#rb none
#tests preflight Android Test client
#preflight 636574f3581dc906bcf83d57
[FYI] Peter.Sauerbrei, Allan.Bentham, dmitriy.dyomin
[CL 23000219 by thomas ross in ue5-main branch]
- MeshPassProcessor create function takes feature level as create parameter
- MeshPassProcessor base stores the processor enum type (handy for reference and stat tracking per pass type)
When pass enum value is not available then EMeshPassType::Num is used for now
#jira UE-139584
#rb Jason.Nadro, Mihnea.Balta, Zach.Bethel, Arciel.Rekman
#preflight 631b30f1304480f8f89fca35
[CL 21987972 by kenzo terelst in ue5-main branch]
Correctly select permutation without CSM for single layer water material on mobile
#rb none
#preflight 62c01c7b8d5e6787595c2083
#robomerge emt
[CL 20925853 by Dmitriy Dyomin in ue5-main branch]
- Removed scene render mem-mark among others. MemStack usage is now restricted to local scopes with known marks.
- Render resources with destructors are allocated using the FSceneRenderingBulkObjectAllocator on FSceneRenderer, which is deleted when the scene render is.
#preflight 62b266e20d4d6228de97babe
#rb mihnea.balta, yuriy.odonnell
[CL 20907647 by zach bethel in ue5-main branch]
This change makes HQ and LQ lightmaps to have unified lighting content and now they differ only in encoding.
#jira UE-154008, UE-151380
#rb Dmitriy.Dyomin, Yujiang.Wang
#preflight 62b5270d0a3bb5ca13d79900
[CL 20806454 by Wei Liu in ue5-main branch]
Requrements:
iOS: A8+
Android VK: more than 4 color attachements, more than 4 input attachments
Android GL: Unsuported - PLS seem to be limited to 128bits on most devices
#rb wei.liu
#preflight 625f866b9c09ef439db7612b
[CL 19861367 by Dmitriy Dyomin in ue5-main branch]
Local light shadows are supported on mobile forward and deferred, need to enable full depth prepass to generate the ShadowMaskTexture.
Remove the 4 maximum local lights limitation on mobile forward.
Remove the "High Quality Reflection" on mobile forward.
Disable simple lights on mobile forward.
#jira UE-149064
#rb Dmitriy.Dyomin
#preflight 625d17da772cf82d3a6059a6
[CL 19784597 by Wei Liu in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]