Commit Graph

19 Commits

Author SHA1 Message Date
Ben Marsh
5e75112469 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2828332 on 2016/01/14 by Matthew.Griffin

	Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.

Change 2828335 on 2016/01/14 by Matthew.Griffin

	Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.

Change 2831365 on 2016/01/16 by Ben.Marsh

	Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.

Change 2832166 on 2016/01/18 by Ben.Marsh

	Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.

Change 2835725 on 2016/01/20 by Matthew.Griffin

	Removed more uses of RunningRocket functions

	Switch Linux staging check to see if required files exist until switched to using receipts
	Always stage CrashReporter for Linux
	Mac and Linux will not use Compile Lean And Mean when generating project files
	Allow normal DynamicCompilation check to occur in binary builds
	Allow XMPP dependency on WebRTC now that it's publically distributed

Change 2835864 on 2016/01/20 by Matthew.Griffin

	Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
	Also tidied up some arguments that are set in UVS and never used.

Change 2839932 on 2016/01/22 by Matthew.Griffin

	Removed last uses of RunningRocket from UnrealBuildTool

	Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
	Combined code doing very similar things for single games and rocket projects.
	Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
	Removed RunningRocket function and the code checking for -rocket on the command line

Change 2846971 on 2016/01/28 by Matthew.Griffin

	Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built.

Change 2853879 on 2016/02/03 by Matthew.Griffin

	Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected

	#jira UE-25666

#lockdown Nick.Penwarden

[CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Andrew Grant
2fd2070b07 Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2792706 on 2015/12/07 by Terence.Burns

	Rebuild lightmaps automation changes
	- Sync and Build binary files for execution
	- Much improved error handling
	- Email notification support added.

	#Note - This should massively simplify the batch script we use to rebuild lightmaps.

	#rb none
	#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.

Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt

	Added settings to toggle on and off display of Ping and FPS values.

	Server FPS will be disabled before ship

	#rb none #test pc/ps4 golden path, pie

Change 2791827 on 2015/12/05 by Marcus.Wassmer

	Fix texture memory leak.  Fixes automation using too much memory.
	#rb Brad.Angelcyk
	#codereview bob.ferreira
	#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring

	fixed PS4 compiling
	#rb:Michael.Noland
	#test:not

Change 2791014 on 2015/12/04 by Martin.Mittring

	nicer cvar help for r.PS4ContinuousSubmits
	#rb:Olaf.Piesche
	#code_review:Marcus.Wassmer
	#test:PC

Change 2791011 on 2015/12/04 by Martin.Mittring

	fixed compile error when disabling ENABLE_TEXTURE_TRACKING
	#rb:Olaf.Piesche
	#test:run Paragon on PC

Change 2790848 on 2015/12/04 by Martin.Mittring

	missing changes

	nicer cvar help, optimized unneccessary referencecounting, removed redundant code
	#rb:Olaf.Piesche
	#test:PC Paragon

Change 2790840 on 2015/12/04 by Martin.Mittring

	nicer cvar help, optimized unneccessary referencecounting, removed redundant code
	#rb:Olaf.Piesche
	#test:PC Paragon

Change 2791585 on 2015/12/04 by Michael.Noland

	Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
	#rb None
	#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh

Change 2791244 on 2015/12/04 by Ryan.Brucks

	Submitting all my Paragon Content before the new Agora Branch.

Change 2791240 on 2015/12/04 by Marcus.Wassmer

	Bump to .061 patch and new pub tools to pass cert
	#rb non
	#test compile ps4

Change 2791132 on 2015/12/04 by ryan.brucks

	RenderToTextureMacros: fixed issue with polygon index being +1 on accident

Change 2790747 on 2015/12/04 by Terence.Burns

	Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.

	#rb None
	#tests Run through the Rebuild Lightmaps UAT script process.

Change 2790589 on 2015/12/04 by Bart.Bressler

	- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.

	#rb sam.zamani
	#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session

Change 2790418 on 2015/12/04 by James.Golding

	Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
	#rb none
	#tests none

Change 2790333 on 2015/12/04 by James.Golding

	Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
	#rb martin.wilson
	#codereview jurre.debaare
	#tests Built HLOD meshes in the editor

Change 2790292 on 2015/12/04 by Olaf.Piesche

	Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes

	#rb marcus.wassmer
	#tests Editor, PIE

Change 2790003 on 2015/12/04 by James.Golding

	Fix possible crash in ALODActor::RemoveSubActor
	#rb keith.judge
	#codereview jurre.debaare
	#tests Generated HLOD proxy in editor

Change 2789998 on 2015/12/04 by James.Golding
2015-12-08 09:25:02 -05:00
Martin Mittring
2b26086097 fixed UE-19178 Mip Mapping: Replace simple average with high quality alternative.
alpha channel was missing mip sharpening for color textures (can cause a lot of texture to be recooked)

[CL 2649814 by Martin Mittring in Main branch]
2015-08-10 14:54:00 -04:00
Nick Darnell
a7a6176be2 Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,

Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966

#codereview gil.gribb, nick.penwarden, martin.mittring

[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
Marc Audy
a509e739ad Fix shadow variables
[CL 2508945 by Marc Audy in Main branch]
2015-04-10 16:47:24 -04:00
Dan Oconnor
f4d3d65662 PR #968: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
These can be generally described as removing redundant condition checks, using logical operators instead of bitwise operators, removal of redundant parenthesis, and consistent use of pragma push and pragma pop. There is very little observable behavior change in this CL.

Changes that required further review are pending in 2489753

[CL 2489804 by Dan Oconnor in Main branch]
2015-03-24 15:51:28 -04:00
Rolando Caloca
d176179ef1 UE4 - Import cubemap textures on different threads when doing mips >= 128 texels (we're seeing > 20minutes on 2k textures). This is a workaround, the algorithm itself should be rewritten to not be N^2!
#codereview Nick.Penwarden

[CL 2478643 by Rolando Caloca in Main branch]
2015-03-13 11:56:33 -04:00
Jaroslaw Surowiec
beef593d5a Stats - Stats for async task running on the thread pool
[CL 2446649 by Jaroslaw Surowiec in Main branch]
2015-02-16 03:16:32 -05:00
Allan Bentham
3f8d06aa8b Fix for UE-6886 - Editor crashing when changing Max Texture Size of a texture to a power of 2 below 64
#codereview nick.penwarden,Rolando.Caloca

[CL 2399776 by Allan Bentham in Main branch]
2015-01-07 09:29:52 -05:00
Michael Noland
91d2f31c48 Rendering: Add support for padding textures out to a power of 2 and/or replacing a specified color with transparent black (simple compress-time chroma keying)
#codereview martin.mittring

[CL 2391531 by Michael Noland in Main branch]
2014-12-17 14:47:40 -05:00
Michael Noland
b84e639c73 Engine: Fixed an incorrect comment for AdjustImageColors
[CL 2384767 by Michael Noland in Main branch]
2014-12-10 20:13:54 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Matthew Griffin
f1c4513760 Renaming FVector ClampSize and SafeNormal functions for clarity
Used DEPRECATED Macro to keep old names around in case I've missed anything

[CL 2370785 by Matthew Griffin in Main branch]
2014-11-26 10:01:12 -05:00
Sangwoo Lee
11d4381e24 Texture : Added Texture property to change maximum resolution limitation (MaxTextureSize), especially for HDR cubemap (which is limited by 512)
[CL 2184435 by Sangwoo Lee in Main branch]
2014-07-09 23:01:47 -04:00
Martin Mittring
caad305974 * fixed TTP 340094 FIXIF: CRITICAL: ElementalDemo: XboxOne: Some particle corruption
also get CL2182557

[CL 2182500 by Martin Mittring in Main branch]
2014-07-09 18:56:15 -04:00
Mikolaj Sieluzycki
45c031d576 #ttp 331438 UE4: PlatformMath refactor
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski

[CL 2064306 by Mikolaj Sieluzycki in Main branch]
2014-05-06 06:26:25 -04:00
Allan Bentham
aae3bf9968 #ttp 322654 - UE4: RENDERING: Texture compression pipeline should support per-format maximum sizes
#proj Engine
#branch UE4
#summary Added GetFormatCapabilities to ITextureFormat interface, TextureCompressorModule attempts to downsample images that are too large.
#add GetFormatCapabilities to ITextureFormat and all affected subclasses.
#change BuildTextureMips now attempts to construct a source that is compatible with the maximum size for a texture compressor.

[CL 2053233 by Allan Bentham in Main branch]
2014-04-23 20:04:50 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00