#TTP 335966 Image not centered/cut off in "Fullscreen" mode on Tappy Chicken page.
#codereview peter.sauerbrei
[CL 2096214 by Ankit Khare in Main branch]
#TTP 337651 - FBX Import/Export bone names are not case sensitive
-Had been backed out to verify it wasn't causing a crash bug, issue was traced back to a corrupt asset so resubmitting
[CL 2096001 by Martin Wilson in Main branch]
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms
DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.
FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.
ReviewedBy Thomas.Sarkanen, Max.Preussner
[CL 2095796 by Jamie Dale in Main branch]
TTP#337463 - UE4: Samples: Misaligned material nodes need to be tidied up
Noticed that the position of comments was not updated by the scaled size of the comment so it was never going to be moved far enough to the left. Have fixed this for any older materials that still need to be flipped/scaled and added a version number for those inbetween, which will shift the comments left by the desired amount. If the comments have already been lined up manually, they might be forced further out of alignment but there should be less cases of this than those that are actually broken.
[CL 2095637 by Matthew Griffin in Main branch]
- also fixed const correctness on getters
- renamed localization for time spans to FText::AsTimespan (time spans are not times of day!)
- documentation improvements
#CodeReview: michael.schoell, justin.sargent
[CL 2095117 by Max Preussner in Main branch]
Fixes issues with culture invariant FTexts appearing in LEET in the game/editor.
#codereview Justin.Sargent, Jamie.Dale
[CL 2094721 by Michael Schoell in Main branch]
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.
[CL 2093556 by Daniel Wright in Main branch]