de-copy-paste the scalar implementation of MatrixInverse that was in 3 places
remove scalar implementations from VectorMatrixInverse
make sure Determinant is only computed once, not twice
do the validity check on Determinant on the actual value that will be used for inverse
make MatrixInverse return bool directly
#preflight https://horde.devtools.epicgames.com/job/63f7a821ae54ee4ce96eecb3
#rb fabian.giesen
[CL 24393758 by charles bloom in ue5-main branch]
Changed replay header version to be a custom version
Changed local file replay streamer version to be a custom version
#jira UE-149900
#preflight 639a40e12540a78d27a7c884
[CL 23836403 by Brian Bekich in ue5-main branch]
- Added new compression and 'compiling' API/path
* Relies on newer DDC API
* Only fetches compressible data when data is not found in DDC
* Fetching data happens off the GT now (including Additive animation)
- Deprecated and replace AnimSequence API around compression
** AnimStreamable still relies on old, synchronous, compression path **
IAnimationDataModel
- Removed bone track data being stored as FBoneAnimationTrack
- Bone animation can now only be referenced by Name (not track index anymore)
- Deprecated any API relying on FBoneAnimationTrack
- Added API to retrieve FTransform(s) for given frame(s) with provided bone name
- Added API to lock model against modifications during evaluation (required for non-racing off-GT evaluation)
Animation Sequence
- Frame-rate is now stored on a per-platform basis, allowing for future replacement of frame-stripping (editing property is disabled for now)
- Now allows for storing _transient_ per-platform compressed animation data (required for multi-platform cook)
PerPlatformProperties
- Added per-platform FFrameRate implementation
#preflight 63999f102540a78d2778adb7
#rb Thomas.Sarkanen, Nicholas.Frechette, Devin.Doucette
#fyi Zousar.Shaker
[CL 23510521 by Jurre deBaare in ue5-main branch]
Things to note regarding this pass:
* No includes are currently being removed from public headers.
* Any private file that has a #if is currently not being updated.
#preflight 62c703bbd13fac04f11da948
[CL 20985655 by bryan sefcik in ue5-main branch]
Things to note regarding this pass:
* No includes are currently being removed from public headers.
* Any private file that has a #if is currently not being updated.
#rb Devin Doucette and Marc Audy
#preflight 62c62086756222ced497ff95
#preflight 62c626d12f2d04691814d331
#preflight 62c630107e606620fdd64e31
#preflight 62c635c6756222ced49a13cf
[CL 20979027 by bryan sefcik in ue5-main branch]
Given that the second argument is always 360, we can remove some tests for bad ranges of input and use simple truncation/multiplication to compute the result, while retaining good accuracy within reasonable FRotator input value ranges.
#jira UE-129730
#preflight 62699851f97c319beba69337
#rb Dmytro.Vovk
[CL 19947858 by Zak Middleton in ue5-main branch]
Deprecation of FPlatformMath::IsNegative*() functions.
New FPlatformMath::IsNegativeOrNegativeZero().
Fix up of existing usage to either use < 0 or IsNegativeOrNegativeZero where appropriate.
Fixes for aliasing problems in various FMath functions, including IsNegative*().
Resubmission of CL# 19833778 with fixes for problematic Mac and Android toolchains, causing spurious errors while building PCHs.
#rb devin.doucette, charles.bloom, will.damon, chris.babcock
#jira UE-148435
#preflight 6260764d91376845adf9893f
[CL 19840896 by Steve Robb in ue5-main branch]
Deprecation of FPlatformMath::IsNegative*() functions.
New FPlatformMath::IsNegativeOrNegativeZero().
Fix up of existing usage to either use < 0 or IsNegativeOrNegativeZero where appropriate.
Fixes for aliasing problems in various FMath functions, including IsNegative*().
#rb devin.doucette, charles.bloom
#jira UE-148435
#preflight 625ece48f16e0d2accab15d9
[CL 19833778 by Steve Robb in ue5-main branch]