added view distance and angle to config and updated actor picking + culling
#rb maxime.mercier, mieszko.zielinski
#preflight 61a917f61a368fd603a10e4f
#robomerge 5.0
[CL 18355593 by Yoan StAmant in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2912513 on 2016/03/16 by David.Ratti
attempted cook fix
#rb none
#tests compile
Change 2912456 on 2016/03/16 by Zak.Middleton
#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.
#rb John.Pollard
#tests Replays and MultiPIE vs AI
Change 2912386 on 2016/03/16 by Ben.Marsh
BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.
Change 2912378 on 2016/03/16 by Ben.Marsh
BuildGraph: Fix format of custom build arguments when running with buildgraph.
Change 2912318 on 2016/03/16 by Marcus.Wassmer
Fix mallocleakdetection false positives, and hash collision data corruption.
#rb none
#test leak finding on goldenpath
Change 2912242 on 2016/03/16 by Lukasz.Furman
CIS fix
#rb none
#tests none
Change 2912239 on 2016/03/16 by Ben.Marsh
UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.
#rb none
#tests generated project files using UGS after making change
Change 2912211 on 2016/03/16 by Ben.Marsh
BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.
#rb none
#codereview Wes.Hunt
#tests none
Change 2912196 on 2016/03/16 by Mieszko.Zielinski
Added a missing #pragma once to GameplayDebuggerCompat.h #Orion
#rb Lukasz.Furman
#test none
Change 2912165 on 2016/03/16 by Lukasz.Furman
new gameplay debugger and some replication fixes (disabled by default)
uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
#orion
#rb none
#tests yes, a lot.
#codereview Mieszko.Zielinski
Change 2912065 on 2016/03/16 by Jason.Bestimt
[AUTOMERGE]
#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016
#RB:none
#Tests:none
#CodeReview: matt.schembari
--------
Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.
Change 2912045 on 2016/03/16 by David.Ratti
Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues
#rb DanY
#tests PIE
Change 2912030 on 2016/03/16 by Alex.Fennell
Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...
support for cookies across curl easy handles in libcurl
#TESTS: cookie support confirmed by using the http test targetting google.com
#RB: david.nikdel
#codereview: david.nikdel, jason.bestimt
Change 2911870 on 2016/03/16 by Laurent.Delayen
- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
- New notifications are backwards compatible with old.
- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.
#rb martin.wilson, frank.gigliotti
#tests Kuro VS Rampage abilities in networked PIE
Change 2911763 on 2016/03/16 by Nick.Atamas
Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.
#rb none
#test Editor does not crash.
#codereview Matt.Kuhlenschmidt
Change 2911631 on 2016/03/16 by Dmitry.Rekman
Fix AvgPing perfcounter being occasionally NaN (FORT-20523)
- Prevent division by zero.
#rb none
[CL 2917701 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2869215 on 2016/02/16 by Marc.Audy
Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior
#rb Bruce.Nesbit
#jira UE-26417
Change 2869404 on 2016/02/16 by Ori.Cohen
Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood.
#rb Lina.Halper
Change 2870062 on 2016/02/17 by Jurre.deBaare
Name parameter driven by bone controller
#JIRA UE-25997
#rb Thomas.Sarkanen
Change 2870280 on 2016/02/17 by Mieszko.Zielinski
Vis log category handling fixes #UE4
Also, a minor cleanup
#rb Lukasz.Furman
Change 2871729 on 2016/02/18 by James.Golding
UE-26663 Fix 'LOD For Collision' display name
#rb thomas.sarkanen
Change 2871730 on 2016/02/18 by James.Golding
UE-26580 Make ECollisionEnabled a BlueprintType
UE-25373 Add a MakeHitResult node
#rb thomas.sarkanen
Change 2871732 on 2016/02/18 by James.Golding
UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API.
#rb ori.cohen
Change 2872022 on 2016/02/18 by Lukasz.Furman
gameplay debugger refactor
#ue4
Change 2872082 on 2016/02/18 by Lukasz.Furman
enabled old gameplay debugger as default one for now
it will be deprecated with next version after testing in game projects
#ue4
Change 2872390 on 2016/02/18 by Aaron.McLeran
OR-15041 (CPU) Hitches due to audio decompression on Windows
1) Moving ogg-vorbis file info parsing into a worker thread
- stat dumphitches now shows the vorbis stuff totally gone
2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback
#rb marc.audy
Change 2872418 on 2016/02/18 by Mieszko.Zielinski
Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4
#rb Lukasz.Furman
Change 2872446 on 2016/02/18 by Aaron.McLeran
Using cached value of ActualVolume in GetVolumeWeightedPriority
Change 2872770 on 2016/02/18 by Aaron.McLeran
QAGame testing content for audio testing.
Going to create a folder with specific sub-system testing maps for audio
Change 2873733 on 2016/02/19 by Jurre.deBaare
- HLOD generated assets are now saved into a separate package instead of inside of the level asset
#rb Ori.Cohen
Change 2873828 on 2016/02/19 by Ori.Cohen
Distributions that bake out no longer load in cooked build.
#JIRA UE-27126
#rb Olaf.Piesche, Nick.Penwarden
Change 2874623 on 2016/02/19 by Aaron.McLeran
UE-27131 Support for changing sound class volumes dynamically
- new BP function to override a sound mix sound class adjuster
- cleanup of AudioDevice.h and AudioDevice.cpp
- removing unnecessarily forward declares on various types
- removing unnecessary spaces and (void) params, etc
Change 2874922 on 2016/02/20 by Mieszko.Zielinski
Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4
#jira OR-15292
#rb none
Change 2875838 on 2016/02/22 by Benn.Gallagher
[CL 2880055 by Marc Audy in Main branch]