#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski
[CL 2064306 by Mikolaj Sieluzycki in Main branch]
#TTP 332246 - CRITICAL: Regression: EDITOR: PAINT: TEXTURE: CRASH: Opening new level after commiting changes to a texture
#branch UE4
#proj Editor.MeshPaint
#Change Stopped the texture getting overridden again by the render target following the texture commit. This issue is caused because the committ button clears the override texture, but leaves the editor in such a state that upon exitting the mode the texture wont actually be cleared again unless the user has painted again. This would be fine but every tick the selected texture is set to override with the render texture. This means that when the mode exits the texture is still set in an override state with the render texture, the render texture is then cleaned up leaving the expression cache with a invalid texture pointer. During the new map load all render commands are flushed which involves rendering that mesh using said render target and this is what causes the crash.
#reviewedby Chris.Wood
[CL 2058858 by Barnabas McManners in Main branch]
#ttp 317471 The vertex paint tool does not work with blueprints
#add Added vertex color instance data to allow vertex colors to survive Blueprint re-construction.
#change Updated mesh paint mode to work with static mesh components, rather than just static mesh actors.
reviewed by Andrew.Brown
[CL 2045121 by Thomas Sarkanen in Main branch]
#ttp 330992 EDITOR: Need to be able to lock actor selection while vertex painting.
#detail Previous change allowed multi select if you didnt move on mouse up, this removes it completely when mesh painting (still availble via the scene outliner, of course).
reviewed by Andrew.Brown
[CL 2044925 by Thomas Sarkanen in Main branch]
#branch UE4
#proj Editor.MeshPaint
#proj Runtime.Engine
#summary Mesh paint editor now works as before.
#change Regressed most of the change from CL 2033028, however bNeedsTwoCopies is set to false by default.
#change MeshPaintEdMode now sets bNeedsTwoCopies on all render targets it makes uses of.
#reviewedby lee.clark
[CL 2043242 by Barnabas McManners in Main branch]