Changes include
* Removed #pragma once in cpp files
* Removed dll export on templated types
* Fixed code in headers that didn't compile (probably never included anywhere
* Added casting for code going from int to float. Header was never compiled in the owning module that had warnings as errors
#preflight 637b10c6fa348e848054bd0d
#rb none (devin.doucette for a couple files)
[CL 23218414 by henrik karlsson in ue5-main branch]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
Modify FGeometrySet3::FindNearestCurveToRay to use a single visibility metric, instead of branches. The previous code was dependent on the order in which segments were processed, and for the purposes of 3D UI hit testing, did not seem to do any better than the current code.
Add basic tests for FSegmentTree3 queries.
#rb rinat.abdrashitov
#preflight 62d5db7547779a730a49033b
[CL 21156801 by Ryan Schmidt in ue5-main branch]
- remove TGeneralPolygon2 and IntBoxTypes.h copy constructors, to allow everything to be autogenerated (especially so that a proper move should be generated for TGeneralPolygon2)
- add explicit moves + delete copies for TSparseGrid3 and FProgressCancel::ProgressScope, as these have custom destructors and the default move/copy behavior would cause bugs
- make voro++ move assignment protect vs self-move
#rb ryan.schmidt
#preflight 62a8acbb1a6b7dcd549b3239
[CL 20709684 by Jimmy Andrews in ue5-main branch]
1. Actually use the SpatialLevels argument
2. Only allow early stopping at level boundaries, so the priority ordering can properly sort points at the same spatial level. Fixes points being spatially clumped when early stopping is enabled.
3. Stop referring to some of the importance weights as "curvature" (we often weight by things other than curvature)
4. Expose OffsetResFactor to allow more control of how clumpy the distribution is (value was hardcoded at 4, but I think 1 or 2 tends to space things better)
#rb david.hill
#preflight 628fb6d48c23e52ef0fbec28
[CL 20381323 by Jimmy Andrews in ue5-main branch]
unittests are included for the blocked grids and sdf generation, as well as benchmarks for sdf generation.
( This CL flushes out an old shelf of Ryan's.)
#preflight 62713371fe09c0cfbc3719a1
#rb Tyson.Brochu
[CL 20042490 by David Hill in ue5-main branch]
Avoids overflow errors from msvc for certain target configurations.
#jira none
#rb halfdan.ingvarsson
#rnx
#preflight 625dfa31b72cfbaf9626f1f4
[CL 19798652 by jonathan adamczewski in ue5-main branch]
- add FColliderMeshProjectionTarget to allow a FColliderMesh to be used as a projection target
- remove dead code from TDenseGrid3
- add TBlockedDenseGrid3, variant of TDenseGrid3 that lazy-allocates sub-blocks of a dense grid, to reduce memory usage in sparse/narrow-band situations on large uniform grids
- replace usage of TDenseGrid3 in FMarchingCubes with TBlockedDenseGrid3, to reduce memory footprint on large meshing problems
#rb David.Hill, Jimmy.Andrews
#jira UE-141151
#preflight 61fc0007176256ec4f744c4
#lockdown Aurel.Cordonnier
#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 18846016 in //UE5/Release-5.0/... via CL 18846053 via CL 18846421
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18846468 by ryan schmidt in ue5-main branch]
also fix crash in sparse octree FDynamicFlagArray if Set(Idx, false) where Idx > current Max
#jira UE-141047
#rnx
#preflight 61faf2a0033a864b77dc49a4
#rb rinat.abdrashitov
#ROBOMERGE-AUTHOR: jimmy.andrews
#ROBOMERGE-SOURCE: CL 18842872 in //UE5/Release-5.0/... via CL 18842881 via CL 18843057
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18843069 by jimmy andrews in ue5-main branch]
#preflight 61de32b86a076ddb53d362b4
#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 18588632 in //UE5/Release-5.0/... via CL 18588644 via CL 18588662
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18588680 by michael balzer in ue5-main branch]
Add a FPriorityOrderPoints class to help with downsampling, implementing a similar algorithm to what is used by physics to help choose collision sample points as a subset of mesh vertices but more generally accessible
#rb michael.balzer
#rb rinat.abdrashitov
#preflight 61b2a0e8c15f11f2f300022a
#ROBOMERGE-AUTHOR: jimmy.andrews
#ROBOMERGE-SOURCE: CL 18427642 in //UE5/Release-5.0/... via CL 18427646
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18427650 by jimmy andrews in ue5-release-engine-test branch]
Also do some refactoring to pass settings structs which improve readability when setting options, reduce the need to change call sites due to signature changes, and allow overloading of Read/Load functions which return some type
#rb
#rnx
#jira none
#preflight
#ROBOMERGE-AUTHOR: matija.kecman
#ROBOMERGE-SOURCE: CL 17829083 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 17829101 by matija kecman in ue5-release-engine-test branch]