Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821619 by andrew davidson 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]
not used and should not be used
clean up some todo comments in TextureFormatOodle
#preflight 61ba4ca5055f3013459c0a02
#rb none
#ROBOMERGE-AUTHOR: charles.bloom
#ROBOMERGE-SOURCE: CL 18471288 in //UE5/Release-5.0/... via CL 18471293
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18471295 by charles bloom in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
https://jira.it.epicgames.com/browse/UE-119594
as a temporary measure until arne.schober has a chance to put in place a long term fix.
#rb devin.doucette
[FYI] andriy.tylychko
[FYI] arne.schober
#ROBOMERGE-SOURCE: CL 16853912 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16853923 by zousar shaker in ue5-release-engine-test branch]
[FYI] alexander.suvorov
Original CL Desc
-----------------------------------------------------------------
#jira UE-87812
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
[FYI] charles.bloom
#preflight 60ba698e884c6300012adbac
#ROBOMERGE-SOURCE: CL 16624208 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16624214 by aurel cordonnier in ue5-release-engine-test branch]
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
[FYI] charles.bloom
#preflight 60ba698e884c6300012adbac
#ROBOMERGE-SOURCE: CL 16609377 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16609393 by alexander suvorov in ue5-release-engine-test branch]
Disable deprecated cubemap processing originally designed for ambient lighting.
#rb james.doverspike
#fyi charles.bloom
[CL 16546734 by alexander suvorov in ue5-main branch]
-Add mechanism for ITextureFormat to have a generic and private "FormatSettings" block that can be global, but also exported with a texture build action and applied when a texture build is executed remotely. Also ensure that ChildTextureFormat is able to split and store/read the format settings for Child & Base format as separate sub-items.
-Allow the PS5TextureBuildWorker to compile in Oodle if the plugin is present and enabled.
#rb charles.bloom
[CL 16406838 by Zousar Shaker in ue5-main branch]
i.e. This allows latency sensitive texture compression parallelfor from the gamethread to benefit from all the foreground threads and complete faster
#rb Arne.Schober
[CL 15387719 by danny couture in ue5-main branch]