#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948319 on 2016/04/19 by Nick.Shin
update zlib to v1.2.8
part 1 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2948661 on 2016/04/19 by Nick.Shin
keep using old zlibs until they are recompiled with the newer version
Change 2948737 on 2016/04/19 by Nick.Shin
build warning fix
Change 2949334 on 2016/04/20 by Nick.Shin
fix library path
for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...
Change 2951556 on 2016/04/21 by Nick.Shin
static libs double checked
#jira UE-29674 - Editor fails to open in Dev-Platform
Change 2951559 on 2016/04/21 by Nick.Shin
static libs double checked
forgot these files - they were in another changelist
#jira UE-29674 - Editor fails to open in Dev-Platform
Change 2952411 on 2016/04/22 by Nick.Shin
add win32 build targets for zlib openssl libcurl libwebsockets
part 1 of 2: these are the C# build scripts
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3118163 on 2016/09/08 by Josh.Adams
perm test 2, not a useful file at all
Change 3121142 on 2016/09/12 by Daniel.Lamb
Attempt to fix deterministic cooking issue for particlelodlevel.
Ensure the spawn module has had postload called on it before using.
#test Paragon cook
Change 3121150 on 2016/09/12 by Daniel.Lamb
Added warning logs to help track down issue UE-33453.
Change 3121201 on 2016/09/12 by Keith.Judge
Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.
Change 3121302 on 2016/09/12 by Joe.Graf
Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors
Change 3121379 on 2016/09/12 by Dmitry.Rekman
Linux: only link libraries that export needed symbols (UE-35720).
- Fixes very long startup times of modular builds.
- Includes PR #2778 by slonopotamus.
#jira UE-35720
Change 3121383 on 2016/09/12 by Dmitry.Rekman
Linux: added some missing _API declarations on symbols used externally.
- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).
Change 3121456 on 2016/09/12 by Daniel.Lamb
Attempt to fix deterministic cooking issue for particlelodlevel.
Ensure the spawn module has had postload called on it before using.
#test Paragon cook
Change 3122939 on 2016/09/13 by Luke.Thatcher
[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
- Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.
Change 3123040 on 2016/09/13 by Brent.Pease
+ Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.
Change 3123664 on 2016/09/13 by Nick.Shin
this was originally checked into: release 4.13.1
bringing here to dev-platform
-- original submit comments --
first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"
next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop
jira UE-35363 - Huge game window when launching onto Safari 9.1.2
Change 3125282 on 2016/09/14 by Michael.Trepka
Fixed iOS and tvOS code indexing in Xcode project
Change 3126812 on 2016/09/15 by Josh.Adams
Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
- Added Parse function to JsonObject.cs to be able to parse a string
- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
- Renamed a UT copy of a global function to not linker-conflict
- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.
Change 3126842 on 2016/09/15 by Michael.Trepka
Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.
Change 3126956 on 2016/09/15 by Michael.Trepka
Added support for compiling Vulkan shaders for Android on Mac
Change 3127206 on 2016/09/15 by Michael.Trepka
PR #2604: Remove some warnings. (Contributed by reapazor)
Change 3127324 on 2016/09/15 by Michael.Trepka
Allow third party dylibs on Mac to be loaded from plugin subfolders
Change 3127924 on 2016/09/16 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3128369 on 2016/09/16 by Nick.Shin
zlib 1.2.8
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128377 on 2016/09/16 by Nick.Shin
openssl 1_0_2h
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128383 on 2016/09/16 by Nick.Shin
libcurl 7_48_0
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128384 on 2016/09/16 by Nick.Shin
libwebsockets 1.7.4
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128464 on 2016/09/16 by Nick.Shin
webRTC rev.12643
NOTE: VS2015
- only Win64 is available
- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment
NOTE: VS2013
- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways
FUTURE NOTE:
- will continue to try to get VS2015 Win32 functional
- and am working on trying to get VS2013 tested
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128500 on 2016/09/16 by Nick.Shin
zlib 1.2.8 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128504 on 2016/09/16 by Nick.Shin
openssl 1_0_2h - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128506 on 2016/09/16 by Nick.Shin
libcurl 7_48_0 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128508 on 2016/09/16 by Nick.Shin
libwebsockets 1.7.4 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128513 on 2016/09/16 by Nick.Shin
webRTC rev.12643 - OSX
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128602 on 2016/09/16 by Nick.Shin
webRTC rev.9862 - Win64 VS2013
NOTE:
- not tested (i'm working on getting a VS2013 pro license)
- checking in for testing purposes
WARNING:
- VS2013 is no longer supported by webRTC latest
headers and lib updates
part of [ zlib openssl libcurl libwebsockets webrtc ] updates
Change 3128605 on 2016/09/16 by Nick.Shin
re-enabling updated ThirdParySoftware libs:
- zlib (v.1.2.8)
- openssl (1.0.2h)
- libcurl (7_48_0)
- libwebsocket (v.1.7.4)
- webRTC (rev.12643)
to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...
Change 3128651 on 2016/09/16 by Nick.Shin
fix Win32 build error from CL: #3128605
Change 3128704 on 2016/09/16 by Nick.Shin
fix Win32 build error from CL: #3128605 - this time actually compiling it...
Change 3128825 on 2016/09/16 by Dmitry.Rekman
Linux: proper fix for too slow startup times (UE-35967).
- Pull request #2793 by slonopotamus.
- Now without stripping dependencies on libraries specified before.
- Contains a work around for ld bug <2.25.
Change 3128972 on 2016/09/16 by Nick.Shin
fix to local build error.
Change 3129283 on 2016/09/16 by Brent.Pease
+ Add Android local notification support based on existing system used for iOS
+ Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release
Change 3129494 on 2016/09/17 by Nick.Shin
fix CIS build errors
Change 3129503 on 2016/09/17 by Dmitry.Rekman
Fix Linux build (case sensitivity issue).
Change 3129514 on 2016/09/17 by Nick.Shin
fix CIS build errors for consoles - missing zlib include path
special thanks to Dmitry.Rekman for pointing me in the right direction
Change 3129647 on 2016/09/17 by Dmitry.Rekman
Linux: fix non-unity build.
Change 3131043 on 2016/09/19 by Nick.Shin
archiving build instructions/steps when building:
- zlib (v.1.2.8)
win: #3128369
osx: #3128500
- openssl (1.0.2h)
win: #3128377
osx: #3128504
- libcurl (7_48_0)
win: #3128383
osx: #3128506
- libwebsocket (v.1.7.4)
win: #3128384
osx: #3128508
- webRTC
win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
osx: #3128513
Change 3132801 on 2016/09/20 by Dmitry.Rekman
Linux: support specifying default OpenGL version via configs (UE-34777).
- The first targeted RHI is going to be used.
Change 3132905 on 2016/09/20 by Josh.Adams
- Fixed up some paths with the WolfPlat rename
Change 3133148 on 2016/09/20 by Josh.Adams
- Only show UT EULA if PLATFORM_DESKTOP
Change 3133152 on 2016/09/20 by Josh.Adams
- Beginning support for applets. Disabled unless you have a special SDK with applet support.
Change 3133169 on 2016/09/20 by Josh.Adams
- Fixed issue with Wolf access but no SDK installed
Change 3133344 on 2016/09/20 by Daniel.Lamb
Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
Added new flag to limit number of concurrent shader compiles.
#test Cook QAGame, Cook Paragon
Change 3133345 on 2016/09/20 by Daniel.Lamb
FRedirectCollector collects string asset references all the time when running the editor.
#test Cook paragon cook QAGame.
Change 3133852 on 2016/09/21 by Luke.Thatcher
[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.
Change 3133875 on 2016/09/21 by Luke.Thatcher
[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)
Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick
Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.
Change 3134544 on 2016/09/21 by Josh.Adams
- Reduced UT textures for Wolf
Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick
FPS4Time::SystemTime now calculates the local machine time, instead of UTC.
#jira UE-35170
Change 3135036 on 2016/09/21 by Michael.Trepka
Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process
Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick
GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32
Change 3135292 on 2016/09/21 by Jeff.Campeau
Change include order to favor the XDK edition specific headers where available.
Change 3136414 on 2016/09/22 by Josh.Adams
- Fixed a checkf() that had the case reversed
#jira ue-36311
Change 3137082 on 2016/09/22 by Dmitry.Rekman
Added support for Linux installed builds to 4.14
Change 3137220 on 2016/09/22 by Dmitry.Rekman
Linux: do not rebuild hlslcc on each setup.
- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.
Change 3137227 on 2016/09/22 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3137259 on 2016/09/22 by Dmitry.Rekman
Linux installed build: fix CIS (missed one .csproj)
Change 3137290 on 2016/09/22 by Dmitry.Rekman
Linux installed builds: fix for the resulting directory.
Change 3137291 on 2016/09/22 by Chris.Babcock
Restore texture filtering mode properly when movie played on Android
#jira UE-36342
#ue4
#android
Change 3137376 on 2016/09/22 by Dmitry.Rekman
Linux: re-enabled crash handler stack smash protection.
- Race condition in FRunnableThreadPThread has been previously fixed.
Change 3138498 on 2016/09/23 by Dmitry.Rekman
Linux: add missed package for installed builds.
- mono-devel package for resgen2.
Change 3138523 on 2016/09/23 by Dmitry.Rekman
Linux: Update hlslcc now that we're not rebuilding it each time.
Change 3138658 on 2016/09/23 by Josh.Adams
- Moved UT's Social Plugin into NotForLicensees
Change 3139042 on 2016/09/23 by Dmitry.Rekman
Linux: more robust check of installed packages.
- Also added mono-devel to the list of packages installed on 14.04.
Change 3139674 on 2016/09/26 by Dmitry.Rekman
Fix crash when editing widget blueprints (UE-35185).
- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).
Change 3140203 on 2016/09/26 by Josh.Adams
- Wolf Fix for SHIPPING
Change 3140206 on 2016/09/26 by Josh.Adams
- NEX work, still in progress
Change 3140276 on 2016/09/26 by Josh.Adams
- Fixed Wolf compile error
Change 3140485 on 2016/09/26 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3140570 on 2016/09/26 by Dmitry.Rekman
SDL2: Delete obsolete files.
- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.
Change 3140577 on 2016/09/26 by Dmitry.Rekman
Fix CudaTest monolithic build.
- Not the best fix, the better fix is to build against bundled libc++.
Change 3141184 on 2016/09/27 by Keith.Judge
Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.
#jira UE-35973
Change 3141623 on 2016/09/27 by Chris.Babcock
Support hiding virtual keyboard on Android
#jira UE-34201
#ue4
#android
Change 3141887 on 2016/09/27 by Joe.Graf
Added support for additional plugin directories that are specified by the .uproject file
New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins
Change 3141916 on 2016/09/27 by Josh.Adams
- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)
Change 3141926 on 2016/09/27 by Josh.Adams
- Support for skipping Wolf user selector (-nologinui)
Change 3141938 on 2016/09/27 by Chris.Babcock
Allow Android media player to seek past 999ms (contributed by rcywongaa)
#jira UE-36453
#PR #2797
#ue4
#android
Change 3142207 on 2016/09/27 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3142219 on 2016/09/27 by Josh.Adams
- Wolf PhysX 3.4 libs and includes
Change 3142220 on 2016/09/27 by Josh.Adams
- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)
Change 3142314 on 2016/09/27 by Chase.McAllister
#jira UE-35011 fixes to some assets to remove redundancies/output log spam
Change 3142510 on 2016/09/27 by Daniel.Lamb
Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
#jira UE-35942
Change 3142650 on 2016/09/27 by Chris.Babcock
Android support for Linux by yaakuro
- requires CodeWorks for Android Linux installed and OpenJDK 1.8
- need to set Android SDK paths manually in Project Settings
#jira UE-32752
#jira UE-32753
#PR #2564
#PR #2565
#ue4
#android
#linux
Change 3142802 on 2016/09/27 by Dmitry.Rekman
Upgrade to SDL 2.0.5-ish (still technically 2.0.4).
- Upstream revision 10374:dccf51aee79b.
- Merged all our changes hopefully.
Change 3143075 on 2016/09/28 by Luke.Thatcher
[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
#jira UE-33077
Change 3143219 on 2016/09/28 by Daniel.Lamb
Added new is compiling function which tells you if it's really compiling instead of lying.
If def out additional logging for debugging shader compilation issue for 4.14 release.
Change 3143428 on 2016/09/28 by Luke.Thatcher
[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061
Change 3143488 on 2016/09/28 by Daniel.Lamb
Changed defaults for skip cooking editor content to true.
Change 3143526 on 2016/09/28 by Daniel.Lamb
Increased the concurrent shader compile limit while in the cooker.
#test Cook paragon
Change 3143874 on 2016/09/28 by Chris.Babcock
Read Android environment variables from .bashrc on Linux
#jira UE-36565
#ue4
#android
#linux
Change 3143911 on 2016/09/28 by Dmitry.Rekman
Fix SDL EGL API binding (UE-18979).
- Contains PR #1398 by x414e54.
- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.
Change 3143929 on 2016/09/28 by Daniel.Lamb
Removed some more temporary logging.
#test Cook paragon
Change 3143959 on 2016/09/28 by Jeff.Campeau
Media Player for Xbox One
Change 3143997 on 2016/09/28 by Dmitry.Rekman
Linux: faster linking in Debug.
- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.
Change 3144004 on 2016/09/28 by Dmitry.Rekman
Linux: make SCW dump core on crash in debug builds.
- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).
Change 3144007 on 2016/09/28 by Dmitry.Rekman
Linux: Allow equals character in command line parameter value (UE-26406).
- PR #2019 by bozzaro.
- Allows passing parameters like -Switch=Key=Value.
Change 3144042 on 2016/09/28 by Jeff.Campeau
Add tag for DX12 support being experimental in target settings.
#jira UE-36150
Change 3144068 on 2016/09/28 by Dmitry.Rekman
Linux: enable using xgConsole in UAT (UE-28096).
- PR #2144 by bozzaro.
- Picks correct xgConsole binary.
- Allegedly fixes crash in CombineXGEItemFile on mono.
Change 3144120 on 2016/09/28 by Michael.Trepka
Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...
Change 3144172 on 2016/09/28 by Chris.Babcock
Add libpng 1.5.27 for Android
#jira UE-36573
#ue4
#android
Change 3144318 on 2016/09/28 by Chris.Babcock
Correct logic for checking .bashrc on Linux
#ue4
#android
Change 3144331 on 2016/09/28 by Dmitry.Rekman
Linux: repair ARM server builds.
- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).
Change 3144354 on 2016/09/28 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
this is intermediate, not fully working
Change 3144368 on 2016/09/28 by Josh.Adams
- Moved the new Social files into NFL
Change 3144395 on 2016/09/28 by Chris.Babcock
Add missing functions for AndroidWebBrowserWindow
#ue4
#android
Change 3144417 on 2016/09/28 by Josh.Adams
- Probable fix for FWebBrowserWindow missing virtuals
Change 3144438 on 2016/09/28 by Jeff.Campeau
XDK updated to 160802
Change 3144569 on 2016/09/29 by Dmitry.Rekman
Linux: allow a selectable clock source (UE-36564).
- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.
#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).
Change 3145108 on 2016/09/29 by Joe.Graf
Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)
Change 3145245 on 2016/09/29 by Joe.Graf
#wolf
Checking in removal of plugin use on Win64 per Josh's request
Change 3145514 on 2016/09/29 by Will.Fissler
Updated Mac Info.plist files to disable high DPI on macOS 10.12
Change 3145538 on 2016/09/29 by Josh.Adams
- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.
Change 3145540 on 2016/09/29 by Josh.Adams
- Fix for checking some Wolf dev tool installation existence
- Fix for various Wolf build issues
- Fix for Wolf devices not showing up in Launch on
Change 3145542 on 2016/09/29 by Josh.Adams
- Pulled over Wolf changes from Wolf branch into Dev-Platform
Change 3145572 on 2016/09/29 by Josh.Adams
- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
#jira UE-36591
Change 3145769 on 2016/09/29 by Chris.Babcock
Remove duplicate platforms from deploy list in UFE
#jira UE-36636
#ue4
Change 3146061 on 2016/09/29 by Chris.Babcock
Linux: be less spammy in log when launching external procs
#jira UE-36638
#ue4
#linux
Change 3146208 on 2016/09/29 by Dmitry.Rekman
Linux: fix PhysX crash (UE-36613).
- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.
#jira UE-36613
Change 3146476 on 2016/09/30 by Josh.Adams
- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose
Change 3146554 on 2016/09/30 by Josh.Adams
- Removed another wolf secret log
Change 3146626 on 2016/09/30 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3146712 on 2016/09/30 by Josh.Adams
- Fixed case for building Android on Linux
#jira #UE-36652
Change 3146844 on 2016/09/30 by Josh.Adams
- Removed ES2 shader compiling from TVOS, and force Metal compiling
#jira UE-36306
Change 3146865 on 2016/09/30 by Daniel.Lamb
Removed temp logging for materials
#test Launch on paragon
Change 3146874 on 2016/09/30 by Dmitry.Rekman
Linux: add rpath for libTextureConverter.so (UE-36620).
Change 3147030 on 2016/09/30 by Josh.Adams
- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
#jira UE-36623
Change 3147151 on 2016/09/30 by Josh.Adams
- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?
Change 3147621 on 2016/09/30 by Michael.Trepka
Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac
Change 3147712 on 2016/09/30 by Josh.Adams
- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
#jira UE-36225
Change 3147725 on 2016/09/30 by Josh.Adams
- Fixed yet another Wolf log for people with Wolf access but no SDK
[CL 3147801 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3109545 on 2016/09/01 by Zabir.Hoque
Merging DX12 RHIs stage 1.
#Tests Ran InfiltratorDemo, ElementalDemo, ShooterGame
Change 3109580 on 2016/09/01 by Zabir.Hoque
Merging DX12 RHI. Stage 2: Moving XB and Windows APIs to a common location. This will cause a build break, but will allow us to preserve history.
Change 3109632 on 2016/09/01 by Zabir.Hoque
Merge DX12 RHI. Stage 3. Ported all changes and merged RHI into common and Win and XB1 specialized folder. Current with MS partners branch and Release 4.13.
Change 3109690 on 2016/09/01 by Zabir.Hoque
Fixing build break after large merge from partners branch and syncing to latest Dev-Rendering.
Change 3109716 on 2016/09/01 by Zabir.Hoque
Fix build warnings after merge.
Change 3109733 on 2016/09/01 by Zabir.Hoque
More build fixes for things pointing from XboxOneD3D12RHI to D3D12RHI
Change 3109773 on 2016/09/01 by Zabir.Hoque
Fixing code analysis warnings.
Change 3109870 on 2016/09/01 by Rolando.Caloca
DR - Simple clear mode
Change 3110066 on 2016/09/01 by Zabir.Hoque
Remove C++11 feature so VS2013 can compile for Fortnite.
Change 3110335 on 2016/09/01 by Brian.Karis
Fixed double lighting of clear coat, cloth, and eyes
#review-3108222 @Ben.Woodhouse
Change 3110411 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix bogus assert
- Fix pipeline barrier with levelCount=0
Change 3110573 on 2016/09/01 by Zabir.Hoque
Exclude D3D12 merged RHI from Mac Builds.
Change 3110681 on 2016/09/01 by Rolando.Caloca
DR - vk - Swapchain fix for drivers returning infinite swapchain images
Change 3110936 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix crash when dumping unused heaps
- Show file/line if enabled
Change 3111034 on 2016/09/01 by Rolando.Caloca
DR - vk - Fix exclude rect clear
Change 3111139 on 2016/09/01 by Rolando.Caloca
DR - Automatically enable capturing mode if running under RenderDoc
Change 3111170 on 2016/09/01 by Rolando.Caloca
DR - vk - Store max info per descriptor set pool
Change 3111234 on 2016/09/01 by Zabir.Hoque
XB1 compiler warnings.
Change 3111763 on 2016/09/02 by Rolando.Caloca
DR - Fix typo in shader
PR #2759
#jira UE-35496
Change 3111846 on 2016/09/02 by Rolando.Caloca
DR - vk - Update to SDK 1.0.24.0 (including glslang)
Change 3111916 on 2016/09/02 by Ben.Woodhouse
Fix for timestamp query results being broken in the XB1 DX11 RHI (caused by a merge issue with dev-platform)
Also clarify some variable naming
Change 3112048 on 2016/09/02 by Rolando.Caloca
DR - vk - Compile fix for build machines
Change 3112315 on 2016/09/02 by Rolando.Caloca
DR - vk - Added peak usage to mem dump
Change 3112791 on 2016/09/02 by Daniel.Wright
FD3D12PipelineStateCache debug fix
Change 3113483 on 2016/09/05 by Ben.Woodhouse
Fix potential issue with timestamp and occlusion queries overlapping with new query packing optimisation. We may want to put these into separate buffers to avoid reduce the padding with timestamp queries (timestamp queries currently use 4x the memory they actually need due to additional padding)
Change 3113488 on 2016/09/05 by Ben.Woodhouse
GPu profiler : fix for render thread performance issues, enable GPU profiler by default
Avoids RHIThread stalls in query creation by reusing queries via a pool. A FRenderQueryPool class already existed for doing this, so this was moved into the engine to make it accessible from both the engine and renderer modules
Tested on XB1,PS4,PC dx11
Change 3114286 on 2016/09/06 by Chris.Bunner
Copying CL 3114173 from 4.13 - Better enforce render resource limits on widget draw size.Jira UE-26375.
Change 3114883 on 2016/09/06 by Rolando.Caloca
DR - vk - Delete resources on the RHI thread
- Set blend factor to 1
- Added num mips & num layers to RT views
- Added missing destructors
- Fix for crash on rhi thread
Change 3116308 on 2016/09/07 by Rolando.Caloca
DR - vk - New renderpass/transition/barrier rewrite for sm4 (disabled)
- Fixes for 3d texture RTs
Change 3117409 on 2016/09/08 by Gil.Gribb
Merging //UE4/Dev-Main@3117389 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3117445 on 2016/09/08 by Gil.Gribb
Fix merge fallout
Change 3117555 on 2016/09/08 by Rolando.Caloca
DR - Fix merge issue
Change 3117687 on 2016/09/08 by Marc.Olano
Create new Vector Noise material node, and *3DDeriv numerical derivative material functions
Vector Noise node has noise functions with 3D output, including cellnoise (random color per cell), computed noise with vector output, gradient of 3D noise, curl of 3D noise, and version of Voronoi noise returning seed position in the closest Voronoi cell.
3DDeriv functions compute gradient and curl on any expression using centered differences from four samples offset in a tetrahedral pattern (two fewer than the common axis-aligned offset method)
Change 3117696 on 2016/09/08 by Rolando.Caloca
DR - Replicate 4.13.1 fix from 3117678
UE4.13 - Better error reporting when SCW fails/crashes
jira UE-17227
Change 3117720 on 2016/09/08 by Rolando.Caloca
DR - vk - Fix for static analysis
Change 3117786 on 2016/09/08 by Rolando.Caloca
DR - vk - Use new alignment
Change 3118145 on 2016/09/08 by Marcus.Wassmer
Fix async compute clear not waiting for the gfx pipe properly. Also appears to fix a rare PS4 gpu hang.
Change 3118329 on 2016/09/08 by Brian.Karis
Fix screen size calculations for LOD
Change 3118351 on 2016/09/08 by Brian.Karis
Quadric mesh simplifier!
In and working for the first time.
ScreenSize is now correctly calculated from MaxDeviation
Pixel Error now a reduction setting in LOD group.
Binary Heap is fixed and functional.
Still needs to play better with 3rd party reduction.
Change 3118457 on 2016/09/08 by Rolando.Caloca
DR - vk - Fix cube & 3d texture transitions & copies
Change 3118540 on 2016/09/08 by Benjamin.Hyder
Re-Submitting Noise assets to get engine version
Change 3119438 on 2016/09/09 by Rolando.Caloca
DR - vk - Added barrier & cache flushes when reading back GPU memory
- Added cubemap & 3d texture barriers
- Added cubemap & 3d texture copy image
Change 3119518 on 2016/09/09 by Brian.Karis
Fixed compile error
Change 3119580 on 2016/09/09 by Marc.Olano
Documentation for Vector noise
Change 3119710 on 2016/09/09 by Rolando.Caloca
DR - vk - Fix read stencil mask & front/back
Change 3119865 on 2016/09/09 by Rolando.Caloca
DR - vk - RHIReadSurfaceFloatData
- Fix redundant write transitions
- Simplify copy and transition code
Change 3120059 on 2016/09/09 by Rolando.Caloca
DR - vk - Static analysis warnings
Change 3120413 on 2016/09/09 by Mark.Satterthwaite
Fix AVFMedia plugin failing when a movie has captions.
#jira UE-35828
Change 3120936 on 2016/09/12 by Ben.Woodhouse
Add slate rendering to the GPU stats
Change 3121204 on 2016/09/12 by Rolando.Caloca
DR - vk - Fix geometry shaders position
- Revert translucent workaround
Change 3121467 on 2016/09/12 by Rolando.Caloca
DR - Fix integration issue (lost some shader defines)
Change 3121862 on 2016/09/12 by Zabir.Hoque
Fixing Code Analysis warnings.
#jira: UE-35860
Change 3122139 on 2016/09/12 by Ben.Woodhouse
Re-enable the checkerboard lighting by default to workaround skin lighting issue in fortnite (again)
#jira UE-35886
Change 3122278 on 2016/09/12 by Zabir.Hoque
2nd Attempt at Code Analysis warnings
[CL 3122339 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3091951 on 2016/08/17 by Chris.Bunner
(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.
Change 3093162 on 2016/08/18 by Ben.Woodhouse
Fix minor memory leak (missing delete of RT Heartbeat thread)
Change 3093470 on 2016/08/18 by Ben.Woodhouse
Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)
Change 3093698 on 2016/08/18 by Daniel.Wright
Translucent lighting volume draw event cleanup
Change 3093700 on 2016/08/18 by Daniel.Wright
Clamp on box reflection capture transition distance visualizer
Change 3093755 on 2016/08/18 by Ryan.Vance
Merging stereo planar reflections from Odin.
Change 3094060 on 2016/08/18 by Daniel.Wright
Fully featured base pass reflection captures with blending and parallax correction
* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
* Fixed grid culling in stereo / splitscreen
* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same.
* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled
Change 3094160 on 2016/08/18 by Daniel.Wright
CIS fixes
Change 3094899 on 2016/08/19 by Ben.Woodhouse
Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html
#jira UE-34937
Change 3095256 on 2016/08/19 by Daniel.Wright
Disabled ISR warning spamming CIS
Change 3095468 on 2016/08/19 by Daniel.Wright
Fixed refcounting on hit proxy render targets
Change 3095470 on 2016/08/19 by Daniel.Wright
Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point
Change 3096274 on 2016/08/22 by Rolando.Caloca
DR - vk - added missing BC4
Change 3096291 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix image views for some rendertarget formats
- Fix ImageViews on sub mips
Change 3096579 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix rendering for shaders with no descriptors
Change 3096584 on 2016/08/22 by Rolando.Caloca
DR - vk - Fix 3d texture update
Change 3096813 on 2016/08/22 by Rolando.Caloca
DR - Fix GL linking errors
PR #2615
Change 3097062 on 2016/08/22 by Rolando.Caloca
DR - vk - Added unified mem flag
- Added Mip index into UAV
- Switched compute descriptor set index 0
Change 3097065 on 2016/08/22 by Rolando.Caloca
DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE
Change 3097084 on 2016/08/22 by Daniel.Wright
Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)
Change 3097086 on 2016/08/22 by Rolando.Caloca
DR - vk - Missed file
Change 3097943 on 2016/08/23 by Rolando.Caloca
DR - hlslcc - Remove duplicated definitions out into a common header
Change 3098166 on 2016/08/23 by Rolando.Caloca
DR - Custom Renderer callback after getting SceneColor
Change 3098418 on 2016/08/23 by Olaf.Piesche
Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.
#jira UE-34838
Change 3098448 on 2016/08/23 by Rolando.Caloca
DR - vk - fixes for depth/stencil descriptors
- Minor debug dump improvement
Change 3098463 on 2016/08/23 by Daniel.Wright
Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights
Change 3098556 on 2016/08/23 by Daniel.Wright
Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.
Change 3098672 on 2016/08/23 by Rolando.Caloca
DR - vk - Fixed crash when using vertex shaders with no descriptors
Change 3099173 on 2016/08/24 by Ben.Woodhouse
Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths
- Re-enable non-checkerboard skin by default
- Checkerboard issues fixed:
- Emissive lighting was being applied twice due to not taking checkerboard pattern into account
- Emissive lighting was modulated by basecolor in the recombine
- Metallic materials were contributing specular lighting to the diffuse channel
- Non-checkerboard fixes:
- Fix write mask during SkyLightDiffuse so alpha is updated correctly
- Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)
- Optimisation: Fall back to default lit for pixels where the opacity is 0.
- For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
- For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels
#jira UE-34561
Change 3099673 on 2016/08/24 by Daniel.Wright
Removed unused reflection shape variables
Change 3099674 on 2016/08/24 by Daniel.Wright
Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture
Change 3099700 on 2016/08/24 by Daniel.Wright
Disabled log spam when a Rift is connected but not being used
Change 3099730 on 2016/08/24 by Daniel.Wright
MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox
Change 3099789 on 2016/08/24 by Brian.Karis
FloatRGB is now always supported.
If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.
Change 3099987 on 2016/08/24 by Daniel.Wright
Fixed light grid debug asserts on PS4
* Always creating the local light buffer, even if it won't be used by the shader
* Transition ViewState FRWBuffers to writable at the beginning of a new frame
Change 3100120 on 2016/08/24 by Rolando.Caloca
DR - vk - Use 256MB pages for GPU memory
Change 3100151 on 2016/08/24 by Daniel.Wright
PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet
Change 3100302 on 2016/08/24 by Rolando.Caloca
DR - vk - Mem system changes
- Now allocates a readback heap from GPU->CPU
- Removed bad total memory on heap/type
- Added fallback to another mem type if it's OOM
Change 3101110 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove r.Vulkan.UseGLSL
Change 3101121 on 2016/08/25 by Rolando.Caloca
DR - vk - Initial support for HiResShot
Change 3101450 on 2016/08/25 by Rolando.Caloca
DR - vk - Remove imagelayout from textures; renamed a method for clarity
Change 3101462 on 2016/08/25 by Daniel.Wright
Planar reflections no longer update GPU particles, fixes Scene Depth particle collision
Change 3101525 on 2016/08/25 by Frank.Fella
Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.
Change 3101613 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3101686 on 2016/08/25 by Frank.Fella
Niagara - Move asset type actions into the niagara module.
Change 3101865 on 2016/08/25 by Rolando.Caloca
DR - vk - Fix compile issue when enabling dump layer
Change 3101946 on 2016/08/25 by Frank.Fella
Orion - Fix include error caused by niagara include fixup.
Change 3101999 on 2016/08/25 by Frank.Fella
Fortnite - Fix include error caused by niagara include fixup.
Change 3102035 on 2016/08/25 by Frank.Fella
Ocean - Fix include error caused by niagara include fixup.
Change 3102047 on 2016/08/25 by Frank.Fella
UnrealTournament - Fix include error caused by niagara include fixup.
Change 3102627 on 2016/08/26 by Frank.Fella
Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.
Change 3102654 on 2016/08/26 by Ben.Woodhouse
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3102780 on 2016/08/26 by Ben.Woodhouse
Make shadow culling take FOV into account, via LODDistanceFactor
Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
#jira UE-33873
Change 3102930 on 2016/08/26 by Rolando.Caloca
DR - vk - Do not require backbuffer at start, like Metal
Change 3103061 on 2016/08/26 by Rolando.Caloca
DR - vk - More debug dump to help track down issues
Change 3103143 on 2016/08/26 by Rolando.Caloca
DR - vk - Added partial image view for each texture for Depth/Stencil
- Removed some unused members from textures
Change 3104162 on 2016/08/29 by Gil.Gribb
Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3104491 on 2016/08/29 by Rolando.Caloca
DR - vk - Fix merge issue
Change 3104500 on 2016/08/29 by Rolando.Caloca
DR - Rebuilt hlslcc libs after merge
Change 3104978 on 2016/08/29 by John.Billon
-Moved Particle Cutouts to the Required Module
-Pre-existing SubUVAnimation data is automatically moved to required on Init.
-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.
Change 3105249 on 2016/08/29 by John.Billon
Fixing non-editor compile error.
Change 3105326 on 2016/08/29 by Zabir.Hoque
SIMD Movie Player on XB1
Change 3105813 on 2016/08/30 by John.Billon
Fixing static analysis warning.
Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt
Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly.
Change 3106350 on 2016/08/30 by Rolando.Caloca
DR - vk - Added missing texture formats
- Added texture debug name
Change 3106547 on 2016/08/30 by Rolando.Caloca
DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth
Change 3106631 on 2016/08/30 by Uriel.Doyon
Dirty Texture Streaming Build do not dirty maps anymore.
#jira UE-35241
Change 3106919 on 2016/08/30 by Rolando.Caloca
DR - Temp workaround to get Vulkan up & running, might require hlslcc fix
Change 3106974 on 2016/08/30 by Uriel.Doyon
Changed lightmass exports version from GUID to INT in order to shorten filenames.
Change 3106988 on 2016/08/30 by Uriel.Doyon
New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
#jira UE-35227
Change 3107927 on 2016/08/31 by John.Billon
-Duplicating OpenGL4 ClearUAV Implementation from 4.13
-Fixed uav clear format.
#Jira UE-35345
Change 3108095 on 2016/08/31 by Marc.Olano
Restore initialization of noise textures, accidentally removed in @3106322
#jira UE-35369
Change 3108557 on 2016/08/31 by John.Billon
Fixing HTML5 compile error
[CL 3109297 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3072947 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game texture.
#review-3072934 @marcus.wassmer
#jira UE-34045
Change 3073301 on 2016/08/02 by Ben.Woodhouse
Fix for large spotlight culling precision issues, reported on UDN by Aaron Jacobs at Double Fine. For a full description, see the UDN post
https://udn.unrealengine.com/questions/305440/shadowed-light-flicker-caused-by-floating-point-pr.html
#jira UE-34052
Change 3073689 on 2016/08/02 by Ben.Woodhouse
Improved skin postprocess - support for full resolution, with diffuse/spec lighting combined into single RGBA (sharing chroma)
Full res lighting gives less temporal AA flickering, sharper diffuse and specular lighting in the surface (since this is now at full resolution), faster postprocessing if using a 64-bit rendertarget (on NV 980Ti).
Checkerboard rendering is controlled via the r.sss.checkerboard cvar. - 0 is off/full res, 1 is checkerboard, 2 is automatic based on scenecolor (non-checkerboard requires 64bit or more rendertarget w/separate alpha)
Tested/profiled on PC, PS4
Change 3074666 on 2016/08/02 by Daniel.Wright
Fixed stationary skylight brightness
Change 3074667 on 2016/08/02 by Daniel.Wright
Fixed r.ReflectionEnvironmentLightmapMixing
Change 3074687 on 2016/08/02 by Daniel.Wright
Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
Change 3075241 on 2016/08/03 by Rolando.Caloca
DR - Fix linux compile issue & static analysis warning
Change 3075746 on 2016/08/03 by Daniel.Wright
Removed bOverride_AntiAliasingMethod and outdated ini references to PP AntiAliasingMethod
Change 3075783 on 2016/08/03 by Ryan.Brucks
#code.review Marcus.Wassmer
Added two material nodes that return Atmospheric Light Vector and Light Direction using:
View.AtmosphericFogSunColor
View.AtmosphericFogSunDirection
Nodes are called:
AtmosphericLightVector
AtmosphericLightColor
Also changed SceneRendering.cpp so that values will be grabbed from directional lights without needing an Atmospheric Fog actor in the scene.
Change 3075969 on 2016/08/03 by Uriel.Doyon
Material GUIDs are not updated anymore when parents or textures change.
Lighting now uses a hash built from the list of parents, textures and shader functions.
#review-3072980 @marcus.wassmer @daniel.wright
Change 3076116 on 2016/08/03 by Ryan.Brucks
#code.review marcus.wassmer
Fixed typo in the Caption of new Nodes "Atmospheric Light Vector" and "Atmospheric Light Color"
Change 3076456 on 2016/08/03 by Rolando.Caloca
DR - Fix geometry shader gl_Layer for SPIR-V
Change 3076730 on 2016/08/03 by Uriel.Doyon
Added user warning logic for the texture streaming build. Ran in MapCheck, BeginPlay and PreSave.
#review-3072984 @marcus.wassmer
Change 3077616 on 2016/08/04 by Daniel.Wright
Planar reflection show flags can now be edited
Change 3077621 on 2016/08/04 by Daniel.Wright
Changed default Planar Reflection DistanceFromPlaneFadeoutEnd from 600 to 100, which reduces artifacts and is a more intuitive initial setting
Change 3077792 on 2016/08/04 by Daniel.Wright
Fixed an unnecessary sky capture caused by the sky light component owned by the default ASkyLight
Change 3077799 on 2016/08/04 by Daniel.Wright
Skip RF_ArchetypeObject for reflection captures
Change 3077876 on 2016/08/04 by Marc.Olano
Noise material perf improvements
Change random number generator for Gradient-ALU (1.7x perf boost), improve speed of Voronoi noise quality level 3.
Removes integer BBS random number generators. Fewer instructions, but too slow to use (see 1.7x perf boost above)
Change 3077884 on 2016/08/04 by Daniel.Wright
Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
Change 3078994 on 2016/08/05 by Simon.Tovey
Fix for UE-34241
Scene proxy ptr was being cached during a downcast.
Inside a call to CreateDynamicData, CheckMaterialUsage_Concurrent() was causing the scene proxy to be recreated an so the cached ptr was stale.
I've fixed the immediate issue but recreating the scene proxy here doesn't seem great. Maybe CheckMaterailUsage() should be rethought a bit.
Change 3079162 on 2016/08/05 by Ben.Woodhouse
Fix for jittering in Paper2D. Was caused by override being ignored due to a change in intiialization order for AA settings.
#jira UE-34091
Change 3079613 on 2016/08/05 by Daniel.Wright
New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
Change 3079708 on 2016/08/05 by Uriel.Doyon
Fixed crash when building texture streaming on some levels.
Change 3079795 on 2016/08/05 by Uriel.Doyon
Fixed issue with instanced static meshes when building texture streaming.
Fixed typo with func "GetNumTextureStreamingPrimitives"
Change 3079806 on 2016/08/05 by Uriel.Doyon
Enabled PerTexture MipBias. The per texture mip bias now resets to 0 when the texture gets required at low resolution.
New scalability setting named "r.Streaming.LimitPoolSizeToVRAM" enabling the PoolSize to be limited the available VRAM
(according to GPoolSizeVRAMPercentage)
#review-3074662 @marcus.wassmer
Change 3082698 on 2016/08/09 by Daniel.Wright
Copy - CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
Change 3082699 on 2016/08/09 by Daniel.Wright
Changed display name for 'Two Sided' shading model to 'Two Sided Foliage' to make it clear what it's intended to be used for
Change 3083909 on 2016/08/10 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Change 3084645 on 2016/08/10 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Change 3084709 on 2016/08/10 by Daniel.Wright
Copy - Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
Change 3084783 on 2016/08/10 by Rolando.Caloca
DR - Use the first targeted rhi shader platform as the initial RHI to load on Windows
#jira UE-34510
Change 3084958 on 2016/08/10 by Daniel.Wright
Copy - Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
Change 3086023 on 2016/08/11 by Marcus.Wassmer
Merging //UE4/Dev-Main@3085468 to Dev-Rendering (//UE4/Dev-Rendering)
#test none
Change 3086778 on 2016/08/11 by Ben.Woodhouse
Workaround for fortnite character rendering issue. Enable checkerboard rendering by default until we can fix properly
#jira UE-34561
Change 3087404 on 2016/08/12 by Rolando.Caloca
DR - Upgrade glslang to 1.0.21.1
- Added some more debug output
Change 3087524 on 2016/08/12 by Rolando.Caloca
DR - vk - Fixed StencilRef, fixed size of RHIReadSurfaceFloatData (but still returns dummy data)
Change 3087663 on 2016/08/12 by Rolando.Caloca
DR - vk - Fix for SRGB; support for mip texture views
Change 3087735 on 2016/08/12 by Daniel.Wright
TextureRenderTarget2D's can now be up to 8192^2. Anything over 2048 pops up an 'are you sure' dialog.
Change 3087750 on 2016/08/12 by Rolando.Caloca
DR - vk - Minor renaming in prep for merge
Change 3087813 on 2016/08/12 by Rolando.Caloca
DR - vk - More minor cleanup
Change 3087819 on 2016/08/12 by Chris.Bunner
Check material function input types directly, no need to traverse connected graph.
#jira UE-32134
Change 3087901 on 2016/08/12 by Rolando.Caloca
DR - vk - Fix RT view to use 1 mip
Fix depth buffer component swizzle
Change 3088193 on 2016/08/12 by Daniel.Wright
DFAO and RTDF shadows are enabled in High and Epic scalability settings by default
Change 3088988 on 2016/08/15 by Rolando.Caloca
DR - Add Accessors
Change 3089104 on 2016/08/15 by Olaf.Piesche
#jira UE-34241
Sceneproxy can be nullptr in FDynamicMeshEmitterData::Init if the proxy is being recreated
Change 3089208 on 2016/08/15 by Daniel.Wright
Downsampled separate translucency uses a separate view uniform buffer with correct buffer sizes
* Fixes WorldPosition in downsampled translucency
* View uniform buffer parameters are now cached on the view, to allow recreating the uniform buffer without having to rebuild the entire struct. Currently used by global distance field, downsampled separate translucency.
* Fixed the downsampled translucency depth buffer being full res used together with a smaller color target, now they are both the downsampled res
Change 3089209 on 2016/08/15 by Daniel.Wright
Fixed atmospheric fog on translucency
Change 3089457 on 2016/08/15 by Daniel.Wright
Fixed lighting build failure from UMaterialInstanceDynamic assigned to a mesh that's being exported to Lightmass. The Swarm cache entry is created using the parent's guid, causing multiple MID's with the same parent to acquire a file handle multiple times which fails after the first.
Change 3089549 on 2016/08/15 by Daniel.Wright
UMaterialInterface initializes LightingGuid to something valid - causes UMaterialInstanceDynamic to have a valid LightingGuid so they can be used in lighting builds
Change 3089703 on 2016/08/15 by Daniel.Wright
Custom expression fixup for View.RenderTargetSize
Change 3090546 on 2016/08/16 by Daniel.Wright
Hopeful fix for recycled snapshot view crash
Change 3091202 on 2016/08/16 by Daniel.Wright
Manually clear FViewInfo::CachedViewUniformShaderParameters on creating a snapshot, since memcpy is used to create the snapshot view
[CL 3091931 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3011102 on 2016/06/13 by Steve.Cano
After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.
#jira UE-26421
#ue4
#android
Change 3015801 on 2016/06/16 by Dmitriy.Dyomin
Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
#jira UE-30878
Change 3015903 on 2016/06/16 by Dmitriy.Dyomin
Fixed: Levels window has Refresh/UI issues when World Composition is active
#jira UE-26160
Change 3018352 on 2016/06/17 by Chris.Babcock
Handle Android media prepare failure (URL without internet for example)
#jira UE-32029
#ue4
#android
Change 3026387 on 2016/06/24 by Jack.Porter
Remove FFuncTestManager warning about PIE when running on a standalone game binary
Change 3026398 on 2016/06/24 by Jack.Porter
Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK
Change 3027553 on 2016/06/25 by Niklas.Smedberg
OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).
Change 3027554 on 2016/06/25 by Niklas.Smedberg
Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)
Change 3028061 on 2016/06/26 by Jack.Porter
Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.
Change 3029220 on 2016/06/27 by Steve.Cano
Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.
#jira UE-6135
#ue4
#android
Change 3030420 on 2016/06/28 by Jack.Porter
Fix crash with RenderOutputValidation when running with cooked content
Change 3030426 on 2016/06/28 by Jack.Porter
Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
A return value of 0 indicates the connection was shutdown in an orderly manner.
Change 3030973 on 2016/06/28 by Steve.Cano
Added a landscape downloader background along with the options to change it from within Android settings
#ue4
#android
#jira UE-32318
Change 3031757 on 2016/06/28 by Chris.Babcock
Remove unused methods from AndroidJNI header
#ue4
#android
Change 3032387 on 2016/06/29 by Allan.Bentham
Rename android es31+aep -> glesdeferred.
Change 3032711 on 2016/06/29 by Allan.Bentham
Rename GLSL_310_ES_EXT shader define:
ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.
Change 3033698 on 2016/06/29 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3034210 on 2016/06/30 by Steve.Cano
Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.
#jira UE-32302
#ue4
#android
Change 3034530 on 2016/06/30 by Chris.Babcock
Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
#jira UE-32679
#ue4
#android
Change 3034612 on 2016/06/30 by Steve.Cano
Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)
#jira UE-25325
#ue4
#android
Change 3034679 on 2016/06/30 by Chris.Babcock
Fix tooltip (.command for mac, not .sh)
#jira UE-32302
#ue4
#android
Change 3038881 on 2016/07/05 by Jack.Porter
Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices
#jira UEMOB-115
Change 3039240 on 2016/07/06 by Jack.Porter
TcpMessageTransport - connection-based message bus transport.
#jira UEMOB-112
#jira UEMOB-113
Change 3039252 on 2016/07/06 by Jack.Porter
Enable messaging and session services and functional testing on Android when launched with -messaging
Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport
#jira UEMOB-112
#jira UEMOB-113
Change 3039264 on 2016/07/06 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3040041 on 2016/07/06 by Chris.Babcock
Pass proper value to script generator functions
#jira UE-32861
#ue4
#android
Change 3040890 on 2016/07/07 by Allan.Bentham
Fix shadow crash
#jira UE-32884
Change 3041458 on 2016/07/07 by Peter.Sauerbrei
fix for IOS launch on failures
Change 3041542 on 2016/07/07 by Peter.Sauerbrei
better fix for the multi-device deployment issue
Change 3041774 on 2016/07/07 by Steve.Cano
Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml
#jira UE-16992
#android
#ue4
Change 3042222 on 2016/07/08 by Dmitriy.Dyomin
Mobile packaging scenarious
Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
Added Archive step to launcher profiles to be able to store build product into specified directory
Changes to a cooker to be able to pack DLC based with a different flavor to a release App
Changes to DLC packaging to be able to build streaming data without chunking pak files
#jira UEMOB-119
Change 3042244 on 2016/07/08 by Dmitriy.Dyomin
Fixed crash in FTcpMessageTransportConnection::Stop
Change 3042270 on 2016/07/08 by Dmitriy.Dyomin
GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
contributed by: EverNewJoy
#jira UE-29867
Change 3042449 on 2016/07/08 by Dmitriy.Dyomin
Fixing Mac Editor build erros from CL# 3042222
Change 3042480 on 2016/07/08 by Allan.Bentham
Add ES3.1 profile & compiler_glsl_es3_1 to shaders.
Change 3042481 on 2016/07/08 by Allan.Bentham
hlslcc - ES3.1 changes.
set ES3.1 version number to 310
Do not use ES2 keywords for ES3.1.
Generate Layout Locations for ES3.1
bump version.
Change 3042483 on 2016/07/08 by Allan.Bentham
Add mobile ES3.1 support.
Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.
Change 3042485 on 2016/07/08 by Allan.Bentham
Undo android XGE change.
Change 3042506 on 2016/07/08 by Dmitriy.Dyomin
One more compile fix from CL# 3042222
Change 3044173 on 2016/07/10 by Dmitriy.Dyomin
UAT: Added support for building target platforms with multiple cook flavors
ex: -targetplatform=Android -cookflavor=ETC1+ETC2
Change 3044213 on 2016/07/11 by Dmitriy.Dyomin
Fixed: Can't stream in a level whose name is a substring of another streaming level
#jira UE-32999
Change 3044221 on 2016/07/11 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3044815 on 2016/07/11 by Allan.Bentham
Corrected NAME_GLSL_ES3_1_ANDROID format string.
Change 3046911 on 2016/07/12 by Chris.Babcock
Add handling of OnTextChanged for virtual keyboard input on Android
#jira UE-32348
#ue4
#android
Change 3046958 on 2016/07/12 by Chris.Babcock
Rename some functions with Error in the name to prevent false coloring in the logs
#jira UE-30541
#ue4
#android
Change 3047169 on 2016/07/12 by Chris.Babcock
Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
#jira UE-30610
#pr #2372
#ue4
#android
Change 3047406 on 2016/07/12 by Jack.Porter
Add missing import to GameActivity.java
Change 3047442 on 2016/07/13 by Dmitriy.Dyomin
Added: Mobile custom post-process
Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
#jira UEMOB-147
Change 3047466 on 2016/07/13 by Dmitriy.Dyomin
Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices
Change 3047746 on 2016/07/13 by Jack.Porter
Rename FBasePassFowardDynamicPointLightInfo
Change 3047778 on 2016/07/13 by Jack.Porter
Missing file for rename FBasePassFowardDynamicPointLightInfo
Change 3047788 on 2016/07/13 by Allan.Bentham
Fix incorrect TargetPlatformDescriptor string generation.
Change 3047790 on 2016/07/13 by Allan.Bentham
Fixed half3x3 matrix use with ES3.1 glsl
Fixed couple of interpolator precision mismatch.
Fixed ES3.1 support detection issues
Change 3047816 on 2016/07/13 by Allan.Bentham
Remove AndroidGL4 remnants.
Change 3048926 on 2016/07/13 by Chris.Babcock
Added detection of Amazon Fire TV to disable requiring virtual joysticks
#ue4
#android
Change 3049335 on 2016/07/14 by Dmitriy.Dyomin
Fixing UAT crash when packaging project for iOS
Change 3049390 on 2016/07/14 by Jack.Porter
Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.
#code_review: Ben.Marsh
Change 3049391 on 2016/07/14 by Jack.Porter
Fixed incorrect comment order in CL 3049390
Change 3049545 on 2016/07/14 by Dmitriy.Dyomin
Reworking some code from CL#3047442 to make static analizer happy
Change 3049626 on 2016/07/14 by Allan.Bentham
Automatic CSM shader toggling
#jira UE-27429
Change 3051574 on 2016/07/15 by Jack.Porter
Support for lighting channels on Mobile
- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
- No channel limitations for dynamic point lights
Notes:
Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
Separate uniform buffers for mobile directional light are generated for each lighting channel.
CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.
#code_review Daniel.Wright
#jira UEMOB-110
Change 3051699 on 2016/07/15 by Steve.Cano
Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).
#jira UE-20320
#ue4
#android
Change 3051744 on 2016/07/15 by Chris.Babcock
Fix Android Vulkan include path checks (contributed by kodomastro)
#jira UE-33311
#PR #2602
#ue4
#android
Change 3052023 on 2016/07/15 by Chris.Babcock
Fix shadowed variables
Change 3052110 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- missing template
- accessor function for MobileDirectionalLights from scene
Change 3052242 on 2016/07/15 by Chris.Babcock
Compile fixes for light channel support on mobile
- removed dependency on C++14 feature
Change 3052730 on 2016/07/16 by Dmitriy.Dyomin
Win32 build fix
Change 3053041 on 2016/07/17 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3053054 on 2016/07/17 by Jack.Porter
Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()
Change 3053055 on 2016/07/17 by Jack.Porter
Fixed local variable aliasing in unity build
Change 3053206 on 2016/07/18 by Jack.Porter
Support ExecuteJavascript on iOS and Android
Expose ExecuteJavascript to widget blueprint
Fix ExecuteJavascript unicode string support on desktop platforms
#jira UEMOB-152
Change 3053323 on 2016/07/18 by Dmitriy.Dyomin
Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
#jira UEMOB-107
Change 3053723 on 2016/07/18 by Jack.Porter
Fix for UnrealTournamentProto.Automation.cs build errors
Change 3055090 on 2016/07/19 by Dmitriy.Dyomin
Junk OnlineBlueprintSupport module binaries
[CL 3056789 by Jack Porter in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3045482 on 2016/07/11 by Zabir.Hoque
DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall.
Change 3045929 on 2016/07/12 by Simon.Tovey
Removing some deprecated node types from Niagara
Change 3045951 on 2016/07/12 by Ben.Woodhouse
D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types)
Change 3046019 on 2016/07/12 by Chris.Bunner
Fixed typo in material input name.
#jira UE-5575
Change 3046053 on 2016/07/12 by Rolando.Caloca
DR - Fix GL4 shutdown
#jira UE-32799
Change 3046055 on 2016/07/12 by Rolando.Caloca
DR - vk - Fix NumInstances=0
Change 3046063 on 2016/07/12 by Rolando.Caloca
DR - vk - Added flat to uint layouts per glslang
- Fix bad extension on dumped shaders
Change 3046067 on 2016/07/12 by Rolando.Caloca
DR - vk - Fix check when not using color RT
- Added queue submit & present counters
Change 3046088 on 2016/07/12 by Ben.Woodhouse
Live GPU stats
A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording.
Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion)
The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing)
Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled
Tested on PC, XB1, PS4
Change 3046128 on 2016/07/12 by Olaf.Piesche
Max draw distance and fade range for lights, requested by JonL
Change 3046183 on 2016/07/12 by Ben.Woodhouse
PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden)
Change 3046223 on 2016/07/12 by Luke.Thatcher
Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components.
#jira UE-32345
Change 3046228 on 2016/07/12 by Marc.Olano
Add Voronoi noise to Noise material node.
Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each.
Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise.
Change 3046269 on 2016/07/12 by Rolando.Caloca
DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL)
Change 3046294 on 2016/07/12 by Rolando.Caloca
DR - Fix static analyisis
warning C6326: Potential comparison of a constant with another constant.
Change 3046295 on 2016/07/12 by Rolando.Caloca
DR - Fix the previous fix
Change 3046731 on 2016/07/12 by Marc.Olano
Fix typo in shader random number constant: repeated extra digit made it too big.
Change 3046796 on 2016/07/12 by Uriel.Doyon
The texture streaming manager now keeps a set of all valid textures.
This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp.
#jira UE-33048
Change 3046800 on 2016/07/12 by Rolando.Caloca
DR - vk - Added create image & renderpass dump
Change 3046845 on 2016/07/12 by John.Billon
Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations.
Change 3047023 on 2016/07/12 by Olaf.Piesche
Niagara:
-a bit of cleanup
-now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes
-removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants
-some code simplification
-removed some deprecated structs and code used only by old content
Change 3047052 on 2016/07/12 by Zabir.Hoque
Unshelved from pending changelist '3044062':
PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke)
Change 3047727 on 2016/07/13 by Luke.Thatcher
Fix Scene Capture Components only updating every other frame.
#jira UE-32581
Change 3047919 on 2016/07/13 by Olaf.Piesche
CMask decode, use in deferred decals, for PS4
Change 3047921 on 2016/07/13 by Uriel.Doyon
"Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales.
Also, several texture messages are packed on the same line if they relate to the same material.
Change 3047952 on 2016/07/13 by Rolando.Caloca
DR - vk - Initial prep pass for separating combined images & samplers
Change 3048648 on 2016/07/13 by Marcus.Wassmer
Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame
Change 3049058 on 2016/07/13 by Rolando.Caloca
DR - vk - timestamps
Change 3049725 on 2016/07/14 by Marcus.Wassmer
Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection
Change 3049742 on 2016/07/14 by Rolando.Caloca
DR - Fix warning
Change 3049902 on 2016/07/14 by Rolando.Caloca
DR - Fix typo
Change 3050345 on 2016/07/14 by Olaf.Piesche
UE-23925
Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit).
Change 3050409 on 2016/07/14 by Olaf.Piesche
Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash
Change 3050809 on 2016/07/14 by Rolando.Caloca
DR - vk - Remove redundant validation layers
Change 3051319 on 2016/07/15 by Ben.Woodhouse
Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection
The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized
#jira UE-31976
Change 3051692 on 2016/07/15 by Rolando.Caloca
DR - vk - Enable RHI thread by default
Change 3052103 on 2016/07/15 by Uriel.Doyon
Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting).
#jira UE-32765
Change 3052140 on 2016/07/15 by Rolando.Caloca
DR - vk - Fix shader snafu
Change 3052495 on 2016/07/15 by Rolando.Caloca
DR - Fix for Win32 compile
#jira UE-33349
Change 3052536 on 2016/07/15 by Uriel.Doyon
Fixed texture streaming overbudget warning when using per texture bias.
[CL 3054554 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2986511 on 2016/05/23 by Ben.Marsh
UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in.
Change 2993274 on 2016/05/27 by Ben.Marsh
Fix UGS enumerating deleted .target.cs files when trying to detect editor target name.
Change 2994265 on 2016/05/31 by Ben.Marsh
Add info about setting up CIS integration and zipped editor builds in UGS.
Change 2994275 on 2016/05/31 by Ben.Marsh
PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans)
Change 2994287 on 2016/05/31 by Ben.Marsh
UnrealGameSync: Add information about how UGS self-patches and updates.
Change 2996928 on 2016/06/01 by Ben.Marsh
UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet.
Change 2997619 on 2016/06/02 by Ben.Marsh
UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file.
Change 2999769 on 2016/06/03 by Ben.Marsh
UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not.
Change 3004879 on 2016/06/07 by Ben.Marsh
Remove copy of AWSSDK in NotForLicensees folder.
Change 3004902 on 2016/06/07 by Ben.Marsh
UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder.
Change 3005892 on 2016/06/08 by Ben.Marsh
Add the GitHub promotion to the UE4 binary release build.
Change 3016241 on 2016/06/16 by Ben.Marsh
UGS: Always sync version files at the same changelist as everything else (rather than head revision)
Change 3016446 on 2016/06/16 by Ben.Marsh
PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist)
Change 3016472 on 2016/06/16 by Ben.Marsh
PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot)
Change 3017694 on 2016/06/17 by Ben.Marsh
EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments.
Change 3017695 on 2016/06/17 by Ben.Marsh
UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders.
#jira UE-24271
Change 3017698 on 2016/06/17 by Ben.Marsh
Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types).
#jira UEB-664
Change 3017701 on 2016/06/17 by Ben.Marsh
BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node.
Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read.
All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency.
Change 3017714 on 2016/06/17 by Ben.Marsh
BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task).
Change 3018007 on 2016/06/17 by Ben.Marsh
UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt.
#jira UE-28761
Change 3018322 on 2016/06/17 by Ben.Marsh
PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)
Change 3018365 on 2016/06/17 by Ben.Marsh
Misc: Fixes for warnings compiling ShaderCompileWorker on Clang
Change 3018397 on 2016/06/17 by Ben.Marsh
UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT
Change 3019421 on 2016/06/20 by Ben.Marsh
Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead.
Change 3019423 on 2016/06/20 by Ben.Marsh
PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti)
Change 3020377 on 2016/06/20 by Ben.Marsh
UBT: Fix strings not being escaped before writing to JSON files.
Change 3020378 on 2016/06/20 by Ben.Marsh
UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list.
Change 3020966 on 2016/06/21 by Ben.Marsh
EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main.
#rb none
#lockdown Nick.Penwarden
[CL 3020980 by Ben Marsh in Main branch]
#lockdown nick.penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2958982 on 2016/04/28 by Dmitriy.Dyomin
Set owner name for RHI texture, for easier debugging
Change 2976446 on 2016/05/12 by Niklas.Smedberg
Fixed Device Profile CVars so they work even if a DLL with the cvar definition is loaded afterwards. (And they now also go through the common code path for CVars.)
Change 2983781 on 2016/05/19 by Steve.Cano
Check in PlayUsingLauncher if the device we're launching to is authorized by the computer. Could not get to this information about Devices so added an IsAuthorized interface to ITargetDevice that is overriden in the AndroidTargetDevice. Also make sure to referesh the authorized state as needed for Android device detection. Finally, changed the name of the authorized variable to be more readable (true == authorized instead of true == unauthorized)
#jira UE-21121
#ue4
#android
Change 2994202 on 2016/05/31 by Allan.Bentham
Prevent clear transulcency volume null deref crash.
Change test for allocated deferred render targets by testing against an exclusively deferred target (instead of potentially shared shadow depth surface)
probable fix for UE-22073
Change 2995613 on 2016/05/31 by Dmitriy.Dyomin
Added: Option to force full precision in a material
UEMOB-109
Change 2997960 on 2016/06/02 by Gareth.Martin
Refactored Landscape serialization to allow cooking both the data used for normal rendering and mobile rendering into the same package
#jira UE-31474
Change 2997988 on 2016/06/02 by Gareth.Martin
Files missing from CL 2997960
#jira UE-31474
Change 2999222 on 2016/06/03 by Jack.Porter
Fix up ETargetPlatformFeatures::ForwardRendering and ETargetPlatformFeatures::DeferredRendering for iOS to support the Metal MRT deferred renderer
Change 2999229 on 2016/06/03 by Jack.Porter
Rename ETargetPlatformFeatures::ForwardRendering to TargetPlatformFeatures::MobileRendering
Change 3003540 on 2016/06/07 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3003779 on 2016/06/07 by Dmitriy.Dyomin
Fixed: Criss-crossed sublevels cause NavMesh errors
#jira UE-27157
Change 3004535 on 2016/06/07 by Steve.Cano
Adding the OnControllerConnectionChange delegate message when a controller is connected on Android. Also added additional future broadcast statement when disconnect support is added for Android.
#jira UE-25697
#ue4
#android
Change 3005205 on 2016/06/07 by Niklas.Smedberg
Bumped ASTC format version to invalidate bad server DDC
Change 3005347 on 2016/06/08 by Dmitriy.Dyomin
Added a way to cache OpenGL program binaries on the disk. Disabled by default. Can be enabled only on Android platform (r.UseProgramBinaryCache=1)
#jira UEMOB-108
Change 3005524 on 2016/06/08 by Dmitriy.Dyomin
Fixed iOS build broken by CL# 3005347
Change 3005528 on 2016/06/08 by Jack.Porter
Changed hardcoded checkboxes from quality level overrides dialog to use the general property details code.
Now magically supports any uproperty types such as enums or integers added to FMaterialQualityOverrides.
Change 3005607 on 2016/06/08 by Dmitriy.Dyomin
Fixed: Occasional crash on using Launch on Android device when device is being disconnected
Change 3006705 on 2016/06/08 by Chris.Babcock
Fix virtual joystick to return -1 to 1 ranges for thumbsticks
#jira UE-31799
#ue4
#android
#ios
Change 3006960 on 2016/06/08 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3007050 on 2016/06/09 by Jack.Porter
FAutomationWorkerModule::ReportTestComplete() needs to send analytics first as the message endpoint will free the memory resulting in a crash
Change 3007129 on 2016/06/09 by Dmitriy.Dyomin
Fixed: Black edges seen on flames in Sun Temple
#jira UE-31712
Change 3010686 on 2016/06/13 by Dmitriy.Dyomin
Fixed: Android Monolithic warnings for glGetProgramBinaryOES and glProgramBinaryOES
#jira UE-31933
[CL 3011074 by Jack Porter in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2998081 on 2016/06/02 by Rolando.Caloca
DR - Update vulkan headers to 1.0.13.0
Change 2998087 on 2016/06/02 by Rolando.Caloca
DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode
Change 2998092 on 2016/06/02 by Rolando.Caloca
DR - Updated ThirdParty/glslang to 1.0.13.0
Change 2998113 on 2016/06/02 by Martin.Mittring
Added -Deterministic and -BuildName=... as command line option for Screenshot verification
Change 2998115 on 2016/06/02 by Martin.Mittring
optimied Tonemapper sharpen 25->17 instructions
fixes: very bright HDR pixel appeared to not be antialiased
no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen)
moved one multipy into C++
Added debug visualization (HLSL define)
Change 2998132 on 2016/06/02 by Rolando.Caloca
DR - Remove auto from VulkanRHI wherever possible
Change 2998148 on 2016/06/02 by Rolando.Caloca
DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes
Change 2998180 on 2016/06/02 by Rolando.Caloca
DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0
- Check we are not asking for a VkFormat out of bounds (ie only works with core formats)
Change 2998293 on 2016/06/02 by Rolando.Caloca
DR - Add support for BC6H & BC7 in desktop Vulkan
Change 2998419 on 2016/06/02 by Brian.Karis
Optimized CountBits
Change 2998480 on 2016/06/02 by Rolando.Caloca
DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list)
Change 2998486 on 2016/06/02 by Martin.Mittring
fixed ES2 shader compile
Change 2998527 on 2016/06/02 by Daniel.Wright
Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled).
Change 2998531 on 2016/06/02 by Daniel.Wright
Fixed Pixel Normal Offset refraction mode with materials using world space normals
Change 2998568 on 2016/06/02 by Rolando.Caloca
DR - Fix typo
Change 2998630 on 2016/06/02 by Rolando.Caloca
DR - Relaxed glslang strictness to get Pos tCombineLUTs working
- Reenabled Post CombineLUTs on Vulkan
- Removed some extra glsl output from Vulkan backend
- Fixed RHI thread uniform buffer assert
Change 2998639 on 2016/06/02 by Brian.Karis
Fix for crash when removing instances while lighting is building
Change 2998640 on 2016/06/02 by Martin.Mittring
added r.ResetViewState to allow for more deterministic rendering
made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker)
Change 2998790 on 2016/06/02 by Martin.Mittring
minor optimization to SSR
Change 2999849 on 2016/06/03 by Martin.Mittring
fixed issue with sort order
Change 3000340 on 2016/06/03 by Rolando.Caloca
DR - Integrate change from 3000177
Workaround for random crash shutting down D3D11/NV driver
jira UE-18906
Change 3000422 on 2016/06/03 by Rolando.Caloca
DR - Mirror change in Odin
Change 3000571 on 2016/06/03 by Rolando.Caloca
DR - Vulkan SM4 prep
Change 3001652 on 2016/06/06 by Gil.Gribb
Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3001935 on 2016/06/06 by Gil.Gribb
UE4 - Fixed botched merge
Change 3002390 on 2016/06/06 by Gil.Gribb
UE4 - Added code to prevent flooding of rendering thread with heartbeats.
Change 3002442 on 2016/06/06 by Martin.Mittring
Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough
Change 3002460 on 2016/06/06 by Martin.Mittring
fixed missing file in ImageValidator
added .exe to extras
Change 3002514 on 2016/06/06 by Martin.Mittring
added OpenSubDiv 3.0.2, not yet used
Change 3002536 on 2016/06/06 by Martin.Mittring
fixed help text on cvar
Change 3002647 on 2016/06/06 by Martin.Mittring
adding r.ResetViewState to RenderOutputValidation
added r.Streaming.FramesForFullUpdate to r.DisplayInternals
#code_review:Benjamin.Hyder
Change 3002945 on 2016/06/06 by Rolando.Caloca
DR - Fix hlslcc issue with access to matrix elements:
This would fail:
M._m30 += f;
- Fixed IRDump for matrix swizzled
- Fix hlslcc_exe not linking
Change 3002979 on 2016/06/06 by John.Billon
DDS unsupported format error
#Jira UE-24529
Change 3002983 on 2016/06/06 by Martin.Mittring
split FPixelShaderInOut in in and out
Change 3003011 on 2016/06/06 by Martin.Mittring
updated OpenSubDiv to 3.0.2
Fixed SubDivisonRendring by using OpenSubDiv
Change 3003264 on 2016/06/06 by Daniel.Wright
Fixed bUseSingleSampleShadowFromStationaryLights on particles
Change 3003296 on 2016/06/06 by Daniel.Wright
Renamed files Forward* to Mobile*
Change 3003350 on 2016/06/06 by Daniel.Wright
Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported.
Change 3003815 on 2016/06/07 by Chris.Bunner
Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing.
Removed compiler override cvar.
#jira UE-28574
Change 3003827 on 2016/06/07 by Gil.Gribb
UE4 - Increased stack sizes for thread pools.
Change 3003971 on 2016/06/07 by Martin.Mittring
fixed compiler warnings
Change 3004028 on 2016/06/07 by Rolando.Caloca
DR - Update glslang exe
Change 3004555 on 2016/06/07 by Rolando.Caloca
DR - vk - Fix validation warning
Change 3004637 on 2016/06/07 by Martin.Mittring
fixed compiler warning
Change 3004841 on 2016/06/07 by Daniel.Wright
Fix for shadowed variable
Change 3005044 on 2016/06/07 by Daniel.Wright
SubUV Animations can get opacity information from any channel of the source texture
Change 3005057 on 2016/06/07 by Daniel.Wright
Renamed ForwardShading* to Mobile*
Change 3005135 on 2016/06/07 by Uriel.Doyon
Moving wanted mip computation (according to budget) to async task.
Update "stat streaming" to show visible mips and also loading progression.
Fixed overly wanted mip issue cause be max range clamping.
Optimized cost of the texture streamer on the gamethread.
Character, Terrain and Forced Load are now loaded with priority in the AsyncIO
Reduced streaming temp memory requirements on PS4.
Async streaming task now runs in parallel to the incremental update.
Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming.
Fixed metrics with HiddenScale being applied in addition to overbudget limitation.
Improved budget stability when using split load request (one for visible mips + one for hidden mips)
Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5)
Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function.
Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData).
Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects.
Change 3005207 on 2016/06/07 by Uriel.Doyon
Fixed warning
[CL 3006426 by Gil Gribb in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2975196 on 2016/05/12 by Robert.Manuszewski
Garbage Collector will no longer be responsible for generating class token stream, instead the token stream will be generated on startup or when a class has finished loading.
- This way we can avoid very long GC times after new blueprints have been loaded.
- Temporarily enabled CLASS_TokenStreamAssembled check in development builds (for testing purposes)
Change 2993960 on 2016/05/30 by Robert.Manuszewski
Fixing leaked linkers created by blocking load requests during async loading.
Change 2959398 on 2016/04/28 by Steve.Robb
TMap references are strong and cannot be nulled by pending kill. This makes references in values strong too, even though we only really care about keys, which will corrupt the map when nulled.
#jira UE-20828
Change 2960723 on 2016/04/29 by Graeme.Thornton
Fix for texture asset import data being ignored when async loaded
Change 2960938 on 2016/04/29 by Robert.Manuszewski
Nulling out sql db handle after closing it.
Change 2967127 on 2016/05/05 by Steve.Robb
Move constructors explicitly disabled in generated code.
Change 2967143 on 2016/05/05 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2967164 on 2016/05/05 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer
Change 2968650 on 2016/05/06 by Steve.Robb
Fix for HotReload copying module manager.
Change 2968915 on 2016/05/06 by Robert.Manuszewski
Fixing spelling of SetImageIntegrityStatus function name.
Change 2970406 on 2016/05/09 by Steve.Robb
Static analysis fixes:
Function uses '...' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
Change 2970419 on 2016/05/09 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
warning C6011: Dereferencing NULL pointer '...'.
warning C6385: Reading invalid data from '...': the readable size is '...' bytes, but '...' bytes may be read.
warning C6386: Buffer overrun while writing to '...': the writable size is '...' bytes, but '...' bytes might be written.
Change 2970431 on 2016/05/09 by Steve.Robb
Static analysis fixes:
warning C6299: Explicitly comparing a bit field to a Boolean type will yield unexpected results.
Change 2972032 on 2016/05/10 by Steven.Hutton
Workflow fixes to bugg / crashgroup filtering. Filters should now correctly persist across queries.
Change 2972085 on 2016/05/10 by Steve.Robb
Const-correctness fix for FLogCategoryBase::IsSuppressed.
Change 2972087 on 2016/05/10 by Steve.Robb
ELogVerbosity moved into its own header.
Change 2972090 on 2016/05/10 by Steve.Robb
Redundant ensure removed.
Change 2972103 on 2016/05/10 by Steve.Robb
Removal of redundant use of USING_CODE_ANALYSIS.
Change 2972139 on 2016/05/10 by Steve.Robb
Fix for ensure macros throwing C6326 warnings during static analysis.
Change 2972147 on 2016/05/10 by Steve.Robb
Fix for UE_LOG_ACTIVE macro throwing C6326 warnings during static analysis.
Change 2972162 on 2016/05/10 by Steve.Robb
SCOPE_CYCLE_COUNTER_GUARD removed.
Change 2972168 on 2016/05/10 by Steve.Robb
Compile error fix for logOrEnsureNanError in static analysis builds.
Change 2973084 on 2016/05/10 by Chris.Wood
Crash Report Server performance tweak
Change 2974030 on 2016/05/11 by Steve.Robb
Fix for IPropertyHandle::SetValue - used to take a non-const reference to a const UObject*, now it takes const references to both non-const and const UObject*.
Change 2974053 on 2016/05/11 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2974191 on 2016/05/11 by Steve.Robb
Fix for template instantiation error in VS2013.
Change 2975298 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 2975318 on 2016/05/12 by Steve.Robb
Fix for hot reload info being reported as warnings.
#jira UE-30586
Change 2975447 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
warning C6285: (<non-zero constant> || <non-zero constant>) is always a non-zero constant. Did you intend to use the bitwise-and operator?
warning C6286: (<non-zero constant> || <expression>) is always a non-zero constant. <expression> is never evaluated and might have side effects.
warning C6289: Incorrect operator: mutual exclusion over || is always a non-zero constant. Did you intend to use && instead?
warning C6316: Incorrect operator: tested expression is constant and non-zero. Use bitwise-and to determine whether bits are set.
Change 2975478 on 2016/05/12 by Steve.Robb
Static analysis fixes for lots of redundant <zero constant> and <non-zero constant> warnings.
Change 2975538 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'StaticResource'
Change 2976640 on 2016/05/13 by Robert.Manuszewski
Fixing crashes caused by token stream generation changes. Making sure the token stream gets re-generated when a class gets re-linked.
#jira UE-30675
Change 2978320 on 2016/05/16 by Steve.Robb
Fix for static analysis warnings in XNA headers.
Change 2978329 on 2016/05/16 by Steve.Robb
Static analysis fixes:
warning C6334: sizeof operator applied to an expression with an operator might yield unexpected results: Parentheses can be used to disambiguate certain usages.
Change 2980222 on 2016/05/17 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 2980458 on 2016/05/17 by Chris.Wood
Attempt to fix crash report submission problems from CRP to CR website
[UE-30257] - Crashreports are sometimes missing file attachments
Passing crash GUID so that website can easily check for duplicates in future
Increased request timeout for AddCrash to be longer than website database timeout
Logging retries for future visibility
CRP v.1.1.6
Change 2980639 on 2016/05/17 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 2981750 on 2016/05/18 by Steve.Robb
check()s in ContainerAllocationPolicies.h changed to checkSlow()s, as they only exist to check that the container has been written correctly.
Change 2982106 on 2016/05/18 by John.Mahoney
Fixed a crash caused by loading two stat capture files simultaneously in the profiler.
If the user tries to load a capture file while another load is in progress, the previous load is now cancelled and cleaned up before proceeding with the new load.
Made the delegates in FNewStatsReader explicitly specify which profiler instance they are loading data for, instead of relying on the current value of LoadConnection->InstanceId.
This also fixes a crash that occurs when selecting a different capture file in the "Stats dump browser" pane of the profiler (after using Load Folder) while another file is still loading.
Cleaned up some weak pointer usage in the profiler window.
#jira UE-30741
Change 2983366 on 2016/05/19 by Steven.Hutton
Changes for passing crash type directly from CRP to CRW.
Change 2983394 on 2016/05/19 by Steven.Hutton
Minor changes to add crash with more error reporting
Change 2984685 on 2016/05/20 by Robert.Manuszewski
Merging //UE4/Dev-Main @ 2984626 to Dev-Core (//UE4/Dev-Core)
Change 2985143 on 2016/05/20 by Steve.Robb
Missing semi-colons.
Change 2986463 on 2016/05/23 by Steve.Robb
CopyTemp added to make it clear that you want to make a copy (rather than a move, or an accidental copy) at the call site of a function taking rvalue refs.
Change 2986475 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6313: Incorrect operator: zero-valued flag cannot be tested with bitwise-and.
Change 2986476 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6313: Incorrect operator: zero-valued flag cannot be tested with bitwise-and.
Change 2986480 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant
Change 2986515 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6340: Mismatch on sign: 'X' passed as _Param_(N) when some unsigned type is required in call to 'Func'
Change 2986680 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'Ptr': the writable size is 'X' bytes, but 'Y' bytes might be written.
warning C6387: 'Ptr' could be '0': this does not adhere to the specification for the function 'Func'
warning C6031: Return value ignored: 'snprintf'.
warning C6340: Mismatch on sign: 'const unsigned int' passed as _Param_(4) when some signed type is required in call to 'snprintf'.
Change 2986865 on 2016/05/23 by Robert.Manuszewski
Removing redundand AddReferencedObjects functions
Change 2987968 on 2016/05/24 by Robert.Manuszewski
Removing redundant UPROPERTY macros from intrinsic classes.
Change 2987979 on 2016/05/24 by Steve.Robb
Optimization of some FString and FPaths operations to produce fewer temporaries.
Change 2988297 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 2988430 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6385: Reading invalid data from 'var': the readable size is 'X' bytes, but 'Y' bytes may be read.
Change 2988461 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
Change 2988464 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6262: Function uses 'X' bytes of stack: exceeds /analyze:stacksize 'Y'. Consider moving some data to heap.
Change 2988494 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects.
Change 2989411 on 2016/05/25 by Robert.Manuszewski
Splitting GC cluster index and intenral object flags to allow more UObjects in editor builds.
Change 2989429 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6387: '_Param_(X)' could be '0': this does not adhere to the specification for the function 'Func'.
Change 2989982 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6001: Using uninitialized memory 'LODPlanesMin'.
Change 2990018 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'X'
Change 2990077 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2990114 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.
Change 2990125 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
Change 2990162 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6294: Ill-defined for-loop: initial condition does not satisfy test. Loop body not executed.
Change 2990193 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'type' contains the same NULL value as 'type->base_type' did.
warning C6011: Dereferencing NULL pointer 'Semantic'.
Change 2991006 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C28113: Accessing a local variable dummy via an Interlocked function: This is an unusual usage which could be reconsidered.
Change 2991012 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6031: Return value ignored: 'InitializeCriticalSectionAndSpinCount'.
Change 2991013 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 2991016 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 2991017 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2991019 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6292: Ill-defined for-loop: counts up from maximum.
Change 2991023 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6322: Empty _except block.
warning C28251: Inconsistent annotation for 'WinMain': this instance has no annotations.
Change 2991070 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'Ptr1' contains the same NULL value as 'Ptr2' did.
Change 2991416 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2992738 on 2016/05/27 by Steve.Robb
Revert changes to FString::MatchesWildcard.
Change 2992916 on 2016/05/27 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2992960 on 2016/05/27 by Chris.Wood
Optimized P4 access in Crash Report Process and MinidumpDiagostics.
Change 2992964 on 2016/05/27 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2993956 on 2016/05/30 by Robert.Manuszewski
Fixing a crash after adding a new C++ class in the editor - made sure new classes have the token stream assembled after hot-reload.
#jira UE-31309
Change 2993977 on 2016/05/30 by Robert.Manuszewski
Don't wait for all packages to finish loading before PostLoading those which already have.
Change 2994206 on 2016/05/31 by Robert.Manuszewski
PR #2429: Three bug fixes required for script support to work properly (Contributed by pluranium)
#lockdown Nick.Penwarden
[CL 2996251 by Robert Manuszewski in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2967522 on 2016/05/05 by Martin.Mittring
fixed UE-30208 Ensure taking high resolution screenshot
renamed cvar from r.SaveUncompressedEXRFrame to r.SaveEXR.CompressionQuality and change meaning
Change 2967541 on 2016/05/05 by Martin.Mittring
added cvar help entry to the editor menu
Change 2967544 on 2016/05/05 by Martin.Mittring
* added ensures to track down UE-22073 [CrashReport] Crash when changing Editor Window Size - FDeferredShadingSceneRenderer::ClearTranslucentVolumeLighting()
* fixed typo
* improved r.DisplayInternals
Change 2967685 on 2016/05/05 by Rolando.Caloca
DR - Fix 2013 compile
#jira UE-30369
Change 2967883 on 2016/05/05 by Olaf.Piesche
Making inherit rotation work for mesh particles
#jira UE-30153
Change 2967948 on 2016/05/05 by Daniel.Wright
MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
Change 2967954 on 2016/05/05 by Daniel.Wright
New refraction mode 'Pixel Normal Offset', which uses the difference between the per-pixel normal and the per-vertex normal to compute the refraction offset. This is useful for refraction from large water surfaces without reading outside of screen bounds as much.
Change 2967970 on 2016/05/05 by Olaf.Piesche
Improvement for depth buffer collision; reduce tunneling by sampling midpoint instead of predicted position.
#jira UE-27297
Change 2968125 on 2016/05/05 by Daniel.Wright
Hopeful fix for mac compile error with enum
Change 2968126 on 2016/05/05 by Daniel.Wright
Forward declare to fix compile error
Change 2969070 on 2016/05/06 by Martin.Mittring
fixed Clang Compile error
Change 2969224 on 2016/05/06 by Martin.Mittring
fixed Clang
Change 2969275 on 2016/05/06 by Rolando.Caloca
DR - Fix for simulation time from BP not matching material editor expression time
#jira UE-26431
Change 2969413 on 2016/05/06 by Daniel.Wright
Simple forward shading path
* Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache
* Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers
* Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.
* Enabled with 'r.SimpleForwardShading 1', which can be changed at runtime
* Added r.SupportSimpleForwardShading, which determines if the necessary shaders are compiled
* Removed r.SimpleDynamicLighting, whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused
Change 2969414 on 2016/05/06 by Daniel.Wright
Added cvar 'r.Fog' for scalability
Change 2969415 on 2016/05/06 by Daniel.Wright
Low end scalability setup for Paragon
Change 2969583 on 2016/05/06 by Daniel.Wright
Effectively disabled the WRITES_PRECSHADOWFACTOR_TO_GBUFFER optimization, as all combinations use the GBuffer target
* This fixes bSingleSampleShadowFromStationaryLights which was broken in cl 2863775 when selective GBuffer outputs was enabled
Change 2969597 on 2016/05/06 by Olaf.Piesche
Adding emitter tick times to Cascade viewport overlays
#jira UE-25172
Change 2969599 on 2016/05/06 by Daniel.Wright
Added r.Shadow.ForceSingleSampleShadowingFromStationary for scalability
Change 2969795 on 2016/05/06 by Daniel.Wright
Made r.SimpleForwardShading a scalability cvar
Change 2969796 on 2016/05/06 by Daniel.Wright
Enabled simple forward shading for the lowest shadow quality in Paragon
* Moved Orion.Character.NonLocalHeroPreshadows to be under shadow quality
* Enabling r.Shadow.ForceSingleSampleShadowingFromStationary when shadows are disabled through r.ShadowQuality
Change 2972338 on 2016/05/10 by Martin.Mittring
Added ImageValidator V0.11 to Perforce (for automated screenshot comparison)
Change 2972450 on 2016/05/10 by Martin.Mittring
fixed sorting issues, added column sort
Change 2972564 on 2016/05/10 by Martin.Mittring
fixed PixelCountToFail
Change 2972572 on 2016/05/10 by Martin.Mittring
added color
Change 2972667 on 2016/05/10 by Daniel.Wright
Capsule shadows support an off-center projection - fixes stereo rendering
Indirect lighting cache is updated for primitives with a visible indirect capsule shadow - fixes indirect shadows disappearing when the caster is off-screen in the Static skylight case
Change 2972687 on 2016/05/10 by Martin.Mittring
split data from view
Change 2972713 on 2016/05/10 by Martin.Mittring
background validation
Change 2972742 on 2016/05/10 by Martin.Mittring
do not lock files in folder
Change 2972837 on 2016/05/10 by Daniel.Wright
Comment for tiled reflection culling edge failure case
Change 2972891 on 2016/05/10 by Daniel.Wright
Simple forward shading only supported on PC now
Change 2972927 on 2016/05/10 by Martin.Mittring
fixed comparison, added directory watcher
Change 2972952 on 2016/05/10 by Martin.Mittring
tooltips
Change 2972965 on 2016/05/10 by Martin.Mittring
readme
Change 2972986 on 2016/05/10 by Martin.Mittring
polish
Change 2973015 on 2016/05/10 by Zabir.Hoque
Clamp max cubemap resolutions for reflection capture component.
Change 2973067 on 2016/05/10 by Uriel.Doyon
Removed temporary streaming data from ULevel. Now the data goes directly in FStreamingManagerTexture.
Removed deprecated classes and structures associated with old data.
Uniformized dynamic primitives and static primitives streaming logic.
Static primitive instances are now bound to level component and have visibility information.
MeshTexCoordSize Debug now shows live update when tweaking "StreamingDistanceMultiplier"
Change 2973129 on 2016/05/10 by Martin.Mittring
fixed crash (uninit var)
Change 2973167 on 2016/05/10 by Olaf.Piesche
Fixing mac compiler warnings; removed beam tangent from particle source and target, as it's treated separately anyway.
Change 2973654 on 2016/05/11 by Gil.Gribb
FIxed bad resolve from main merge
Change 2973787 on 2016/05/11 by Simon.Tovey
PR #2080: Added 7 additional blueprint nodes and assoicated functions to Particle System Compoenent (Contributed by alwintom)
#2080
Change 2973794 on 2016/05/11 by Simon.Tovey
GitHub 1646 : Increase Wireframe Linear Color Value for Particles in Cascade Preview viewport
#1646
Change 2973814 on 2016/05/11 by Chris.Bunner
Fixed D3D warning.
Change 2973868 on 2016/05/11 by Martin.Mittring
fixed compiler warning
Change 2974104 on 2016/05/11 by Uriel.Doyon
Optimized TextureStreaming ASync task by improving cache efficency.
Removed ForcedFullyLoad texture sets and merged them with the other entries (to prevent checking in two data structures).
Change 2974163 on 2016/05/11 by Uriel.Doyon
Fixed Editor Build
Change 2974263 on 2016/05/11 by Olaf.Piesche
Fix for particle beam source/target selection
Change 2974313 on 2016/05/11 by Martin.Mittring
nicer icon
Change 2974632 on 2016/05/11 by Martin.Mittring
zoom (mouse wheel) and pan support
Change 2974651 on 2016/05/11 by Martin.Mittring
UE-30565 Blend Radius does not override Priority for blendable post process material array
#test:PC
Change 2974994 on 2016/05/12 by Uriel.Doyon
Fixed uninitialized members in texture streaming when updating dynamic primitives.
#jira UE-30632
Change 2975514 on 2016/05/12 by Olaf.Piesche
Getting mesh particle transform down to pixel shader, making available in TransformVector/TransformPosition nodes
#udn 288158, and requests from several artists
Change 2975970 on 2016/05/12 by Zabir.Hoque
Enable setting high precision normals/tangets as a part of static mesh import.
Change 2976134 on 2016/05/12 by Daniel.Wright
Moved RHI prefix out of command list macros so you can find callers in a Find in Files for RHIBlendState, etc
Change 2976135 on 2016/05/12 by Daniel.Wright
Added material property bAllowNegativeEmissiveColor which is useful when rendering to an offscreen render target
Change 2976139 on 2016/05/12 by Daniel.Wright
Blueprint can now be used to draw to a TextureRenderTarget2D with DrawMaterialToRenderTarget
Canvas can now draw to a TextureRenderTarget2D in a Blueprint with BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget
Change 2976199 on 2016/05/12 by Brian.Karis
Improved screen space ray cast intersection heuristic.
Change 2976203 on 2016/05/12 by Brian.Karis
Fixed hair NaNs
Change 2976214 on 2016/05/12 by Zabir.Hoque
Fix compiler error on Clang
Change 2976239 on 2016/05/12 by Brian.Karis
Improved hair shadows
Change 2976240 on 2016/05/12 by Brian.Karis
Made recompileshaders specific file work again. Kind of hacky but better than nothing
Change 2976290 on 2016/05/12 by Zabir.Hoque
Few more clang compiler fixes.
#jira UE-30713
Change 2976517 on 2016/05/13 by Zabir.Hoque
Final set of fixes for compile breaks.
Change 2976535 on 2016/05/13 by Zabir.Hoque
Fix mono builds
Change 2977270 on 2016/05/13 by Zabir.Hoque
Incorrectly used 7 as max texcoords. Corrected to #define MAX_TEX_COORDS
#lockdown gil.gribb
Change 2980140 on 2016/05/17 by Gil.Gribb
Merging //UE4/Dev-Main@2980127 to Dev-Rendering (//UE4/Dev-Rendering)
#lockdown nick.penwarden
Change 2980211 on 2016/05/17 by Ben.Marsh
EC: Build DDC in Dev-Rendering every 3 hours.
#lockdown Gil.Gribb
Change 2980876 on 2016/05/17 by Michael.Trepka
Metal shader compile fix
#lockdown gil.gribb
[CL 2981788 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2943963 on 2016/04/14 by Daniel.Wright
Shader compile errors are unsuppressed
Change 2943978 on 2016/04/14 by Gil.Gribb
UE4 - First pass at async loading improvements....mostly disabled.
Change 2944021 on 2016/04/14 by Martin.Mittring
fixed HLSL compiler warning
Change 2944031 on 2016/04/14 by Martin.Mittring
fixed ensures, wrapped some members behind get accessor functions
Change 2944086 on 2016/04/14 by Martin.Mittring
cleanup: removed not needed code
Change 2944177 on 2016/04/14 by Daniel.Wright
Clamp on FarShadowCascadeCount, prevents crashing from huge values
Change 2944182 on 2016/04/14 by Martin.Mittring
removed not needed code
Change 2944250 on 2016/04/14 by Rolando.Caloca
DR - vk - Minor fixes
Change 2944286 on 2016/04/14 by Daniel.Wright
Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
Added bShowPreviewPlane to planar reflection actors
The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes
Change 2944288 on 2016/04/14 by Daniel.Wright
Fixed refraction with a world space normal
Change 2944291 on 2016/04/14 by Daniel.Wright
Panner nodes have an optional speed input
Change 2944346 on 2016/04/14 by Rolando.Caloca
DR - Fix Vulkan shader platform on Android
- Added more info on checks()
Change 2945007 on 2016/04/15 by Gil.Gribb
Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2945348 on 2016/04/15 by Daniel.Wright
Fixed compile error
Change 2945358 on 2016/04/15 by Olaf.Piesche
#jira UE-29241
Sequential particle selection code was all sorts of weird. Rewrote and simplified.
Change 2945941 on 2016/04/15 by Martin.Mittring
added r.DisplayInternals to debug determinism for screen shot comparison
Change 2945999 on 2016/04/15 by Martin.Mittring
improved r.DisplayInternal output
Change 2946023 on 2016/04/15 by Olaf.Piesche
Adding missing call to Super::PostEditChangeProperty; UDN 286717
Change 2947155 on 2016/04/18 by Martin.Mittring
started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
#test:PC
Change 2947207 on 2016/04/18 by Martin.Mittring
fixed engine compiling in shipping/test
#code_review:Uriel.Doyan
Change 2947212 on 2016/04/18 by Uriel.Doyon
Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
#jira UE-29317
Change 2947374 on 2016/04/18 by Uriel.Doyon
Fixed support for resolution scale for the PostProcessVisualizeComplexity
#jira UE-29473
Change 2947903 on 2016/04/19 by Gil.Gribb
Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2948019 on 2016/04/19 by Rolando.Caloca
DR - Allow vk format as a target format for win
Change 2948162 on 2016/04/19 by Simon.Tovey
Fix for crash with Collision visualization.
Change 2948419 on 2016/04/19 by Martin.Mittring
fixed sort priority of translucent rendering (caused by recent checkin)
Change 2948433 on 2016/04/19 by Martin.Mittring
fixed memory handling of FRendererViewExtension
Change 2948631 on 2016/04/19 by Martin.Mittring
fixed compile error on Mac
Change 2948832 on 2016/04/19 by Martin.Mittring
fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)
Change 2949013 on 2016/04/19 by Martin.Mittring
refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
this is useful for MeshDecals
#test:PC, parallel on and off
Change 2949620 on 2016/04/20 by Martin.Mittring
fixed compiler warning
Change 2949639 on 2016/04/20 by Uriel.Doyon
Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader
Change 2949721 on 2016/04/20 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#jira UE-29089
Change 2949722 on 2016/04/20 by Chris.Bunner
Prevent nullptr crash and added additional logging.
#jira UE-28387
Change 2949913 on 2016/04/20 by Martin.Mittring
marked ccommand as cheat
Change 2950064 on 2016/04/20 by Martin.Mittring
added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background
Change 2950065 on 2016/04/20 by Martin.Mittring
nicer debug printout
Change 2950201 on 2016/04/20 by Martin.Mittring
fixed UE-29752 Console commands input with " = " should display an error message
Change 2950531 on 2016/04/20 by Martin.Mittring
fixed comment
Change 2951737 on 2016/04/21 by HaarmPieter.Duiker
Adds support forHDR displays using Dolby PQ output
Change 2951869 on 2016/04/21 by Martin.Mittring
polish r.DisplayInternal
Change 2951950 on 2016/04/21 by HaarmPieter.Duiker
Reordered variable definition to address build warning
Change 2951996 on 2016/04/21 by Martin.Mittring
fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
changed directory order
to run locally it currently requires "r.ScreenshotDelegate=0"
#code_review:Ben.Salem, Michael.Noland
Change 2952146 on 2016/04/21 by Olaf.Piesche
make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures
Change 2952230 on 2016/04/21 by Martin.Mittring
* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
#code_review:Daniel.Wright
Change 2953173 on 2016/04/22 by Olaf.Piesche
Adding UI for easilly browsing and switching in a folder full of stats dumps
Change 2953213 on 2016/04/22 by Olaf.Piesche
Renaming a stat to be more descriptive
Change 2953393 on 2016/04/22 by Zabir.Hoque
Get DX12 running again:
- Port Shader Resource Table change
- Line up VS outputs and ps inputs
- Fix incorrectly defining a static global in a .h
Change 2953453 on 2016/04/22 by Martin.Mittring
polished r.DisplayInternal
Change 2954618 on 2016/04/25 by Zabir.Hoque
2 Fixes:
- GLSL does not understand "unsigned int", converted to "uint"
- Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction.
Change 2955369 on 2016/04/25 by Rolando.Caloca
DR - hlslcc - Fix some memory leaks in the frontend
Change 2955403 on 2016/04/25 by Uriel.Doyon
Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux.
Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4
#jira UE-28840
Change 2955419 on 2016/04/25 by Rolando.Caloca
DR - hlslcc - Reenabled support for static global variables being not const
Change 2955432 on 2016/04/25 by Zabir.Hoque
Fix build break from not undef'ing LOCTEXT_NAMESPACE
Change 2955459 on 2016/04/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
Change 2956292 on 2016/04/26 by Zabir.Hoque
Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output).
#CodeReview: Jack.Porter, Allan.Bentham
Change 2956662 on 2016/04/26 by Chris.Bunner
Temporary fix for new Tonemapper issues.
#jira UE-29935
Change 2957614 on 2016/04/27 by Marcus.Wassmer
Fix PS4 shader compiler errors.
Change 2958468 on 2016/04/27 by Rolando.Caloca
DR - Fix hlslcc validation issue
- Show error on SCW if shader format not found when running with -directcompile
#jira UE-29982
Change 2959105 on 2016/04/28 by Rolando.Caloca
DR - Rebuilt hlslcc for Mac
Change 2959891 on 2016/04/28 by Daniel.Wright
Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields
Change 2959895 on 2016/04/28 by Daniel.Wright
Work around build machine string matching heuristics that will cause a cook to fail
Change 2959902 on 2016/04/28 by Daniel.Wright
Added LowerHemisphereSolidColor to sky lights
Change 2959930 on 2016/04/28 by Daniel.Wright
Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles
Change 2959933 on 2016/04/28 by Daniel.Wright
Substring matching for console command suggestions
* Only implemented in the editor, game uses UConsole which needs an entirely different implementation
* Not sorting starting matches first, although that is desired
Change 2959942 on 2016/04/28 by Daniel.Wright
Gracefully handle when input string doesn't match search results
Change 2960743 on 2016/04/29 by Gil.Gribb
UE4 - UAT - Add map name to editortest command line.
Change 2960940 on 2016/04/29 by Chris.Bunner
Allow custom material nodes to be used with tessellation outputs.
#jira UE-29586
Change 2960955 on 2016/04/29 by Gil.Gribb
UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled).
Change 2960961 on 2016/04/29 by Chris.Bunner
Potential material translator Lerp node pre-computations/optimizations.
#jira OR-20138
Change 2961087 on 2016/04/29 by Gil.Gribb
Fixed compile error in preflight relating to load time test rig
Change 2962565 on 2016/05/02 by Gil.Gribb
Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2965058 on 2016/05/03 by Chris.Bunner
Shader version bump.
#lockdown Gil.Gribb
#jira UE-30206
Change 2966554 on 2016/05/04 by Chris.Bunner
Bumping shader version again, unintentionally polluted DDC previously.
#lockdown Gil.Gribb
#jira UE-30329
Change 2967183 on 2016/05/05 by Gil.Gribb
UE4 - Fixed a bad hash on landscape grass components. Simple, safe.
#lockdown nick.penwarden
[CL 2967480 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2949393 on 2016/04/20 by Graeme.Thornton
Orion non-pak file security.
- Removed security bypass code from platform pak file
- Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not
- Added an orion delegate which whitelists appropriate files
#rb robert.manuszewski
#tests win64 client + dedicated server. golden path.
Change 2949232 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: michael.noland
Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus)
#jira OR-18017
#rb marcus.wassmer
#tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points
#ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2949032 on 2016/04/19 by Zak.Middleton
#orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered.
This should have the following effects:
1. Reduce server CPU cost (we tick minions at the net frequency).
2. Reduce server bandwidth
3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received).
#rb Bart.Bressler, John.Pollard
#codereview Dmitry.Rekman
#tests MultiPIE AI lane, Replays
Change 2948966 on 2016/04/19 by Lina.Halper
Added log (check) of the asset info for Anim Per Track contains invalid format key
#rb: Michael.Noland
#code review: Martin.Wilson, Laurent.Delayen, Michael.Noland
#tests: editor/ cooked and test with AI_Tests with 10 bots.
Change 2948876 on 2016/04/19 by Michael.Noland
PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory)
#rb none
#codereview marcus.wassmer
#tests Ran Paragon on PS4
Change 2948765 on 2016/04/19 by Daniel.Lamb
Removed AssetImportData tag from cooked asset registry builds.
#rb Andrew.Grant
#test Cook orion
Change 2948691 on 2016/04/19 by Marcus.Wassmer
Fix copytoresolvetarget ensure
#rb none
#test pc agora
Change 2948633 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
[AUTOMERGE]
Fix copytoresolve crash and change validation to ensure.
#test PC editor / PC golden path
#rb none
--------
Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32.
#ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948507 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release
#rb none
#tests cooked client, checked game runs
#ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948431 on 2016/04/19 by Steve.Robb
CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.
#codereview robert.manuszewski,bob.tellez
#rb bob.tellez
#tests Ran editor
Change 2948408 on 2016/04/19 by Leslie.Nivison
Adding .tps
#rb none
#test none
Change 2948185 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: chris.bunner
Fix for HLOD visibility freeze.
#tests Golden Path, Editor
#rb rolando.caloca, michael.noland
#lockdown andrew.grant
#jira OR-19863
#ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948149 on 2016/04/19 by Simon.Tovey
Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do.
#rb none
#tests No more crash
#codereview Marcus.Wassmer
Change 2948129 on 2016/04/19 by Lukasz.Furman
fixed gameplay debugger getting stuck with outdated data pack on client,
changed names of AI related debug cvars
#rb none
#tests game, PIE
#codereview Mieszko.Zielinski
Change 2948027 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: graeme.thornton
Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup
#rb none
#tests checked game runs without crashing
#ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt
Fix compile error
#rb none, #tests none
Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt
Added more logging to track down
https://jira.ol.epicgames.net/browse/OR-19841
#rb none, #tests none
Change 2947412 on 2016/04/18 by Ryan.Gerleve
Fix shadowed variable.
#rb none
#tests none
Change 2947377 on 2016/04/18 by Jamie.Dale
Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes
#rb Matt.Kuhlenschmidt
#tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather.
Change 2947351 on 2016/04/18 by Ryan.Gerleve
Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay.
Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later.
#tests golden path, replays
#rb john.pollard
Change 2947103 on 2016/04/18 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 24.1 @ CL 2947071
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2947007 on 2016/04/18 by Zak.Middleton
#ue4 - Improve linear smoothing in the presence of low net frequency updates.
#rb Bart.Bressler
#tests MultiPIE AI with lanes
Change 2946994 on 2016/04/18 by Mieszko.Zielinski
Improvements to NavigationSystem's "abstract navigation data" support #UE4
#rb Lukasz.Furman
#test golden path
Change 2946760 on 2016/04/18 by Chris.Bunner
Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all.
#tests Editor
#rb None
Change 2946745 on 2016/04/18 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 24.1 @ CL 2946637
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2946645 on 2016/04/18 by Richard.Fawcett
When promoting a buidl to staged, prevent enumeration of files already in S3
Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones.
#rb Leigh.Swift
#tests This technique has already been used in launcher promotions for several months
Change 2946622 on 2016/04/18 by Richard.Fawcett
By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time.
This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check.
#rb Leigh.Swift
#tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified.
Change 2945812 on 2016/04/15 by Daniel.Lamb
Fixed error in diff cooked build commandlet.
#rb ben.marsh
#test Compile.
Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt
Fix crash exporting actors with non-scene components to fbx
#rb none, #tests full scene exporting on maps that crashed
#codereview alexis.matte
Change 2945078 on 2016/04/15 by Simon.Tovey
Fix for OR-19778
When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially.
So the component did not think it had to update it's LOD but the emitters were not at the correct LOD.
Have forced a LOD set on init when the component LOD is non-zero.
#rb none
#tests Works in editor and game.
#codereview Olaf.Piesche
Change 2944664 on 2016/04/14 by Uriel.Doyon
Fix to SM4 compilation issue
#jira OR-19706
#rb marcus.wassmer
#tests tested editor in SM4 and SM5
Change 2944642 on 2016/04/14 by Lukasz.Furman
changed waypoint switch conditions in meta nav paths
#rb none
#tests PIE
#codereview Mieszko.Zielinski
Change 2944599 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Added sha1 to UnrealPak list output
#rb none
#tests listed content of pakfile
#ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2944441 on 2016/04/14 by Marcus.Wassmer
Duplicate change to output shader compiler errors.
#rb none
#test run PC and see errors.
Change 2944437 on 2016/04/14 by John.Pollard
Possible fix for https://jira.ol.epicgames.net/browse/OR-19614
#rb JoshM
#codereview Josh.Markiewicz
#tests Golden path matchmaking
Change 2944430 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget
#rb david.ratti
#tests Tested in the editor
#ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2944198 on 2016/04/14 by David.Ratti
Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE.
Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there.
#rb dayY
#tests pie
Change 2944124 on 2016/04/14 by Wes.Hunt
Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need.
#codereview:leslie.nivison
#rb none
#tests ran UAT ListThirdPartySoftware <for Orion>
Change 2944107 on 2016/04/14 by Wes.Hunt
MeshUtilities now depends on new module nvTessLib to better track the third party dependency.
#codereview:daniel.wright
#rb none
#tests build OrionClient/Editor for Win64
Change 2944102 on 2016/04/14 by Wes.Hunt
Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches.
#tests ran the UBT command
#rb none
Change 2943851 on 2016/04/14 by Ryan.Gerleve
Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance.
#rb john.pollard
#tests golden path, replays, PIE
Change 2943847 on 2016/04/14 by Ryan.Gerleve
Fixes to support client replay recording & playback in another world:
When recording a replay, only swap actor roles if the remote role is ROLE_Authority
When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache
#rb john.pollard
#tests golden path, replays, PIE
Change 2943691 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_24 - Fix for OR-19609, OR-19610, and OR-19611
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2943508 on 2016/04/14 by Richard.Fawcett
Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads.
#jira OPPBUILD-44
#rb Leigh.Swift
#tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones
Change 2943274 on 2016/04/13 by jason.bestimt
#ORION_MAIN - Merge 24 @ CL 2943257
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2943178 on 2016/04/13 by Olaf.Piesche
Bumping size of the particle curve texture to 512x512
#rb martin.mittring
#tests PC Editor, Game
Change 2943174 on 2016/04/13 by Aaron.McLeran
OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match
- Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice.
- Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases.
#codereview Bob.Tellez
#rb Bob.Tellez
#tests ran orion with this change testing problematic sound cue
Change 2943042 on 2016/04/13 by Rob.Cannaday
Fix crash in HTTP completion delegates on shutdown
Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called
#rb josh.markiewicz
#tests shutting down multiple times
Change 2942913 on 2016/04/13 by Lukasz.Furman
added meta navmesh paths
#orion
#rb Mieszko.Zielinski
#tests PIE
Change 2942132 on 2016/04/13 by Wes.Hunt
Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment.
#codereview:leslie.nivison
#rb peter.sauerbrei
#tests running UBT with and without -listbuildfolders
Change 2941651 on 2016/04/12 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2941645
#RB:none
#Tests:none
Change 2941539 on 2016/04/12 by Laurent.Delayen
FABRIK: Normalize outgoing rotations.
Fixes Chains Q ability crashing.
#rb none
#tests Chains not crashing
Change 2941469 on 2016/04/12 by Wes.Hunt
Fix UBT -ListBuildFolders to not prep target for deployment.
#codereview:leslie.nivison
#rb none
#tests tested -ListBuildFolders for Android
Change 2941434 on 2016/04/12 by Leslie.Nivison
Adding/cleaning up .tps files
#rb none
#test none
Change 2941241 on 2016/04/12 by Daniel.Lamb
Removed shadername from the shader code to fix deterministic material cooking issue.
#jira UE-29320
#codereview Marcus.Wassmer
#rb Marcus.Wassmer
#test Running editor, cooking orion.
Change 2941046 on 2016/04/12 by Laurent.Delayen
Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset.
Fixes Twinblast double shot for the left primary attack.
#rb benn.gallagher
#codereview lina.halper, ray.arnett, aaron.eady
#tests twinblast's LMB
Change 2941032 on 2016/04/12 by Jason.Bestimt
#ORION_24 - Merge MAIN @ CL 2940950
#RB:none
#Tests:none
[CL 2952833 by Andrew Grant in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2932679 on 2016/04/04 by Martin.Mittring
remove hack/cvar that is not longer needed as we fixed the bug
#rb:Bob.Tellez
#code_review:Bob.Tellez
Change 2932681 on 2016/04/04 by Martin.Mittring
fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files,
added enure if non scalability setting are used in ScalabilityIni (get now ignored)
#rb:David.Hill
#code_review:Marcus.Wassmer, Michael.Noland
Change 2932719 on 2016/04/04 by Marcus.Wassmer
Merge 3 band SH back to DevRendering
#rb Daniel.Wright
Change 2932760 on 2016/04/04 by Zabir.Hoque
Migrating high resolution cubemaps for skylight and reflection probes.
#rb: Daniel.Wright
Change 2933121 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix free blocks not getting joined
- Fix compile issue
Change 2933122 on 2016/04/05 by Rolando.Caloca
DR - Do not shorten dumped shaders path
Change 2933126 on 2016/04/05 by Rolando.Caloca
DR - vk - Index Buffers using new resource management
Change 2933127 on 2016/04/05 by Rolando.Caloca
DR - vk - Extract multibuffer off index buffer
Change 2933131 on 2016/04/05 by Rolando.Caloca
DR - vk - Transition to vb's using mutlibuffer
Change 2933136 on 2016/04/05 by Rolando.Caloca
DR - vk - Change staging buffers to use resource allocation system
- Fix free block not getting joined
- Remove define
Change 2933140 on 2016/04/05 by Rolando.Caloca
DR - vk - 'static' textures now use resource mgmt
- Release free pages back to the OS
- Remove ensure
Change 2933152 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix aliasing granularity
- Fix renderpass end/copy buffer ensure
Change 2933155 on 2016/04/05 by Rolando.Caloca
DR - SCW - Fix for -directcompile to directly load file for preprocessor
Change 2933158 on 2016/04/05 by Rolando.Caloca
DR - hlslcc - Error on Metal if trying to R & W on RWTextures
- Fix indices on RW reads to be unsigned
#codereview Mark.Satterthwaite, Michael.Trepka
Change 2933169 on 2016/04/05 by Rolando.Caloca
DR - vk - Move header to public to match changes on DevMobile
Change 2933173 on 2016/04/05 by David.Hill
Deferred decal rendering with negative scale
#rb:Matrin.Mittring
#jira:UE-27389
Change 2933273 on 2016/04/05 by Rolando.Caloca
DR - vk - Fix renderdoc markers
Change 2933274 on 2016/04/05 by Rolando.Caloca
DR - Support for -AttachDebugger
Change 2933316 on 2016/04/05 by Rolando.Caloca
DR - vk - Compile fix whene enabling define
Change 2933334 on 2016/04/05 by Rolando.Caloca
DR - Compile fix
#codereview Martin.Mittring
Change 2933805 on 2016/04/05 by Brian.Karis
Temporal AA dynamic antighosting.
Fixed DOF
Change 2933811 on 2016/04/05 by Brian.Karis
Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around.
Change 2933812 on 2016/04/05 by Brian.Karis
Fixed fresnel on SSS skin.
Change 2933813 on 2016/04/05 by Brian.Karis
Tessellation fix
Change 2933816 on 2016/04/05 by Brian.Karis
Improved forward shading support
[CL 2943241 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2917472 on 2016/03/21 by Rolando.Caloca
DR - Fix SCW directcompile arguments, add -pipeline
Change 2919580 on 2016/03/23 by Rolando.Caloca
DR - HlslParser - Fix for used elements (sparrow's arrow was showing when it shouldn't)
Arrays of input/outputs are now flattened so disjoint entries can be optimized out (and fixes a bug)
#jira OR-15380
#tests Run game with sparrow, test with slomo to check for gfx glitches
Change 2919660 on 2016/03/23 by Rolando.Caloca
DR - Latest vk changes (from dev mobile's 2916881 to 2919157)
Change 2919902 on 2016/03/23 by Rolando.Caloca
DR - Fix skeletal meshes decrementing stats twice
#codereview Marcus.Wassmer
#jira UE-28478
Change 2920020 on 2016/03/23 by David.Hill
#Jira UE-28503
EyeAdapation when used in material shader may not be initialized.
#rb olaf.piesche
Change 2920071 on 2016/03/23 by Rolando.Caloca
DR - Remove old vk define
- Started moving around direct calls to queue submit
Change 2920252 on 2016/03/23 by Rolando.Caloca
DR - Changes vk structs to classes
Change 2920314 on 2016/03/23 by Olaf.Piesche
Add -windowed to standalone game PIE command line to avoid PIE launching in full screen
#jira UE-27870
#codereview michael.trepka
Change 2920745 on 2016/03/24 by Uriel.Doyon
Texture streaming build now takes into account the material texcoord scales applied to the texture sampling.
Also finds out which texcoord is being used when sampling textures (between 0 and 3 currently).
TexCoord analysis debug view shaders is now working with SM4 ane SM5.
StaticMeshComponents hold persistent data coming from the texture streaming build.
#tests tested with different Paragon assets. Editor SM4 & SM5. Cooked maps
#codereview marcus.wassmer
Change 2921335 on 2016/03/24 by Uriel.Doyon
Added missing static keyword for locally defined console variable.
#codereview rolando.caloca
Change 2921416 on 2016/03/24 by Uriel.Doyon
Revert enabling debugview shaders on non PC platforms (until properly tested and debugged)
Change 2921446 on 2016/03/24 by Daniel.Wright
Planar reflection mesh
Change 2921530 on 2016/03/24 by Daniel.Wright
Manual revert of Ronin planar reflections
#codereview Ryan.Vance
Change 2921608 on 2016/03/24 by Uriel.Doyon
Updated texture streamer to take into account the new HLOD texture group.
Change 2921677 on 2016/03/24 by Daniel.Wright
Distance Field Specular Occlusion
* Prototype - disabled by default
Change 2921681 on 2016/03/24 by Daniel.Wright
UnmappedTexelsPercentage is now 100 based
Change 2921682 on 2016/03/24 by Daniel.Wright
Planar reflections
* New actor and component
* The scene is rendered to texture with a mirrored camera and a clip plane each frame
* The reflection texture is then applied to opaque pixels in a deferred pass, with distance and angle from plane fades
* Translucent materials apply the nearest reflection plane in the base pass
* Planar reflections require the project setting 'Support global clip plane for Planar Reflections' to be enabled, since writing to SV_ClipDistance all the time adds about 15% BasePass GPU time on PS4
* Fixed global distance field in materials which had been broken since moving global distance field properties into the view uniform buffer
* Fixed PS4 removing system-value semantics when output from vertex shader and not read in next stage
Change 2921734 on 2016/03/24 by Uriel.Doyon
Fixed tessellated cube having wrong UVs
#jira UE-28379
Change 2922063 on 2016/03/24 by Daniel.Wright
Removed planar reflection debug code
Change 2922428 on 2016/03/25 by Chris.Bunner
Delete FShaderPipeline objects when clearing TMaterialShaderMaps.
#rb Rolando.Caloca
#jira UE-28621
Change 2922803 on 2016/03/25 by Rolando.Caloca
DR - New cmd buffer management (disabled)
- Move cmd buffer out of pending state and into context
- Do not hardcode # cmd buffers
- Move back buffer image mgmt into swapchain
- Fixed some image layout transition bugs
Change 2923056 on 2016/03/25 by Rolando.Caloca
DR - Initial fix for canvas locking inside a render pass
[CL 2932649 by Gil Gribb in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin
Added support for Landscape grass to use the landscape's light/shadow maps
(original github pull request #1798 by Frugality)
Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM
DM - glslang
Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Common RHI changes
Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Initial rhi check-in. Tappy & SunTemple working on PC.
#codereview Jack.Porter, Chris.Babcock, Josh.Adams
Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Split Immediate command list off RHI
Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
changes to exclude LPV shaders from Vulkan
(reapplied with edit instead of integrate records)
Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Static shadowing + dynamic-object CSM
Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Mobile GPU particles
Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Planar reflections very WIP
Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
Separate Translucency very WIP
Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
ProtoStar engine changes
Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream
HACK for Max Texture Samplers hardcoded to 8 on ES2
Should be cleaned up better with UE-24419.
Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Integrate pipeline cache
Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM
DM - Initial CCT support
Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Empty bound shader states cache
- Only used currently on Vulkan
Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM
DM - Added GRHINeedsExtraDeletionLatency from 4.11
Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM
DM - Remove batched elements quads (was not been used at least since UE3!)
Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Fence mgr (disabled)
Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Resource management (disabled)
Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Expand number of stencil op bits
Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Add support for more MaxSimultaneousRenderTargets
Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Support for 3d staging textures
Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream
Vulkan RHI stub for new SharedResourceView RHI call
Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - SM4 preq
Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream
Android Vulkan support initial checkin
Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile
Reinstate vertex fog, fixes UE-28166
Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Use fence manager
Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM
DM - Descriptor pool
[CL 2912606 by Peter Sauerbrei in Main branch]