Commit Graph

17 Commits

Author SHA1 Message Date
Lina Halper
93572b606c #HLOD :
- fixed overflow issue
- fixed big actor issue
- hide static mesh again because it causes GLEO if editor is opened
- LODParentPrimitive is now private - have setter/getter
- Made sure LODActor isn't placed manually
- Added proper map error
- Removed it from FGlobalComponentReregisterContext because I don't think we'll need it anymore.

[CL 2527688 by Lina Halper in Main branch]
2015-04-27 19:10:22 -04:00
Rolando Caloca
1afa856ab4 UE4 - Ignore rendering zero meshes
- Fixes UE-11505 and UE-10900

[CL 2472770 by Rolando Caloca in Main branch]
2015-03-09 14:41:36 -04:00
Gil Gribb
fd3c212541 UE4 - occlusion queries for foliage and grass
[CL 2468748 by Gil Gribb in Main branch]
2015-03-04 09:58:16 -05:00
Gil Gribb
35cf42566a UE4 - merge GDC branch, code @2465640 to main
[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
Daniel Wright
64d1cbecba Integrate - Fixed primitives always updating their static draw list meshes on load, even when they are not dirty.
[CL 2466554 by Daniel Wright in Main branch]
2015-03-02 13:22:35 -05:00
Rolando Caloca
0f9cd6457a UE4 - Material property for opting-out writing into velocity pass; remove primitive relevance flag
[CL 2417596 by Rolando Caloca in Main branch]
2015-01-23 20:20:19 -05:00
Rolando Caloca
7bcb88dfb6 UE4 - Fix transform for motion blur; remove old path for static wpo materials on separate pass
[CL 2415902 by Rolando Caloca in Main branch]
2015-01-22 17:14:31 -05:00
Lina Halper
fe1f98bd30 #Hierarchical LOD generation system
[CL 2415338 by Lina Halper in Main branch]
2015-01-22 11:05:14 -05:00
Rolando Caloca
6ed34b84ad UE4 - Velocity rendering on non-movable static meshes with WPO
#codereview Nick.Penwarden

[CL 2406579 by Rolando Caloca in Main branch]
2015-01-14 18:33:45 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Martin Mittring
57a7b8ac7b fixed TTP 348407 UE4: Rendering: Objects that do not render in main pass still affect motion blur.
[CL 2318081 by Martin Mittring in Main branch]
2014-10-02 19:09:35 -04:00
Gil Gribb
d3b0d2b864 UE4 - parallized the relevance part of init views, reducing that time to about 1/3 of its previous value. This isn't on the critical path for rhi thread platforms, and is currently disabled.
[CL 2298401 by Gil Gribb in Main branch]
2014-09-15 13:41:48 -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
Graeme Thornton
e1700afed8 First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.
#ttp 331829 - Mobile Preview in Editor
#proj Engine
#branch UE4

#summary First pass of changes to remove GRHIFeatureLevel, allowing for multiple scenes with different feature levels to exist. First step towards dynamic mobile preview in the editor.

#change Added GMaxRHIFeature level which contains the highest supported feature level on this machine
#change Added a cvar "r.FeatureLevelPreview" which, when set to 1, enables a feature level selection in the quick settings menu. Not wired up to anything at the minute
#change Added a feature level variable to FScene, which is currently initialized to whatever GRHIFeatureLevel is. Accessed with GetFeatureLevel()
#change Added a helper accessor GetFeatureLevel() to FSceneView which gets the feature level from the relevant scene. Purely to reduce the amount of typing needed to get to a feature level
#change Many changes across the renderer to try and read the current feature level from the view or scene. Not everything is done yet, but this is almost all of the "easy" stuff. As there is still just a global feature level in the engine, nothing should change.

[CL 2066905 by Graeme Thornton in Main branch]
2014-05-08 09:05:50 -04:00
Benn Gallagher
6bb51f5677 Made Static Meshes use ScreenSize instead of Distances for LOD level calculation
#ttp 319896 - Skeletalmesh/Staticmesh LOD refactoring: Part 1 (Refactor Static Meshes to use ScreenSize rather than distance)
#branch UE4
#change Removed LOD Distances and added ScreenSize for Static Meshes

[CL 2065408 by Benn Gallagher in Main branch]
2014-05-07 05:33:26 -04:00
TimSweeney
ae0458b16e Engine source (Main branch up to CL 2027380) 2014-03-16 04:24:33 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00