Added new editor relevance flag to separate editor primitives that want to render in the stippled 'behind' mode.
Added pre/post edit & move callbacks to communicate whether we are currently interactively editing a brushes transform or parameters.
TTP# 329784 - EDITOR: BSP: Unable to see the geometry Wireframe when scaling down BSP.
reviewed by Andrew.Brown,Simon.Tovey,Nick.Penwarden
[CL 2094410 by Thomas Sarkanen 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]
1) View.ExposureScale is now a float4 instead of a scalar. This appears to workaround an iOS driver bug. This workaround can be moved in to the cross compiler after 4.2.
2) Clamp the number of supported vertex uniform vectors to be at least 256. The engine assumes it has at least 256 to work with for skinned meshes. This prevents a memory overwrite bug. The iOS driver works with more uniforms than it claims to support.
3) Fixed an off-by-one bug in dirty range tracking for global uniform buffers.
[CL 2091350 by Nick Penwarden in Main branch]
- FeatureLevelPreview menu option now instructs world to switch feature level. This triggers our WIP switching code which works a bit...
- Converted a few more GRHIFeatureLevel references over to point at the nearest convenient scene/sceneview
- Made GetRHIFeatureLevel a non-inlined function (breakpoints wouldn't stop on the inlined version) and #define'd GRHIFeatureLevel to point at the GMaxRHIFeatureLevel (i.e. back to old behaviour)
- Changes to FSystemTextures so that the global object gets initialized in a stack-y kind of way. You initialize at a feature level and it creates all textures needed up to that point. Subsequent initializes at a higher feature level will allocate the new ones needed but not the existing ones. Only behaviour change from this is that there was a single 1x1 texture created only for ES2 that I just let get created for every feature level to keep the "feature level stack" nature of things.
[CL 2089519 by Graeme Thornton in Main branch]
* reduced default quality of screen space reflections (for better performance), can be changed in postprocess settings to be like before.
[CL 2088928 by Martin Mittring in Main branch]