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9 Commits
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41e5062f30 |
Copying //UE4/Dev-Sequencer to //UE4/Main (Source: //UE4/Dev-Sequencer @ 2945541)
========================== MAJOR FEATURES + CHANGES ========================== Change 2837601 on 2016/01/20 by Thomas.Sarkanen Sequencer: Exposed bool, byte, event, fade, float, slomo, and visibility section keys in context menu Change 2840895 on 2016/01/23 by Thomas.Sarkanen Sequencer: Moved key proxy handling from section into key area; added support for grouped keys; exposed color properties in context menu. Change 2901092 on 2016/03/09 by Thomas.Sarkanen Sequencer: Fixed ensure() and crash when exiting PIE & then playing back in editor Made sure that instances that are playing that have active montages can re-connect to a playing montage if it is already active. We dont stop/start preview/non- preview playback when switching modes right now so I've just made the system robust to the switch when playing back animation. Ensured that instances are kept up to date by hooking into EndPlayMapDelegate. This fires slightly later than OnEndPIE, so it allows us to pick up when instances have been deleted from the world. OnEndPIE is fired before the worlds are shutdown so instances can still be bound to valid (but nearly dead) actors at this point. #jira UE-27898 #jira UE-27899 Change 2901159 on 2016/03/09 by Chris.Bunner Allow EXR frames from SaveHighResScreenshot to be uncompressed (r.SaveUncompressedEXRFrames). Change 2903123 on 2016/03/10 by Max.Chen Sequencer: Add snapping for the in/out range. Change 2903126 on 2016/03/10 by Max.Chen Sequencer: Fix split and trim for cinematic shot sections so that the start offset value is set. Change 2903132 on 2016/03/10 by Max.Chen Sequencer: Create camera here and set it as the current camera cut. Change 2903138 on 2016/03/10 by Max.Chen Sequencer: Improve mechanism for adding objects to Sequencer. Hold down shift while dragging from content browser to add as a spawnable. Hold down ctrl while dragging from content browser to add as a possessable. Change 2903143 on 2016/03/10 by Max.Chen Sequencer: Add 4k to movie capture dialog. #jira UE-28147 Change 2903157 on 2016/03/10 by Max.Chen Sequencer: Pop out of locked camera when popping out of the sequence. #jira UE-27662 Change 2908097 on 2016/03/14 by Andrew.Rodham Sequencer: Added default viewport type onto the viewport types menu - The activation command for a given viewport type no longer toggles it if it's already active, it will just do nothing. - Switching back to the default viewport type can be achieved with SHIFT+D Change 2911869 on 2016/03/16 by Max.Preussner Editor: Caching device proxy manager, so the UI doesn't constantly poll for the TargetDeviceServices module Change 2917943 on 2016/03/22 by Thomas.Sarkanen Sequence Recording: Added "Record New Sequence From Current Player" to sub-sequence track menu This option is only available in PIE. When selected it primes a new seciton for recording against the pawn that is currently being controlled by the player. Change 2917946 on 2016/03/22 by Max.Chen Sequencer: Automatically add and attach a cine camera when dropping a crane or rail. Change 2917954 on 2016/03/22 by Thomas.Sarkanen Fix anim dynamics going crazy on time skips Added new API to FAnimNode_Base: NeedsDynamicReset and ResetDynamics. This allows nodes that subscribe to this interface to be reset on teleport/time skips. Call through to ResetDynamics on zero timestep (ie. skips) in the preview path in Sequencer. Change 2917961 on 2016/03/22 by Frank.Fella Sequencer - Sequencer - Update the color track code to match the behavior in matinee, also remove empty light color tracks from the sequence, and add a missing particle parameter track. Change 2917984 on 2016/03/22 by Max.Chen Sequencer: Fix crash on deleting object binding nodes multiple times. Change 2917986 on 2016/03/22 by Max.Chen Sequencer: Fix if adding multiple camera cuts at the same time with the same duration as an existing camera cut. The camera is replaced in this case. Change 2917994 on 2016/03/22 by Jeff.Farris Support for scene depth picker. Used for focus depth sampling in cine cams. Change 2918003 on 2016/03/22 by Max.Chen Sequencer - Fix selection issues related to keying an undo by moving the selection clear on rebuild to after the tree selection state has been cached by path. Change 2920371 on 2016/03/23 by Max.Preussner UnrealEd: Added a file import path that doesn't load the entire file into memory prior to importing UFactory::StaticImport will now call FactoryCreateFile for both text and binary files. The default implementation will load the file into a buffer/string and call FactoryCreateBinary/FactoryCreateText to preserve legacy behavior. New factories may override FactoryCreateFile to perform their own file processing instead. Change 2923359 on 2016/03/25 by Max.Preussner UnrealEd: Refactored out StaticImportObject code into ImportObject Change 2924887 on 2016/03/28 by Jeff.Farris Sequencer: Camera Anim and Camera Shake tracks now support PostProcess changes in the CameraAnim Change 2927283 on 2016/03/30 by Max.Chen Sequencer: Fix crash resetting default in audio track in sequencer. Fix audio track rename when adding another audio. #jira UE-28836, UE-28859 Change 2928290 on 2016/03/30 by Max.Preussner ContentBrowser: Disabling 'Show in Explorer' context menu option for newly created/unsaved asset(s) Change 2928480 on 2016/03/30 by Max.Preussner AssetTools: Added built-in type category for Media assets Change 2928498 on 2016/03/30 by Max.Preussner AssetTools: Sorting asset type categories alphabetically Change 2932326 on 2016/04/04 by Frank.Fella Sequencer - Add "paste from matinee" support for audio tracks, and add volume support to audio sections in sequencer. Change 2933917 on 2016/04/05 by Max.Preussner Core: Added microseconds support to FTimespan Change 2933920 on 2016/04/05 by Max.Preussner Sockets: Simplified socket timeout assignments Change 2935434 on 2016/04/06 by Max.Chen Sequencer: Deselect possessable before converting it to a spawnable and deleting it. Also, make sure the newly converted spawnables are selected. This fixes a bug where the transform gizmo remains after adding a spawnable. Also, consolidate code for adding possessables to sequencer so that the newly added possessable node will be selected in the widget tree. #jira UE-28215 Change 2935590 on 2016/04/06 by Jeff.Farris Made crane rig preview mesh at the tip move as expected and appear in a reasonable place. Change 2936082 on 2016/04/07 by Max.Chen Sequencer: Attach should use default attach component of the actor if it exists. This fixes a bug where trying to attach to a camera crane rig attaches to the proper component. Change 2936118 on 2016/04/07 by Max.Chen Sequencer: Adding crane/rail with shift now adds the crane/rig as a spawnable and the attached cine camera as a spawnable. An attach track is created for the cine camera spawnable. #jira UE-28308 Change 2937226 on 2016/04/07 by Max.Chen Sequencer: Add invalidation when levels are added or removed.This fixes a bug were if you have a level sequence open and then add a sublevel that the level sequence operates on, it correctly updates the actors from the new sub level. #jira UE-27595 Change 2937263 on 2016/04/07 by Frank.Fella Sequencer - Changed the matinee to sequencer conversion tools so that curve keys set to "clamped auto" import as user tangents since we don't support clamped auto in sequencer. Change 2937273 on 2016/04/07 by Max.Chen Sequencer: No longer experimental/betal and now enabled by default. #jira UETOOl-625 Change 2937694 on 2016/04/08 by Max.Chen Curve Editor: Separate out input and output snapping. #jira UE-27209 Change 2937852 on 2016/04/08 by Andrew.Rodham Sequencer: Spawnables no longer use generated classes - Spawnables now store a template actor instance, rather than a generated class - All relevant code has been converted to use this new approach - Spawnable defaults are now harvested directly from any spawned instances when the movie scene is saved, or when the object is de-spawned. We only do this for spawnables *in the currently active sequence instance*. This approach ensures that instance components and other properties persist. - Currently we don't mark the package as dirty when the defaults are changed. This needs to be addressed. - Some fixes have been made to AActor and Actor Iterators to ensure that actors not contained within a level do not crash. - Spawning optimisations to follow Change 2937956 on 2016/04/08 by Max.Preussner Sequencer: Added selection range commands to general toolbar menu Change 2937981 on 2016/04/08 by Max.Preussner Sequencer: Refactored GetKeyHandles to take a time range for filtering keys Change 2938007 on 2016/04/08 by Max.Preussner Sequencer: Implemented selection range key selection Change 2938184 on 2016/04/08 by Max.Chen Sequencer: Find in Content Browser is now in the top level menubar. #jira UE-21598 Change 2938665 on 2016/04/08 by Frank.Fella UMG - Add support for material animation. Change 2939048 on 2016/04/10 by Max.Chen CineCamera: Change current position on rail to normalize position. Change 2939067 on 2016/04/10 by Max.Chen Sequencer: Add paste color from matinee Change 2939587 on 2016/04/11 by Andrew.Rodham Sequencer: Fixes to spawnable rework - Removed commented out code. - Fixed particle system components not disabling auto activate. - Instance Components are now correctly registered on spawn. - Removed ability to set the editable flag on actors in favor of a delegate assigned to SActorDetails to disable property editing on actors spawned from outside of the currently focused sequence. Change 2939666 on 2016/04/11 by Andrew.Rodham Sequencer: Fixed active sequence ID not being set on creation Change 2940663 on 2016/04/12 by Andrew.Rodham Sequencer: Spawnable object templates now always have the RF_ArchetypeObject flag #jira UE-29337, UE-29339 Change 2940742 on 2016/04/12 by Thomas.Sarkanen Improvements to sequence recording API Sequence recording is now more extensible. Moved the majority of recorders into a seperate module. Cleaned up recorder API, removed bRecord that was only really used once. Added factory class as a modular feature that allows users to register and implement their own recorders. Recorders can supply their own settings classes. These are incorporated into the UI via a details customization so they appear to be seamlessly integrated. Exposed components to record as an advanced setting. Users can use this to gate the components and actors that are recorded. #jira UE-28850 - Update sequence recording API for better extensibility Change 2940828 on 2016/04/12 by Max.Chen Level Editor: Clear the camera preview if the level viewport is locked to the same camera. #jira UE-27489 Change 2941090 on 2016/04/12 by Frank.Fella Sequencer - Fix inconsistencies with the level visibility track. + Add an option to update a track instance when it stops playing due to it's parent movie scene being deactivated as a sub-scene. + Reset level visibility state when the section ends, or when it's parent subsection ends. Change 2941427 on 2016/04/12 by Andrew.Rodham Sequencer: Fixes for recorded dynamic components - Dynamic components are now named uniquely within their owner actor, and are no longer re-bound to new object tracks when detached/re-attached - New dynamic components are created every time a new component is detected on an actor, regardless of whether it was once attached before. This affords recording externally managed components from a component pool. - Section recorders for components that are no longer attached to the actor are now disabled correctly. Change 2941760 on 2016/04/12 by Max.Preussner Editor: Setting up correct material expresions when creating material from normal map texture Change 2941819 on 2016/04/13 by Max.Chen Sequencer: Fire named events in all sublevels. #jira UE-28843 Change 2942052 on 2016/04/13 by Andrew.Rodham Sequencer: Fixed not being able to add dynamic material parameter tracks to spawnables when the object is not spawned #jira UE-24287 Change 2942223 on 2016/04/13 by Max.Preussner Editor: Using built-in function to assign sampler format Change 2942833 on 2016/04/13 by Max.Chen Sequencer: More copy matinee helpers. - Make some sections infinite. - Fix FindPossessableObjectId - Expose FindGroupByName Change 2942944 on 2016/04/13 by Max.Chen Sequencer: Fix anim copy so that it doesn't create an animation clip longer than the next clip's start position. Change 2943313 on 2016/04/14 by Max.Chen Sequencer: Initial matinee to level sequence asset converter. Right click on a matinee actor in the level and choose "Convert to Level Sequence" Current supports: - movement tracks - generic property tracks - particle tracks - anim control tracks - event tracks - audio tracks - visibility track - director track (fade, slomo, camera cuts) Possible todos: - Relative scale3D - Option to create spawnables instead of possessables - Create shots per director track camera cut instead of a direct translation to the camera cut track #jira UETOOL-467 Change 2943596 on 2016/04/14 by Andrew.Rodham Editor: Fixed placement mode scrollbar visibility not working for custom content #jira UE-27191 Change 2943651 on 2016/04/14 by Max.Chen Sequencer: Invalidate the audio waveform when the source changes. #jira UE-29394 Change 2943674 on 2016/04/14 by Max.Chen Sequencer: Store/restore playback state when rebuilding. #jira UE-29452 Change 2943993 on 2016/04/14 by Max.Chen Sequencer: Convert slot name from matinee to level sequence. Change 2944156 on 2016/04/14 by Frank.Fella Sequencer - Fix undo when moving items into folders, and when deleting folder. #jira UE-27368 Change 2944227 on 2016/04/14 by Max.Chen Sequencer: Show curves in the curve editor if one of the parent nodes is selected. For example, if Location is selected, show Location.X, Location.Y, and Location.Z Change 2945057 on 2016/04/15 by Andrew.Rodham Editor: Fixed placement mode scrollbar visibility not working for custom content #jira UE-27191 #lockdown nick.penwarden [CL 2945551 by Max Chen in Main branch] |
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d3e1006533 |
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2926658
#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 #codereview John.Abercrombie Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2910454 on 2016/03/15 by Zak.Middleton #ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps. #rb Jeff.Farris #jira UE-24327 UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html Change 2910548 on 2016/03/15 by Zak.Middleton #ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance. Change 2912311 on 2016/03/16 by Marc.Audy Properly handle overlaps in C++ in documentation code and UE4 to Unity doc #rb Martin.Wilson Change 2913086 on 2016/03/17 by Marc.Audy Adding ability to have 9 parameters to a dynamic delegate Change 2913101 on 2016/03/17 by Marc.Audy Fix some of the loctext error messages Change 2913102 on 2016/03/17 by Thomas.Sarkanen Console usability improvements Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden. To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key. This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables. Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for Allow cycling through console commands with the tab key Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region Show the currently selected autocomplete entry faded out behind the user's typed input Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line Left-justify command descriptions in the console autocompletion box Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate Make the console input, history and autocomplete colours user configurable Add console background transparency. Configurable, set to 15% by default Add missing closing quote to the console dump HTML template #github #2061: Console usability improvements from Mattiwatti Change 2913104 on 2016/03/17 by Thomas.Sarkanen Added indicator displayed on animation nodes when they use the 'fast path' Added checkbox that can be used to audit Blueprint fast-path usage. Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path. #doc Also added documentation tooltips and UDN doc files/images for the fast path systems. #jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access #rb Martin.Wilson Change 2913306 on 2016/03/17 by Marc.Audy Cleaning up GetResourceSize - Made many call Super::GetResourceSize - Removed trivial implementations - Fixed HierarchicalInstanceStaticMeshComponent double counting an array Change 2913535 on 2016/03/17 by Lukasz.Furman fixed broken behavior tree graph data after subnode undo #ue4 UE-28198 Change 2913608 on 2016/03/17 by Lukasz.Furman fixed behavior tree execution indices after undoing move in editor #ue4 UE-26705 Change 2913847 on 2016/03/17 by Lukasz.Furman added new automation test for UE-28309 #ue4 Change 2913849 on 2016/03/17 by Lukasz.Furman fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call #ue4 UE-28309 Change 2913895 on 2016/03/17 by Marc.Audy Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one Fixed up all C++ uses of these delegates #jira UE-23122 #rb Zak.Middleton Change 2914743 on 2016/03/18 by Thomas.Sarkanen Editing of primitive data in PhAT [CL 2926677 by Marc Audy in Main branch] |
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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] |
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3c0e962858 |
Copying //UE4/Dev-Frame to //UE4/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775736 on 2015/11/20 by Richard.Hinckley
Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.
#codereview michael.noland
Change 2776352 on 2015/11/20 by Zak.Middleton
#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.
#rb Marc.Audy, Ori.Cohen
#codereview James.Golding
Change 2776401 on 2015/11/20 by Mieszko.Zielinski
Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4
The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality
#jira UE-23705
#rb Lukasz.Furman
Change
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Copying //UE4/Dev-Framework to //UE4/Main @ 2775446
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720537 on 2015/10/07 by Aaron.McLeran Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick Change 2746582 on 2015/10/29 by Aaron.McLeran Implementing single ray-cast sound occlusion - Fixing/Implementing sound occlusion using one ray cast - Update rate of the ray cast is conifgurable by the user - User can enabled/disable occlusion and set various properties of the occlusion at the audio component level - Occlusion ray-casts are made at a slower rate than the audio engine is updated - The following properties are supported: * LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded) * OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded) * OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions) - Fixed how low-pass filter frequency is applied on platforms that support it. * Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter * Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering) * Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params. * At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used * Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied. * XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing. #rb zak.middleton Change 2765174 on 2015/11/12 by Aaron.McLeran UE-23091 More fixage for NaN audio log spam Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense. To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h. - Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread. - Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe. - I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate #codereview Zak.Middleton #rb Zak.Middleton Change 2765467 on 2015/11/13 by James.Golding - Allow -ms option to work with 'stat dumphitches' for controlling min time logged #rb gil.gribb Change 2765746 on 2015/11/13 by Benn.Gallagher Added buckets for update rate shift tags (for staggering anim updates) #jira UE-23213 #rb Bruce.Nesbit Change 2765747 on 2015/11/13 by Benn.Gallagher Fixes for bone length calculation in anim dynamics chains. #rb Bruce.Nesbit Change 2765749 on 2015/11/13 by Benn.Gallagher Removed allocations from local CS blends for skeletal controls. #rb Bruce.Nesbit Change 2765752 on 2015/11/13 by Benn.Gallagher Lod mapping support for URO customization #jira UE-23211 #rb Bruce.Nesbit Change 2765965 on 2015/11/13 by Marc.Audy Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE #jira UE-21181 #rb Josh.Markiewicz Change 2766071 on 2015/11/13 by Mieszko.Zielinski Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4 the 'bTickDuringGame == bTickDuringGame' thing #rb John.Abercrombie Change 2766086 on 2015/11/13 by Mieszko.Zielinski Exposing NavModifierComponent to ENGINE_API #UE4 #codereview Lukasz.Furman Change 2766345 on 2015/11/13 by Mieszko.Zielinski No longer compiling AISystem's creation out from client builds #UE4 Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable Change 2766346 on 2015/11/13 by Mieszko.Zielinski Improvements to EQS test scoring function preview #UE4 #rb Lukasz.Furman Change 2766528 on 2015/11/13 by Stan.Melax multiple materials/chunks on a single cloth sim mesh This supposedly used to work in 4.7 but broke for 4.8 It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts. Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration. jira: #UE-23300 https://jira.ol.epicgames.net/browse/UE-23300 https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674 #rb Benn.Gallagher Change 2766546 on 2015/11/13 by Marc.Audy Throw warning for orphaned looping sounds caused by a looping sound node Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping #rb Aaron.McLeran Change 2766917 on 2015/11/14 by Jurre.deBaare Fix UE4-23349 Simplygon doens't support sub 64 pixel textures Change 2767742 on 2015/11/16 by Marc.Audy Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton. Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls #rb Zak.Middleton, Rob.Manuszewski Change 2767827 on 2015/11/16 by Zak.Middleton #ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached. - New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received. - Also fixes trying to smooth rotation towards identity rotation before receiving network updates. - Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now). #rb Dan.Youhon Change 2768070 on 2015/11/16 by Marc.Audy Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues) Fixup usages to avoid unnecessary string -> char* -> name conversions Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version #rb Gil.Gribb Change 2768121 on 2015/11/16 by Marc.Audy Forceinline GetFName Change 2768161 on 2015/11/16 by Aaron.McLeran Checking occlusion back in - Bug was due to improper interpolation of LPFFrequency values in audio volumes. Change 2769428 on 2015/11/17 by Thomas.Sarkanen Fixed backwards-compatibility issues with FExposedValueCopyRecord Added PostSerialize function to patch up older data to the new format (copies properties->property FNames). Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation. UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) #rb James.Golding #codereview Mike.Beach,Bob.Tellez Change 2769488 on 2015/11/17 by Benn.Gallagher DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona #rb Martin.Wilson Change 2769545 on 2015/11/17 by Benn.Gallagher Added space conversion options to copy bone node. #jira OR-9430 #rb Martin.Wilson Change 2770228 on 2015/11/17 by Marc.Audy Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false #rb Ori.Cohen #jira UE-23366 Change 2770489 on 2015/11/17 by Marc.Audy Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise Change 2770761 on 2015/11/17 by Aaron.McLeran Removing optimization disablement - Forgot to remove these lines before checking in/testing. Change 2771375 on 2015/11/18 by Thomas.Sarkanen Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines #rb Benn.Gallagher Change 2771697 on 2015/11/18 by Jeff.Farris Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake #rb marc.audy Change 2771755 on 2015/11/18 by Marc.Audy Put back in the recursion block for destroy actor #rb James.Golding Change 2772217 on 2015/11/18 by Marc.Audy Update axis inversion to work the same way as sensitivity instead of old problematic way Also change to use Reset instead of Empty(Array.Num()) #rb Jeff.Farris Change 2772686 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization coordinate bug. Don't need to convert to xaudio2 coordinates for HRTF spatialization #rb chad.taylor Change 2772766 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization with xaudio2 voice pools - Issue was caused by 2 issues: - effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices) - Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool. #rb chad.taylor Change 2773027 on 2015/11/19 by Thomas.Sarkanen PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts) #rb Thomas.Sarkanen Change 2773142 on 2015/11/19 by Benn.Gallagher Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose. - Only iterating beyond the index of the first bone transform, cutting off all bones before - No longer using a bone mask the size of the skeleton, just an array of interesting nodes - No longer attempting to convert a transform if it isn't necessary (which was happening a lot) #rb Laurent.Delayen Change 2773212 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Removing ugly comment. Not going to remove the node itself for backward compatibility. Change 2773351 on 2015/11/19 by Zak.Middleton #orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates. #rb Dan.Youhon Change 2773599 on 2015/11/19 by Marc.Audy Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang #codereview Aaron.McLeran Change 2773661 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Following up by deprecating the CastToPlayerController function for 4.11. Change 2774707 on 2015/11/19 by Stan.Melax FCollisionQueryParams constructor API pitfall Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName. So this line of code: FCollisionQueryParams Param(FName(TEXT("DragDropTrace"))); will invoke: FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...) But this line of code: FCollisionQueryParams Param(TEXT("DragDropTrace")); invokes: FCollisionQueryParams::FCollisionQueryParams(bool) Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended. It looks like this interface was introduced in CL 1792949 back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach. Making an API change would break things for existing projects. If it had been a more recent change we could have probably just gone down to a single constructor right away. Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters. see also https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html #codereview ori.cohen [CL 2775460 by Marc Audy in Main branch] |
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0c5bc8be6d |
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change
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fc669c6fc4 |
Mergine changes from //depot/UE4 to //UE4/Main
[CL 2749262 by Nick Penwarden in Main branch] |
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c0452957a1 |
Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch] |
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6183efcc36 |
Integrate Engine/Config, Engine/Plugins, Engine/Programs, Engine/Shaders and remaining Engine/Source from UE4-Orion to UE4 at CL# 2716634
#lockdown Ben.Marsh #platformnotify Josh.Adams [CL 2718314 by Marc Audy in Main branch] |