#jira UE-14213 - Using the command "highresshot" will corrupt future screenshots until game is relaunched
Summary of changes:
- Editor now no longer relies on the delegate registered by the AutomationWorkerModule to save the image as a .png.
- Removed the OnPNGScreenshotCaptured delegate as it was only being used by the AutomationWorkerModule, and made .png the default format for saving screenshots.
- AutomationWorkerModule registers a HandlePreTestingEvent and HandlePostTestingEvent with the AutomationTestFramework, whose purpose is to hook in to the UGameViewportClient::OnScreenshotCaptured delegate, to override the default screenshot capture behaviour.
- Removed one of the FScreenshotRequest::RequestScreenshot implementations and united the funcionality to be able to specify whether the UI should be captured, and whether a unique filename suffix should be added to the supplied name.
[CL 2528072 by Richard TalbotWatkin in Main branch]
UnrealEngine.cpp - removed the automationtests commandline arguments from being added to the deferredcommands array.
AutomationWorkerModules - When initailized the commandlines are added to the new deferredautomationcommands array. Wrote a function to exectue the commands. Bound the function to the asset registry delegate that gets called when the the registry is done loading.
[CL 2483033 by Justin Hair in Main branch]
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.
Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks
[CL 2104067 by Max Preussner in Main branch]
Milestone 4
-Added support for grouping devices based off MachineName, Platform, OSVersion, Model, GPU, CPU, RAM, or RenderMode.
-Added a graphical test result section to show relative times between instances.
[CL 2076099 by kevin hamilton in Main branch]
Automation: Milestone 3 and fixes for milestone 2
-Added new EditorShot command to take editor screenshots
-Made the ExterialTool options use the dierctory picker
-Fixed a bug with the StaticMeshEditor test if the tutorial pops up
-StaticMeshUV test now uses async package loading
-Added a display every Nth screenshot to the screenshot compre tab
-Added support to disable screenshots or request full size ones
-Changed the screenshots so they save to the game directory even if you run the frontend by itself
-Added screenshot support for the load all maps tests
[CL 2071712 by kevin hamilton in Main branch]
Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/...
Milestone 1 and 2 combined (CL# 2047358 to 2055524)
-Run external tools
-Repeat tests N times
-Visual difference for editor vs game tests
-Static mesh UV test
-Editor window screenshots
-Automation test presets
-Static mesh editor test
[CL 2055603 by kevin hamilton in Main branch]