mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
c245cdc36281eb0cd31c8265a263aaaed00a4580
47 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
f976e84bc6 |
Removing uses of master/slave found in Merge with base folder Developer
#Jira UE-158610 #rb ben.hoffman #preflight 62f2b172d15babfa65481f82 [CL 21392703 by nate strohmyer in ue5-main branch] |
||
|
|
6248f8d412 |
Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda #rb Matt.Kuhlenschmidt #ROBOMERGE-OWNER: Lauren.Barnes #ROBOMERGE-AUTHOR: lauren.barnes #ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) #ROBOMERGE-CONFLICT from-shelf [CL 20105363 by Lauren Barnes in ue5-main branch] |
||
|
|
fc542f6cfd |
Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971 [CL 18081471 by aurel cordonnier in ue5-release-engine-test branch] |
||
|
|
4c1bb11c29 |
Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes #skipundocheck [CL 14551026 by Marc Audy in ue5-main branch] |
||
|
|
a470770796 |
Remove deprecated asset editor manager.
#Jira none #rb lauren.barnes [CL 13816532 by brooke hubert in ue5-main branch] |
||
|
|
471d972e62 |
Updating copyright for Engine Developer.
#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] |
||
|
|
e1a182475b |
PR #6098: Fix editor crash when accepting local revision during merge (Contributed by ccarvalheiro)
#rb Dan.OConnor [CL 9116862 by Dan Oconnor in Dev-Framework branch] |
||
|
|
2e87118a18 |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) Interim 4.24.
#rb none [CL 8614014 by Chris Gagnon in Main branch] |
||
|
|
9396844ccc |
Reorg Blueprint data to pack better and not have editor only concepts in non-editor builds
UBlueprint OnChangedEvent and OnCompiledEvent are now editor only events. #rb [CL 7290435 by Marc Audy in Dev-Framework branch] |
||
|
|
8fc25ea18e |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4676797 by Chris Gagnon in Dev-Editor branch] |
||
|
|
608734e30d |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb #rnx [CL 4666113 by Marc Audy in Dev-Framework branch] |
||
|
|
46e3285149 |
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none [CL 4543237 by Matt Kuhlenschmidt in Dev-Editor branch] |
||
|
|
b502d0419a |
Added logging to Blueprint merge operation
#jira UE-58891 #rb Phillip.Kavan #ROBOMERGE-SOURCE: CL 4426071 in //UE4/Release-4.21/... #ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21) [CL 4426072 by dan oconnor in Staging-4.21 branch] |
||
|
|
b315507aff |
#jira UE-60794 Fix it so Accept Target in merge tool does not crash the editor. The ReloadBlueprint call was nulling out references so we need to close any active editors before doing it
I am not sure that the merge will work, but at least it won't crash #rb dan.oconnor #ROBOMERGE-SOURCE: CL 4148195 in //UE4/Release-4.20/... #ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20) #ROBOMERGE-AUTHOR: ben.zeigler [CL 4150451 by ben zeigler in Staging-4.20 branch] |
||
|
|
19f8663b5a |
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3821754 by Jamie.Dale
[Python] Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
Change 3833107 by Patrick.Boutot
Added functions to fill an existing DataTable from an existing CSV/JSON file.
Change 3835044 by Aaron.Carlisle
Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.
Change 3835466 by Patrick.Boutot
Hide function from Python that need special compile command to be executed by the VM.
Change 3839237 by Jamie.Dale
Added a way to inspect the full chain of properties that are currently being serialized by an archive
You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).
Change 3839974 by Jamie.Dale
Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else
Change 3842311 by Jamie.Dale
Fixing potential null level assert
Change 3842313 by Jamie.Dale
Updated settings editor to handle external properties
Change 3842316 by Jamie.Dale
Allowing a console command to be given to GEditor/GEngine even if there's a player
CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.
Change 3842867 by Jamie.Dale
Added a way to generate diffs from editor transactions
The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.
These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.
Change 3844428 by Patrick.Boutot
Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.
Change 3845966 by Jamie.Dale
Added support for minimal game RPC worlds
These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)
Change 3848844 by Patrick.Boutot
Expose EComponentMobility to blueprint.
Change 3854616 by Patrick.Boutot
Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.
Change 3856650 by Jamie.Dale
Fixed a bug where transaction finalization could miss changes since the last snapshot
Change 3864951 by Patrick.Boutot
Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.
Change 3867158 by JeanMichel.Dignard
UBT
- Added the ability for dll programs to export symbols.
#jira UEENT-541
Change 3872342 by Jamie.Dale
Merging static analysis fixes from 4.19
Change 3879305 by Jamie.Dale
Improved the processing of py files from exec commands
The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.
Change 3879306 by Jamie.Dale
Added a minimal commandlet for invoking Python scripts
Change 3881631 by Jamie.Dale
Added basic RTTI to Python meta-data types
Change 3885384 by Jamie.Dale
[Python] Prevent glue code using reserved names
Change 3888957 by Patrick.Boutot
In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.
Change 3888961 by Patrick.Boutot
Fix FInterval::IsValid return type.
Change 3888980 by Patrick.Boutot
Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.
Change 3889165 by Patrick.Boutot
Fix build. Missing include for Timespan. Introduce with CL 3888980.
Change 3889261 by Jamie.Dale
[Python] Fixing some more name conflicts in generated code
Change 3889504 by Darren.Pegg
Add option to change PreferredPixelFormat
Change 3891193 by Patrick.Boutot
Fix build. Missing include for Interval. Introduce with CL 3888980.
Change 3897108 by Patrick.Boutot
TTinterval use it own traits. Create a Interval traits for Timespan.
#jira UEENT-947
Change 3899669 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
Change 3900692 by Jamie.Dale
Removed some boilerplate associated with wrapping a basic type to Python
You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)
Change 3901066 by conan.reis
UE4 editor script bindings (Cobra) and helper functions for version control
- exposed SourceControl class with common source control methods and associated SourceControlState structure
- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
- commands store any errors in a shared error text object which is optionally printed to the error log
- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.
Change 3901388 by Jamie.Dale
Minimal Slate hooks for Python
Change 3901456 by Jamie.Dale
Added missing file
Change 3901549 by Jamie.Dale
Removing some more Windows defines that were causing build issues
Change 3904518 by conan.reis
Source Control
- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider
Change 3905612 by Francis.Hurteau
Optimize RemoveDuplicates somewhat using a TSet
#jira UEENT-217
Change 3912626 by Jamie.Dale
Fixed ShouldExcludeDerivedClasses option not working
RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.
Change 3917739 by Jamie.Dale
Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget
Change 3917744 by Jamie.Dale
Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name
Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.
Change 3918832 by Jamie.Dale
Removed field iteration from Python function calls
We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.
Change 3920648 by Patrick.Boutot
Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.
Change 3921396 by Jamie.Dale
Split up the generated type data to correspond to the type being wrapped
A lot of types can just use the minimal set, but classes and structs have some extra data.
Change 3921619 by conan.reis
- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
- also added result info to FSourceControlWindows::PromptForCheckin()
#jira UE-55255
Change 3921624 by conan.reis
Removed Source Control common files from pre compiled header
- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
- remaining files have includes changed to accomodate
Change 3921958 by conan.reis
Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619
Change 3922740 by conan.reis
Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
They were previously removed in CL3921624
Change 3923375 by Jamie.Dale
Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings
Change 3926547 by Jamie.Dale
Added support for struct method "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.
Change 3927050 by conan.reis
Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers
#JIRA UE-55256
Change 3929268 by conan.reis
- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
- removed Perforce error message about file folders outside of the workspace client mappings
- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()
#JIRA UE-55254
Change 3931024 by Rex.Hill
Expose FBX and Texture import to python
Change 3931273 by Rex.Hill
Hide re-import slate notification pop-up during python automated asset import
Change 3931368 by Jamie.Dale
Stopped bools coercing to numeric types in Python nativization
Change 3931374 by Jamie.Dale
Added support for struct math operator "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.
Change 3932586 by Rex.Hill
Removed file read into unused memory buffer during Fbx import
Change 3934308 by Jamie.Dale
Added a public interface for the Python plugin
Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.
Change 3935088 by conan.reis
- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.
#JIRA UE-55257
Change 3936668 by Rex.Hill
#jira UE-55985
Avoid re-allocation of memory buffer holding file bytes during asset import
Change 3940596 by Rex.Hill
#jira UE-55989 Optimize skeletal mesh import performance scaling
Overlapping vertex check was O (N^2)
100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds
Change 3942629 by Rex.Hill
#jira UE-55995 Read fbx file only once during import
Fixes a memory leak of FbxScene and reduces wait time during import.
Change 3942884 by Rex.Hill
Python asset import can now customize destination asset name
Change 3946278 by Jamie.Dale
Added stricter conversion for math operator arguments
PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.
This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).
Change 3948455 by Jamie.Dale
Added generic Tick function to FPythonScriptPlugin
This can also handle init logic for after the engine is fully initialized
Change 3948888 by Jamie.Dale
Added settings for the Python plugin
You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).
Change 3948982 by Jamie.Dale
Fixed Python 3 build error caused by CObject being removed in Python 3.2
Change 3949614 by Francis.Hurteau
Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
#jira UEENT-1053
Change 3950829 by Rex.Hill
Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION
Change 3953452 by Jamie.Dale
Fixed some dependencies
Change 3953645 by Jamie.Dale
Fixed Python parameter packing treating bool output paramers as potential return values
void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.
Change 3953850 by Jamie.Dale
Fixed doc string generation for a function with multiple output paramters and no return value
Change 3954279 by Jamie.Dale
Initial support for exposing deprecated properties and functions to Python
This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.
Change 3954922 by Rex.Hill
Expose UnloadPackages to python
Change 3955209 by Jamie.Dale
Initial support for exposing deprecated classes to Python
Change 3955248 by Jamie.Dale
Added a way to load Unreal modules via Python
unreal.load_module("modulename")
Change 3955561 by Rex.Hill
Expose asset export to python
Change 3956068 by Rex.Hill
Linux compile fix.
Change 3960449 by Rex.Hill
Fix automated test using bCombineMeshes
Change 3960495 by Patrick.Boutot
Add a temporary menu to show the MetaData of an asset.
The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.
Change 3961599 by Rex.Hill
Reduced peak memory during import of meshes related to duplicate vertex tracking
Change 3962104 by Rex.Hill
Disable import mesh overlapping corners memory optimization to because it can change uv generation
Change 3962507 by Rex.Hill
Fix uv generation
Change 3965285 by Rex.Hill
Add support for FBX export as ASCII
#jira UE-56465
Change 3965287 by Rex.Hill
Forgotten file, fbx export as ascii
Change 3966772 by Simon.Tourangeau
Fix MaterialExpressionFunctions for ExternalTexture support
Change 3967014 by Jamie.Dale
Added a way to get the CDO in Python
Wrapped objects now have a get_default_object class method
Change 3967151 by Jamie.Dale
Added stats to track Python generation time
Change 3968006 by Simon.Therriault
Media Samples
- Removed Locks and Min/Max SampleTime from queues
- Added methods to fetch NextSampleTime and SampleCount in queues
- Added MediaSource base class for players that want to be time synchronized
#jira UEENT-948
Change 3969119 by Patrick.Boutot
Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.
[CL 3972277 by Simon Tourangeau in Main branch]
|
||
|
|
13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
||
|
|
f461ea68e9 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change |
||
|
|
20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
||
|
|
4ba423868f |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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] |
||
|
|
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] |
||
|
|
b2d9e2e11d |
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] |
||
|
|
9ce52176ef |
[UE-10822] We weren't handling trivial case of accepting the blueprint with no changes as the merge resolution, also we weren't closing existing blueprint editors
[CL 2461538 by Dan Oconnor in Main branch] |
||
|
|
0756ef15b9 |
Delegate comparisons deprecated, lots of other associated code deprecated, and lots of warning fixups:
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle. * New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle. * Timer calls which don't take FTimerHandles are deprecated. * FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function. * DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles. * Various other handle-based registration changes. * Some unity build fixes. * Some simplification of delegate code. * Fixes for lots of existing code to use handle-based registration and unregistration. #codereview robert.manuszewski [CL 2400883 by Steve Robb in Main branch] |
||
|
|
8e29537e30 |
Fixes for blueprint merge tool when run on assets that aren't conflictng (!IsActivelyMerging when merge is initiated)
[CL 2393216 by Dan Oconnor in Main branch] |
||
|
|
1ea7d25e62 |
Diff and merge tool improvements, introduced tree view to display changes, removed the list view that used to display changes made in the blueprint's various graphs
[CL 2391959 by Dan Oconnor in Main branch] |