* Both paths still exist in code during this transition. The GetDynamicMeshElements path is currently disabled, enable with 'r.UseGetDynamicMeshElements 1'.
* DrawDynamicElements was called once per pass, all sorts of pass-specific cruft had leaked in along with short-term modifications of shared structures (vertex factories and material proxies). DrawDynamicElements was not const, so a bunch of 'update' type work had leaked in. Various PreRenderView implementations relied on the view being in the view family.
* GetDynamicMeshElements is called once in InitViews, and the resulting meshes are used in various passes. GetDynamicMeshElements is const and must not modify the proxy, update work should be pushed to the proxy from the game thread. GetDynamicMeshElements can be called on views that are not in the view family, which allows a proper view for shadow depth passes.
* View mode override functionality moved out of the individual proxies into a centralized place, ApplyViewModeOverrides
* GPU particles not working yet, FRecastRenderingSceneProxy not implemented
[CL 2253795 by Daniel Wright in Main branch]
#ttp 318670 - UE4: RENDERING: FORTNITE: Write HighResScreenshots to OpenEXR (ideally PSD as well)
#proj Engine
#branch UE4
#summary Added OpenEXR library, added OpenEXR format to ImageWrapper Module, Changed highres screenshot code to save with image wrapper.
#Add OpenEXR support (for writing) to ImageWrapper module. (enabled for windows builds only)
#Add added option to highres screenshot code to choose to output as hdr / openexr
#Add 2 new visualisation modes, scene depth world units and custom depth world units.
#add cvar 'r.BufferVisualizationDumpFramesAsHDR' to enable hdr export from console.
#change FRCPassPostProcessMaterial can specify an override output texture format if required.
#add SaveImage function to FHighResScreenshotConfig
[CL 2252882 by Allan Bentham in Main branch]
no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez
[CL 2236313 by Martin Mittring in Main branch]
- Material editor preview nodes now work when the editor is in es2 mode
- Make editor primitives work in ES2 mode
- Fix slate font rendering in ES2 mode
- Remove ES2 shader de-gamma when in the editor
- Add a new linear sampler type for linear textures
- Various fixes for dynamic feature level switching
- When in an emulated feature level mode, display some text in the level editor viewport saying what feature level we're running
- Removed feature level parameter from USkeletalMesh::GetResourceForRendering. Not used for anything
- ParticleVertexFactoryPool is now creates feature level specific vertex factories.
[CL 2187558 by Graeme Thornton in Main branch]
Moved console variables to their corresponding cpp files where possible.
#ttp 319909 - UE4: RENDERING: Change the ConsoleManager code over to use the new typed TAutoConsoleVariable
[CL 2116537 by Joe Tidmarsh in Main branch]
granularity is all GBuffers, could be per texture but might not be worth the tracking
* disabled RenderTargetPoolEvents tracking for editor rendering to get a more readable output
[CL 2076060 by Martin Mittring in Main branch]