2015merge
VS2015 support for Xbox One.
Update from main included.
#lockdown Nick.Penwarden
[CL 2795844 by Jeff Campeau in Main branch]
==========================
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]
Fallback to 2013 is automatic if 2015 is not installed or a platform SDK is detected that doesn't support the new IDE
Manual override is available via -2013
#platformnotify Josh.Adams
[CL 2709701 by Jeff Campeau in Main branch]