==========================
MAJOR FEATURES + CHANGES
==========================
Change 2731596 on 2015/10/16 by Keith.Judge
Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.
Change 2764244 on 2015/11/12 by Keith.Judge
Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead.
Change 2936695 on 2016/04/07 by Mark.Satterthwaite
Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4.
Change 2936701 on 2016/04/07 by Mark.Satterthwaite
Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet.
Change 2936702 on 2016/04/07 by Mark.Satterthwaite
Enable capsule shadows on Metal SM5 for Mac Paragon.
Change 2936704 on 2016/04/07 by Mark.Satterthwaite
Re-add Metal_MacES3_1 entries in RHIDefinition functions - not quite sure how they disappeared...
Change 2936706 on 2016/04/07 by Mark.Satterthwaite
Fix implementation of BeginRenderingPrePass to only clear the depth+stencil buffers when it is asked to - this fixes LOD fading in Paragon on Mac when parallel execution is enabled. The parallel contexts were being instructed to clear the pre-pass data which was then fouling up all the subsequent rendering.
Change 2936708 on 2016/04/07 by Mark.Satterthwaite
Extend workaround from 2905206 for UE-27818 to Metal as well as OpenGL - it isn't permissable to have an unbound resource on these APIs as you aren't allowed to make the assumption than an if-branch will protect against null dereference on the GPU.
Change 2936737 on 2016/04/07 by Mark.Satterthwaite
Changes to reduce Metal's peak memory usage when streaming texture data in when loading levels:
- When uploading data to Shared memory Metal textures dispose of the source buffer immediately as it won't be required after the call to replaceRegion.
- Add an optional CVar ("rhi.Metal.MaxOutstandingAsyncTexUploads") and keep a count of outstanding async. texture uploads - really this might be better as a memory count - if teh current outstanding count is greater than the specified CVar wait for all operations to complete before purging the used buffers. By default the CVar is set to 0 which disables the tracking and the game will use all available memory.
Change 2936741 on 2016/04/07 by Mark.Satterthwaite
For Metal don't use a texture-view unless the mip-range or texture format is different - we only create a texture-view if we absolutely have to in order to avoid performance reductions on some vendors. When this happens we'll have to update the SRV to point to the new source texture but that can be handled on bind.
Change 2936753 on 2016/04/07 by Mark.Satterthwaite
Mutex the pipeline cache inside each Metal bound-shader-state - with parallel execution this can be modified from multiple threads.
Change 2936758 on 2016/04/07 by Mark.Satterthwaite
Don't eliminate redundant Metal command-encoders on Intel either - this only seems to work correctly on AMD...
Change 2936762 on 2016/04/07 by Mark.Satterthwaite
Validate that parallel contexts aren't asked to clear render-targets (incl depth/stencil) as this won't work as desired - each context will end up clearing the contents meaning none of the rendering will propagate which is probably not what you intend.
Change 2936765 on 2016/04/07 by Mark.Satterthwaite
Fix alignment of blit-commands between textures & buffers in Metal. Mac Metal has no minimum alignment and allows tightly packed rows, but mobile H/W has a fixed row alignment of 64-bytes for linear texture data.
Change 2936767 on 2016/04/07 by Mark.Satterthwaite
Remove the workaround for old Mac OS X AMD cards not supporting frame-buffer sRGB - I have a feeling it causes more problems than it solves.
Change 2936773 on 2016/04/07 by Mark.Satterthwaite
Warn the user when trying to run on OpenGL 3.2 GPUs that they are running unsupported and there may be rendering errors and performance problems.
Change 2936777 on 2016/04/07 by Mark.Satterthwaite
In MetalRHI move the calls that reset the state-cache and command-encoder to EndFrame and fix the fallout. Hopefully this will eliminate the problem where a draw call fails because a call to SetRenderTargets hasn't been made since the last time the command-buffer was submitted.
Change 2936788 on 2016/04/07 by Daniel.Lamb
PR #2193: Commandlet tweaks: Fixup Redirects and Cook-on-the-fly Server (Contributed by FineRedMist)
Change 2936799 on 2016/04/07 by Mark.Satterthwaite
Automatically enable RHI thread support in Metal if parallel execution is compiled in unless running the Editor which doesn't support it. The RHI thread is only enabled in Metal when parallel execution is available because there's little to no advantages to the RHI thread with Metal unless parallel execution is enabled. Also only enable async compute support when parallel execution is available and running on an AMD GPU as only AMD support it and again its only really useful when running things in parallel. Disable the async. compute fencing code when async. compute is disabled.
Change 2936923 on 2016/04/07 by Peter.Sauerbrei
add exception when trying to access an ini section which we don't cache
Change 2937839 on 2016/04/08 by Lee.Clark
PS4 - BC6H and BC7 support
#jira OR-14804
Change 2937841 on 2016/04/08 by Lee.Clark
Fix media player not opening the same file that has just been closed.
Change 2937843 on 2016/04/08 by Lee.Clark
PS4 - Fix Media player seek and duration
Change 2938272 on 2016/04/08 by Mark.Satterthwaite
Change the Metal texture lock/unlock code to use the immediate getBytes API to read from the texture unless it is stored in Private memory and requires we use the blit-encoder. This means iOS texture locking won't generally need to use the blit encoder with its row alignment restrictions as all textures will be Shared. On Mac most textures will still be accessed via blit operations since Private memory is much more common than Managed.
Change 2938471 on 2016/04/08 by Nick.Shin
load/save with "negative char size value" fixed
two 'U''s were missing-- causing base64encoder and decoder to not return original data (or expected data for that matter)...
C++ function shows these signatures:
\Engine\Source\Runtime\Engine\Public\SaveGameSystem.h
FGenericSaveGameSystem::SaveGame(..., ..., ..., ...<uint8>);
FGenericSaveGameSystem::LoadGame(..., ..., ..., ...<uint8>);
javascript version was using signed operators...
answerhub 386719 - broken load/save
Change 2938546 on 2016/04/08 by Nick.Shin
upgrading zlib, openssl, libcurl & libwebsockets
(part 1, for libwebsockets -- engine changes will be in part 2)
and writting down all of the build instructions into a single script file
future tasks may have the script broken to smaller sized files and placed in the respective library folders for simplicity -- for now, it's bundled together to ensure build is all-in-one...
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1223 - Arrange testing for 'update websocket library'
#jira UEPLAT-1203 - Add Linux library for libwebsockets
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2939402 on 2016/04/11 by Mark.Satterthwaite
No need to call synchroniseTexture on iOS when locking a texture for read - that function call is only available and required on OS X.
Change 2939526 on 2016/04/11 by Daniel.Lamb
Don't mark content as modified when garbage collecting.
#PR2249
#2249
Change 2940094 on 2016/04/11 by Michael.Trepka
Temporarily rollback //UE4/Dev-Platform/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp to revision 47 to unblock UE-29312
#codereview Mark.Satterthwaite
Change 2940540 on 2016/04/12 by Jeff.Campeau
Hardware decompress support for Xbox One.
Change 2940793 on 2016/04/12 by Lee.Clark
PS4 - Fix file handle leaks
#codereview Marcus.Wassmer
Change 2940903 on 2016/04/12 by Keith.Judge
Xbox One - Fix validated driver warning when using async compute with dynamic buffers (remove dynamic buffers).
Also resurrected the old deferred deletion queue (though simplified the code a lot as TQueue was horrible), as the platform agnostic one can't deal with placement created resources with a separate buffer/resource.
Moved associated deferred deletion logic out of FD3D11DynamicBuffer.
Attempted fix for UE-28758, but doesn't actually fix it. :(
Change 2940959 on 2016/04/12 by Michael.Trepka
Moved RadioEffectUnit CoreAudio plugin to Engine/Build/Mac
#codereview Ben.Marsh
Change 2940961 on 2016/04/12 by Michael.Trepka
Updated GitHub readme for Mac with instructions for building ShaderCompileWorker
#codereview Ben.Marsh
Change 2941010 on 2016/04/12 by Daniel.Lamb
Added xboxone.projectsettings to the ini processer in UAT.
#codereview Peter.Sauerbrei
#jira UE-29344
Change 2941671 on 2016/04/12 by Jeff.Campeau
March 2016 XDK update
Change 2941998 on 2016/04/13 by Mark.Satterthwaite
In MetalCommandList retain/release when waiting on a command-buffer commit to ensure command-buffer lifetime.
Change 2942008 on 2016/04/13 by Keith.Judge
Fix black reflections when async compute is enabled. Shader resource tables are now properly bound on the context, and fixed a bug where the buffer offset and number of constants wasn't being properly set when using the ring buffer.
#jira UE-28758
Change 2942046 on 2016/04/13 by Lee.Clark
Fix SN-DBS launch failure with VS2015 - (path env seems to be null in 2015)
Change 2942095 on 2016/04/13 by Mark.Satterthwaite
MIssed a change to use AlignedStride rather than Stride in FMetalDynamicRHI::RHIReadSurfaceFloatData to fix iOS blit-encoder read-back.
Change 2942383 on 2016/04/13 by Mark.Satterthwaite
When locking a Metal texture on Mac you have to submit the command buffer & wait in a different location for Private vs. Managed access.
Change 2942419 on 2016/04/13 by Michael.Trepka
Enabled IPv6 on iOS and Mac
#jira UEPLAT-1168
Change 2942472 on 2016/04/13 by Daniel.Lamb
Fixed missing OnlineSubsystemGooglePlay section from UAT ini processing.
#codereview Peter.Sauerbrei
Change 2942829 on 2016/04/13 by Nick.Shin
removing unused emscripten - ThirdParty folder
the ThirdParty folder contained a lot of GPL (and sometimes missing) licensing projects - removing to keep legal happy
tested with full rebuild, full cook, packaging and running QAGame
Change 2943110 on 2016/04/13 by Chris.Babcock
Fix Oculus mobile binaries filtered (include the jars)
#jira ue-29080
#ue4
#android
#gearvr
#codereview Nick.Whiting
Change 2943111 on 2016/04/13 by Chris.Babcock
Fix GearVR plugin jar copy logic
#jira UE-29108
#ue4
#android
#gearvr
#codereview Nick.Whiting
Change 2943579 on 2016/04/14 by Peter.Sauerbrei
enable tvOS in the binary build
Change 2943587 on 2016/04/14 by Peter.Sauerbrei
creation of xcode archives when using the archive command with iOS
Change 2943619 on 2016/04/14 by Mark.Satterthwaite
Make Metal SM4 the default on Mac again for the 4.12 release. As expected there are many bugs to resolve.
Change 2943869 on 2016/04/14 by Daniel.Lamb
Turned duplicate stage of files into warning.
#codereview Peter.Sauerbrei
#lockdown Josh.Adams
#jira UE-29487
Change 2943901 on 2016/04/14 by Keith.Judge
Xbox One - Fix start up crash.
#lockdown Josh.Adams
Change 2943981 on 2016/04/14 by Mark.Satterthwaite
Allow RWBuffers in Metal, which should work, but not RWTextures which aren't yet supported.
#jira UE-29492
#lockdown josh.adams
Change 2944080 on 2016/04/14 by Peter.Sauerbrei
temporarily remove code which removes passwords in ini files which reside in the pak file
multiple defaultengine.ini files were being copied over one another
#lockdown josh.adams
Change 2944249 on 2016/04/14 by Peter.Sauerbrei
fix for writing out DefaulEngine.ini when deprecated items are not changed
#codereview zabir.hoque
#lockdown josh.adams
Change 2944454 on 2016/04/14 by Peter.Sauerbrei
fix for incorrect archive directory and missing IPA
#jira UE-29509
#lockdown josh.adams
Change 2944834 on 2016/04/15 by Peter.Sauerbrei
fix for crash on some iOS device due to resources being freed while still in use by the GPU
#jira UE-29517
#lockdown josh.adams
Change 2944915 on 2016/04/15 by Peter.Sauerbrei
fix for including Facebook SDK in tvOS since we don't have the Facebook libraries for tvOS yet
#lockdown josh.adams
Change 2945164 on 2016/04/15 by Josh.Adams
- Removing XboxOnePDBFile from junkmanifest, causes too much trouble when staging using AutoSDKs
#lockdown nick.penwarden
#codereview jeff.campeau
#lockdown nick.penwarden
[CL 2945174 by Josh Adams in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2719147 on 2015/10/07 by Mark.Satterthwaite
Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.
Change 2719182 on 2015/10/07 by Mark.Satterthwaite
Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.
Change 2719185 on 2015/10/07 by Mark.Satterthwaite
Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.
Change 2719434 on 2015/10/07 by Mark.Satterthwaite
Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.
Change 2724764 on 2015/10/12 by Josh.Adams
[Initial AppleTV support]
Merging //depot/YakBranch/... to //UE4/Dev-Platform/...
Change 2726266 on 2015/10/13 by Lee.Clark
PS4 - Calc reserve size required for DMA copy when using unsafe command buffers
Change 2726401 on 2015/10/13 by Mark.Satterthwaite
Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
#jira UE-15228
Change 2726421 on 2015/10/13 by Lee.Clark
PS4 - Don't try to clear invalid targets
Change 2727040 on 2015/10/13 by Michael.Trepka
Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72
Change 2729783 on 2015/10/15 by Keith.Judge
Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.
Change 2729847 on 2015/10/15 by Mark.Satterthwaite
Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
#jira UE-21992
Change 2729865 on 2015/10/15 by Keith.Judge
Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.
Change 2729897 on 2015/10/15 by Keith.Judge
Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.
Change 2729972 on 2015/10/15 by Keith.Judge
Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.
This should be marginally quicker as it stops a double call to ClearState().
Change 2731503 on 2015/10/16 by Keith.Judge
Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).
Change 2731596 on 2015/10/16 by Keith.Judge
Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.
Change 2731928 on 2015/10/16 by Michael.Trepka
PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)
Change 2731934 on 2015/10/16 by Michael.Trepka
PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)
Change 2732018 on 2015/10/16 by Mark.Satterthwaite
Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.
Change 2732365 on 2015/10/16 by Josh.Adams
- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)
Change 2733170 on 2015/10/18 by Terence.Burns
Fix for Android IAP query not returning entire inventory.
Change 2733174 on 2015/10/18 by Terence.Burns
Fix Movie player issue where wait for movie to finish isnt being respected.
Seems a stray bUserCanceled event flag was causing this not to be observed.
Added some verbose logging to apple movie player.
Change 2733488 on 2015/10/19 by Mark.Satterthwaite
Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.
Change 2735226 on 2015/10/20 by Mark.Satterthwaite
Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
#jira UE-21214
#jira UE-19913
Change 2736722 on 2015/10/21 by Daniel.Lamb
Improved performance of cooking stats system.
Change 2737172 on 2015/10/21 by Daniel.Lamb
Improved cooking stats performance for ddc stats.
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream
Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS).
Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream
Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file.
Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream
Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it)
Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream
Adding config entries to determine which platforms/configurations are available
Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build.
A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid.
Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream
Copying UnrealGameSync into Engine/Source/Programs.
Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream
PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667)
Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream
Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target.
Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream
Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use.
Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream
Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to
PrecompileTargetsType.None.
#codereview Matthew.Griffin
Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream
Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015
Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream
Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files.
Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream
Restore change to gather VC environment directly from registry.
#lockdown Nick.Penwarden
[CL 2790002 by Ben Marsh in Main branch]
- Rocket doesn't bundle Linux libs, making code-based projects (and projects with third-party plugins) fail during compilation.
- Updated messaging to reflect this.
- Also added a SDK check for Linux and a 'getting' started UDN page.
- Updated Linux README for 4.8.
#codereview Peter.Sauerbrei, Ben.Marsh, Jeff.Wilson
[CL 2543338 by Dmitry Rekman in Main branch]
Somehow one of my projects ended up with many of the same key. The code that was handling loading of these had an assumption that each key would only appear once in the list (fixed.)
Example of duplicate keys that would cause this to crash:
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
TargetedRHIs=PCD3D_SM5
TargetedRHIs=PCD3D_SM4
[CL 2510529 by Mike Fricker in Main branch]
Adding Texture LOD settings to Device Profiles
- this will improve how we currently edit and override lod settings on a per device type bases.
- LOD Settings can now be set in the Device Profile Editor
- Any device profiles with no values set for LOD Settings, will use the default objects.
- These can be found in BaseDeviceProfiles.ini in the /Script/Engine.TextureLODSettings section
- Appropriate defaults set for those groups not listed.
-Other fixes
- - Incorrect with_editor check in HTML5 target platform, changed to with_engine
[CL 2481510 by Terence Burns in Main branch]
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.
#codereview Robert.Manuszewski
[CL 2481343 by Jaroslaw Palczynski in Main branch]
We already had FPlatformProcess::CreateProc/CloseProc pair (which is part of larger set with WaitForProc(), TerminateProc(), GetProcReturnCode(), etc). FProcHandle::Close() made the API more confusing (and actually introduced bugs, because it did not call CloseProc() until recently).
#codereview Josh.Adams, Robert.Manuszewski, Jaroslaw.Surowiec
[CL 2476322 by Dmitry Rekman in Main branch]
- made public headers compilable individually
- easier access to settings section delegates
- removed module singleton accessor
- moved non-trivial definitions into cpp files
- code & documentation cleanup
#UpgradeNotes:
- instead of ISettingsModule::Get() use FModuleManager::GetModulePtr<ISettingsModule>("Settings")
- instead of using FSettingsSectionDelegates assign delegates directly through the new ISettingsSection methods
[CL 2340711 by Max Preussner in Main branch]
Now editor will tick at a decent frame rate while building shaders / caching textures.
#codereview Josh.Adams, Daniel.Wright, Matthew.Griffin
[CL 2318857 by Daniel Lamb in Main branch]