Commit Graph

170 Commits

Author SHA1 Message Date
JJ Hoesing
8391b873d4 Interface level changes in preparation for Oculus 0.4 integration.
#codereview Nick.Whiting

[CL 2244782 by JJ Hoesing in Main branch]
2014-08-05 17:36:56 -04:00
Jamie Dale
dbf6dc2b4b Moved Core module loading later in LaunchEngineLoop to ensure we've correctly set GGameName before they're loaded
TTP# 343066 - CRITICAL: Regression: EDITOR: GameName case not detected when having Always load last project on startup checked

It was possible for the Core modules to load before some of the code paths in LaunchEngineLoop had finished setting the GGameName variable correctly. This resulted in FGenericPlatformMisc::GameDir caching the incorrect GameDir path, and subsequently caused FConfigCacheIni::InitializeConfigSystem to load the wrong set of config files.

ReviewedBy Robert.Manuszewski

[CL 2244310 by Jamie Dale in Main branch]
2014-08-05 10:55:00 -04:00
Robert Manuszewski
1b12d8aa39 Refactoring CoreUObject initialization to make LaunchEngineLoop not depend directly on CoreUObject module code.
#change Moved static class initalization to CoreUObject module (StartupModule)
#change Re-ordered PreInit initialization
#change Fixed a crash (when using dashes from Outlook) and duplicated code in commandline initialization

[CL 2238173 by Robert Manuszewski in Main branch]
2014-07-31 07:38:19 -04:00
Ben Marsh
a66e704793 Require all plugins to be present for a project to load, rather than attempting to carry on without them. Plugins may define object types, and loading packages without them can cause corruption. Can revisit in the future to allow for 'editor-only' plugins.
Plugin reference in the .uproject file has a "Description" field which allows setting a customizable message if the plugin is not available. Allows distribution of samples which require a plugin, but without including the plugin itself.

[CL 2237188 by Ben Marsh in Main branch]
2014-07-30 13:16:05 -04:00
Robert Manuszewski
2e2bd9c196 Fixing CIS (MinidumpDiagnostics)
[CL 2235837 by Robert Manuszewski in Main branch]
2014-07-29 10:43:57 -04:00
Robert Manuszewski
26f250c9a2 Hot-reload: support for structural changes for hot-reload (adding/removing properties/classes/structs/enums)
#change Classes will now be defer registered instead of being created during static initialization
#change Added class re-instancing after hot-reload
#change Changes to UHT to keep track of generated code changes
#change Refactored a few CoreUObject delegates to a common namespace struct.

[CL 2235479 by Robert Manuszewski in Main branch]
2014-07-29 02:43:48 -04:00
Andrew Rodham
3d46c3c1b9 Fixed scalability settings not being applied on restart.
The settings are stored in game agnostic ini configs now. This fixes TTP340388 - CRITICAL: Mac: EDITOR: Automatic scalability settings are not applied after selecting the option to detect and apply changes (from the prompt).

[CL 2234223 by Andrew Rodham in Main branch]
2014-07-28 04:43:14 -04:00
Gil Gribb
c3a1b22610 UE4 - parallel rendering - fix a few bugs with shader creation and static states, do prepass in parallel
[CL 2229807 by Gil Gribb in Main branch]
2014-07-24 08:54:31 -04:00
Gil Gribb
fe1b255d99 UE4 - defer deletes of RHI resources and some parallel prototyping
[CL 2218215 by Gil Gribb in Main branch]
2014-07-15 07:34:34 -04:00
Bob Tellez
a399d885b6 Merging CL#2188206 using UE4-Fortnite-To-UE4
MCPInfo:
  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "build" : "240",
  "cln" : "2172251",
  "version" : "UNKNOWN"

[CL 2215307 by Bob Tellez in Main branch]
2014-07-14 19:41:38 -04:00
Ben Marsh
829c91cf9b [INTEGRATE] Latest from 4.3 branch.
[CL 2213404 by Ben Marsh in Main branch]
2014-07-14 09:39:06 -04:00
Ben Marsh
fe7edf8ebd Add a PostEngineInit load phase for modules
[CL 2187983 by Ben Marsh in Main branch]
2014-07-10 21:04:34 -04:00
Chris Babcock
253fd88056 Fix for Samsung S3 Mini choppy rendering
#TTP 340563
#Android
#codereview Daniel.Lamb

[CL 2187624 by Chris Babcock in Main branch]
2014-07-10 11:30:11 -04:00
Marc Audy
d9eb8138f1 Better fix for CL# 2169902 that doesn't cause issues for standalone slate applications.
[CL 2175623 by Marc Audy in Main branch]
2014-07-08 07:53:13 -04:00
Marc Audy
78a360476f Ensure that EKeys are always initialized, not just when there is a slate application being created.
[CL 2169902 by Marc Audy in Main branch]
2014-07-07 10:11:07 -04:00
Chris Babcock
e3dff22880 Disable threaded rendering on Kindle Fire (1st gen) to fix black screen on startup.
#Android
#TTP 339151

[CL 2132215 by Chris Babcock in Main branch]
2014-07-03 17:19:24 -04:00
Matt Kuhlenschmidt
7be4eb80ce More throttling of minimized windows and moved performance monitoring settings to the same location as the rest of the editor performance settings
[CL 2126947 by Matt Kuhlenschmidt in Main branch]
2014-07-02 21:25:38 -04:00
Gil Gribb
b96cc70799 UE4 - more rhi command list work, adding Draw*UP and fixing bugs
[CL 2124420 by Gil Gribb in Main branch]
2014-07-02 09:23:11 -04:00
Matt Kuhlenschmidt
2ba422c949 Fix cooking issues with UMG. UMG now works with cooked builds
[CL 2122536 by Matt Kuhlenschmidt in Main branch]
2014-06-30 18:17:51 -04:00
Marc Audy
d5017fc24c Reorganize calls to GetWorldContexts
[CL 2119865 by Marc Audy in Main branch]
2014-06-27 15:53:24 -04:00
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Ben Marsh
8ffc82bbd0 Add concept of an 'API version' for modules, which is used for determining compatibility of DLLs. By default, the API version is the current changelist number, but can be set to previous changelists when making hotfixes. The API version number is stored in a special resource section for DLLs on Windows, and in the current-version field for dylibs on Mac.
In contrast to the previous system, this does not require special-casing for Rocket builds and will work correctly for nightlies and other out-of-band releases. It also removes the requirement for games to adhere to a strict format of version string on Windows for the editor to be able to load them, since the new data is injected indepdendently of the default resource by UBT.

#codereview Robert.Manuszewski, Michael.Trepka

[CL 2111949 by Ben Marsh in Main branch]
2014-06-20 13:02:34 -04:00
Peter Sauerbrei
b8b51ab8d0 change splash screen to stay up until a movie renders or the game renders
addition of default movie playback if Default_Startup.mp4 is found
#ue4
#ios

[CL 2109707 by Peter Sauerbrei in Main branch]
2014-06-18 16:38:05 -04:00
Mikolaj Sieluzycki
5d03a01712 Remove redundant headers from Engine.h.
#proj core
#branch UE4
#summary Remove redundant headers from Engine.h. (NavDataGenerator.h NavLinkRenderingProxy.h NavigationModifier.h NavigationOctree.h ContentStreaming.h ComponentReregisterContext.h InstancedFoliage.h UnrealExporter.h EngineService.h NavigationSystemHelpers.h HardwareInfo.h EngineModule.h)
#codereview Robert.Manuszewski

[CL 2109115 by Mikolaj Sieluzycki in Main branch]
2014-06-18 07:25:31 -04:00
Jamie Dale
a9335c095b A Shipping build with logging enabled will now print messages to the Visual Studio output window
https://udn.unrealengine.com/questions/208357/use-logging-in-shipping1-not-enabling-logging-in-s.html

This was failing the IsDebuggerPresent() check used when adding FOutputDeviceDebug, because IsDebuggerPresent() is hard-coded to return 0 when UE_BUILD_SHIPPING is set.

This change always adds FOutputDeviceDebug for a Shipping build with logging explicitly enabled.

Also fixed a minor whitespace issue in Build.h.

ReviewedBy Thomas.Sarkanen
#codereview Max.Preussner

[CL 2109099 by Jamie Dale in Main branch]
2014-06-18 06:50:22 -04:00