#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
Change 3133997 on 2016/09/21 by Alex.Delesky
#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.
Change 3134132 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
Change 3134147 on 2016/09/21 by Frank.Fella
Core - Add multitouch support to windows.
Change 3134349 on 2016/09/21 by Michael.Dupuis
#jira UE-36151 Update the title bar to display the branch also
Change 3134355 on 2016/09/21 by Michael.Dupuis
#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file
Change 3134447 on 2016/09/21 by Alexis.Matte
#jira UE-36064
The SpriteComponent is now properly reused when duplicating a light.
Change 3134451 on 2016/09/21 by Alexis.Matte
#jira UE-22782
Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true
Change 3134457 on 2016/09/21 by Jamie.Dale
FInternationalization::Leetify now deals with escape sequences correctly.
This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.
Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt
Cleaned up some of the UI for the new material slot workflow (part 1)
Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt
Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected
Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt
Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade
Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
Change 3134939 on 2016/09/21 by Nick.Darnell
Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.
Change 3134941 on 2016/09/21 by Nick.Darnell
Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison.
Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt
Fixed size of material slots in persona details panel
Change 3135076 on 2016/09/21 by Nick.Darnell
Automation - Adding a missing file.
Change 3135584 on 2016/09/22 by Gareth.Martin
Removed unused ULandscapeInfo::BeginDestroy
Slight cleanup to FLandscapeEditDataInterface::DeleteLayer
Change 3135585 on 2016/09/22 by Gareth.Martin
New Count algo
Const'd Copy/Accumulate/Transform
Change 3135599 on 2016/09/22 by Gareth.Martin
Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
#jira UE-35709
Change 3135724 on 2016/09/22 by Michael.Dupuis
#jira UE-32662 Remove old migration code that was causing this side effect
Change 3135726 on 2016/09/22 by Nick.Darnell
Slate - Removing the SLATE_PRE_MULTIPLY macro.
Change 3135730 on 2016/09/22 by Nick.Darnell
UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.
Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure any handles to the backbuffer are released before the backbuffer is resized
https://jira.it.epicgames.net/browse/UE-30488
Change 3135810 on 2016/09/22 by Ben.Marsh
Build: Compile tools before running automated tests.
Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt
Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
https://jira.it.epicgames.net/browse/UE-36276
Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt
Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components.
Change 3136318 on 2016/09/22 by Alex.Delesky
#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus
Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt
Fix crash restarting a mission in Odin
Change 3136741 on 2016/09/22 by Cody.Albert
Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget
#jira UE-36322
Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt
Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name.
Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt
Removed the pooled draw elements stuff which is not used
Change 3137791 on 2016/09/23 by Nick.Darnell
MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load.
Change 3137793 on 2016/09/23 by Nick.Darnell
Localization - Adjusting some log statements to say with instead of w/
Change 3137796 on 2016/09/23 by Nick.Darnell
Slate - Adding missing and replacing corrupted style files in the editor.
Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level
Change 3137876 on 2016/09/23 by Jamie.Dale
Added allocation tagging to MProf2
This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).
#jira UETOOL-950
Change 3137982 on 2016/09/23 by Gareth.Martin
Added Invoke() support to CopyIf
Change 3137983 on 2016/09/23 by Gareth.Martin
Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code
Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt
Fixed Child Actor Template properties not visible after changing Child Actor Class
Change 3138079 on 2016/09/23 by Jamie.Dale
Fixing some Clang warnings
Change 3138087 on 2016/09/23 by Jamie.Dale
Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize
GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).
Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.
#jira UETOOL-952
Change 3138127 on 2016/09/23 by Gareth.Martin
Fixed crash when merging levels containing landscape
#jira UE-36267
Change 3138821 on 2016/09/23 by Stephan.Jiang
Fixes "Select all input node" doesn't work properly on output node.
#jira UE-36335
Change 3138915 on 2016/09/23 by Stephan.Jiang
Disable "select all linked nodes" for output nodes in material editor
Change 3139341 on 2016/09/25 by Nick.Darnell
Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.
Change 3139342 on 2016/09/25 by Nick.Darnell
Landscape - Fixing some compiler errors on mac.
Change 3139345 on 2016/09/25 by Nick.Darnell
Automation - Spelling and cleanup.
Change 3139346 on 2016/09/25 by Nick.Darnell
Engine - Changing a check to an ensure, there's no reason to crash if this happens.
Change 3139347 on 2016/09/25 by Nick.Darnell
Automation - Making EFunctionalTestResult a BlueprintType
Change 3139348 on 2016/09/25 by Nick.Darnell
Automation - Adding another test map.
Change 3139676 on 2016/09/26 by Michael.Dupuis
#jira UE-32335 If we are a config object simply permit the transaction for undo/redo
Change 3139702 on 2016/09/26 by Nick.Darnell
UMG - Making GetLocalHitLocation on UWidgetComponent virtual.
Change 3139760 on 2016/09/26 by Alexis.Matte
Make sure we remove override materials from the list when the mesh point by the component has less materials.
#jira UE-28845
Change 3139761 on 2016/09/26 by Alex.Delesky
Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.
#jira none
Change 3139843 on 2016/09/26 by Alex.Delesky
#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.
Change 3139880 on 2016/09/26 by Frank.Fella
QAGame - Update multitouch test with less crashy assets?
Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt
Fix selections having the potential to be out of sync after undo/redo
Change 3139928 on 2016/09/26 by Nick.Darnell
Automation - tweaking the test maps some more.
Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt
Fix false positive with the test for vaild materials being rendered by slate.
Change 3140912 on 2016/09/26 by Frank.Fella
Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.
Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt
PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)
Change 3141223 on 2016/09/27 by Jamie.Dale
Updated UTextProperty::Identical to no longer compare display strings all the time
It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.
#jira UE-36456
Change 3141242 on 2016/09/27 by Richard.TalbotWatkin
Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
Duplicated CL 3139370 from //UE4/Release-4.13
Duplicated CL 3139878 from //UE4/Release-4.13
Change 3141323 on 2016/09/27 by Michael.Dupuis
#jira UE-35081 Enable bDisplayEngineVersionInBadge by default
Change 3141798 on 2016/09/27 by tim.gautier
Added UMG_DisplayWidget
Change 3143038 on 2016/09/28 by Jamie.Dale
Added extra context to FTableRowBase::OnPostDataImport
It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).
Change 3143039 on 2016/09/28 by Jamie.Dale
Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity
Only texts which have the same display string pointer can have the same identity, so this is a much faster check.
Change 3143098 on 2016/09/28 by Gareth.Martin
Fixed crash when loading duplicated landscape levels
#jira UE-34890
Change 3143300 on 2016/09/28 by Gareth.Martin
Fixed crash when duplicating a level containing a landscape through the content browser
#jira UE-34890
Change 3143389 on 2016/09/28 by Jamie.Dale
LastResort is no longer staged in shipping builds
You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).
This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.
Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed this file
Change 3143717 on 2016/09/28 by Michael.Dupuis
Fixed lowercase
Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt
Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport
Change 3143820 on 2016/09/28 by Alexis.Matte
Use the PersonaToolikit to get the mesh
Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt
Added guard for UE-36499
Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt
Fix constructor init order
Change 3144821 on 2016/09/29 by Jamie.Dale
Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize
If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.
Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt
Added a commandlet to allow command line importing of any asset type the engine supports.
- Intermediate checkin
Change 3144875 on 2016/09/29 by Nick.Darnell
Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.
Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt
Disable auto-applying of scalability settings
The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.
Change 3145274 on 2016/09/29 by Jamie.Dale
New asset menu no longer has a scrollbar on most displays
Change 3146004 on 2016/09/29 by Matt.Barnes
Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.
Change 3146377 on 2016/09/30 by Gareth.Martin
Fixed landscape rendering errors after using the "change component size" tool
- also affected initial import of a landscape+weightmaps
#jira UE-34518
Change 3146455 on 2016/09/30 by Jamie.Dale
Fixing more menus that had scrollbars due to only being able to use half the vertical resolution
Change 3146466 on 2016/09/30 by Gareth.Martin
Fixed not being able to erase foliage attached to BSP
#jira UE-36297
Change 3146471 on 2016/09/30 by Jamie.Dale
Can no longer localize sequences via the Content Browser
Change 3146569 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
Change 3147116 on 2016/09/30 by Michael.Dupuis
#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)
Change 3148091 on 2016/10/01 by Matt.Barnes
Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively
Change 3148714 on 2016/10/03 by Nick.Darnell
PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)
#jira UE-35568
Change 3148793 on 2016/10/03 by Nick.Darnell
Automation - TPS for SM_Cornellbox
Change 3148801 on 2016/10/03 by Nick.Darnell
PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)
#jira UE-36711
Change 3148805 on 2016/10/03 by Nick.Darnell
PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)
#jira UE-36715
Change 3148813 on 2016/10/03 by Nick.Darnell
UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget.
Change 3148855 on 2016/10/03 by Gareth.Martin
Fixed performance regression when importing landscape heightmaps
#jira UE-36659
Change 3149482 on 2016/10/03 by Cody.Albert
Added link to Support landing page to Help menu
#jira UE-36603
Change 3149520 on 2016/10/03 by tim.gautier
Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.
Change 3149945 on 2016/10/04 by Gareth.Martin
Fixed invisible landscape components when using tessellation on landscape material
#jira UE-35494
Change 3149951 on 2016/10/04 by Gareth.Martin
Reduced material update log spam when creating and editing landscapes
- Some will remain, landscape fundementally manipulates a lot of material instances
#jira UE-34440
Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt
Fix not crashing when trying to clear objects which have a specific class filter in the property settings
https://jira.it.epicgames.net/browse/UE-36692
Change 3150614 on 2016/10/04 by Nick.Darnell
Git - Disabling some logging in non-debug builds of the git source control plugin.
Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt
Fix loc warnings in these files (duplicate loc keys)
Change 3151679 on 2016/10/05 by Nick.Darnell
Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.
Change 3151722 on 2016/10/05 by Gareth.Martin
Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration
Change 3151816 on 2016/10/05 by Gareth.Martin
Fixed more breakage to Landscape caused by Dev-VREditor from main integration
[CL 3152072 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3114846 on 2016/09/06 by Bob.Tellez
#UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest.
Change 3114805 on 2016/09/06 by Bob.Tellez
#UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger.
#JIRA FORT-29511
Change 3112750 on 2016/09/02 by Bob.Tellez
#UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code.
Change 3108977 on 2016/08/31 by Jeff.Campeau
Virtual keyboard support for Xbox One
Text set by virtual keyboards is now submitted on the main thread through an internal tick
Change 3108956 on 2016/08/31 by Chris.Gagnon
Added "ClientOnly" module type to the build tools.
Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work.
Cleaned up some duplicated code which attributted to the rot most likely
Change 3108879 on 2016/08/31 by Jeff.Campeau
Eliminate binary renaming (allows side by side configs)
Handle multiple binaries
Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured)
Change 3108876 on 2016/08/31 by Jeff.Campeau
Fix a manifest generation bug that was eating a character on conjoined values.
Change 3108511 on 2016/08/31 by Billy.Bramer
- Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters
- Note that this change does not have any validity checking as of yet
Change 3108199 on 2016/08/31 by Ben.Woodhouse
Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini.
Change 3107825 on 2016/08/31 by Ben.Woodhouse
Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts
#jira UE-35359
Change 3107197 on 2016/08/30 by Chris.Gagnon
Added ClientOnly option for Modules:
...
"Modules" :
[
{
"Name" : "PluginName",
"Type" : "ClientOnly",
"LoadingPhase" : "Default"
}
]
...
(example taken from a plugin definition)
Change 3104551 on 2016/08/29 by Lukasz.Furman
potential fix for crash in ability cancelling
#jira FORT-29200
Change 3104469 on 2016/08/29 by Lukasz.Furman
added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops
#jira FORT-29198
Change 3103529 on 2016/08/26 by Jeff.Campeau
Xbox One keyboard shift is sometimes unresponsive
Change 3103523 on 2016/08/26 by Jeff.Campeau
Aug XDK era launch bug fixed
Change 3103183 on 2016/08/26 by Jeff.Campeau
August XDK support
Change 3102360 on 2016/08/26 by James.Hopkin
Removed another load of float casts - these ones weren't causing problems, but are no longer necessary.
Change 3099375 on 2016/08/24 by Lukasz.Furman
added sanity check to UAnimInstance::Montage_Play
#jira FORT-28140
Change 3097832 on 2016/08/23 by Chad.Garyet
moving set_latest_build out of notifications section, was put there accidentally
Change 3097139 on 2016/08/22 by Aaron.McLeran
FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device
- Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed.
- Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8
-#rb Bob.Tellez
#tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3096552 on 2016/08/22 by Ben.Marsh
Fix killing adb.exe instead of notepad.exe.
Change 3096473 on 2016/08/22 by Ben.Marsh
Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating.
Change 3096459 on 2016/08/22 by Ben.Marsh
Remove taskkill call for now.
Change 3096450 on 2016/08/22 by Ben.Marsh
Use system function instead of backticks to prevent errors killing job.
Change 3096449 on 2016/08/22 by Ben.Marsh
Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds.
Change 3096272 on 2016/08/22 by Chad.Garyet
trying to remove postpfilter to see if that might be the stdout/err issue
Change 3095369 on 2016/08/19 by Ben.Zeigler
#Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate
This will need updating when merging to Main to deal with the module changes
Change 3095002 on 2016/08/19 by James.Hopkin
Fixed another case of integers being cast to floats before being written to JSON.
#jira FORT-28694
Change 3094834 on 2016/08/19 by Chad.Garyet
trying a close of stdout and stderr to see if that remedies the ai test issue
Change 3094719 on 2016/08/19 by John.Abercrombie
Force a net update on the Avatar Actor whenever we start or stop a new Montage
Change 3094487 on 2016/08/19 by James.Hopkin
JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly).
Change 3092389 on 2016/08/17 by Chad.Garyet
more caveman debugging, skipping email notification if node is the fortnite ai test node.
Change 3090898 on 2016/08/16 by Aaron.McLeran
FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData
Implementing CL 3080958 in FN
Change 3090761 on 2016/08/16 by Chris.Gagnon
Added initial pass of safe zone suport to the front end.
Change 3090734 on 2016/08/16 by John.Abercrombie
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
Change 3090405 on 2016/08/16 by Chad.Garyet
checking in caveman debugging for fortnite ai test node
Change 3089743 on 2016/08/15 by Ben.Zeigler
#jira FORT-28235
When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen.
There may be a better slate-level solution to this issue
Change 3088178 on 2016/08/12 by Saul.Abreu
Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row.
Change 3087372 on 2016/08/12 by James.Hopkin
Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass.
Change 3084836 on 2016/08/10 by Lina.Halper
Fix crash with retargeting additive anim montage
Change 3083188 on 2016/08/09 by Bob.Tellez
#UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly.
Change 3082835 on 2016/08/09 by Bob.Tellez
#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.
Change 3082621 on 2016/08/09 by Lukasz.Furman
fixed accessing empty navigation data in crowd's path processing
#jira FORT-27847
Change 3081749 on 2016/08/08 by Saul.Abreu
#jira UE-34104
Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips.
Change 3081596 on 2016/08/08 by John.Abercrombie
Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state
Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame.
Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good.
(Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.)
#jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping
Change 3081536 on 2016/08/08 by Daniel.Broder
Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add.
#UE4 #NoReleaseNotes
Change 3080679 on 2016/08/08 by Simon.Tovey
Increased threshold to ignore stall warning on partilce async work.
Increased precision of error message.
May still fire and still needs looking into properly.
If it does fire still I'll make it a higher priority.
Change 3080652 on 2016/08/08 by Chad.Garyet
Merging token scripts from ue4 main to fortnite
changed fornite main json scheduled builds to all use skiptargetswithouttickets
Change 3079357 on 2016/08/05 by John.Abercrombie
Character movement components can now be throttled
- This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it
- Character movement components are throttled based on their current NetUpdateRate
All character movement components are updated by the Game State
- This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it
Change 3078666 on 2016/08/05 by Simon.Tovey
Disabling some log spam for particles.
Change 3072992 on 2016/08/01 by Jonathan.Lindquist
Fixing a bug related to weld object seams
Change 3070991 on 2016/07/29 by Fred.Kimberley
Allow aggregators to perform calculations while ignoring multiple GEs.
Change 3070518 on 2016/07/29 by Bob.Tellez
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3069605 on 2016/07/28 by Bob.Tellez
#UE4 SScrollBox now works with invalidation panels.
Change 3069600 on 2016/07/28 by Bob.Tellez
#UE4 SMenuAnchor now works with invalidation panels.
Change 3069583 on 2016/07/28 by Bob.Tellez
#UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future.
Change 3068935 on 2016/07/28 by Bob.Tellez
[AUTOMERGE]
#UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12.
#JIRA FORT-27836
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40.
Change 3068422 on 2016/07/28 by John.Pollard
Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#tests Live game + replays
Change 3067537 on 2016/07/27 by Bob.Tellez
[AUTOMERGE]
#UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list.
#JIRA FORT-26696
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55.
Change 3065138 on 2016/07/26 by Josh.Markiewicz
#UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix)
- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
- *BUG REPRO*
- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
- DestroySession would remove the named session while the previous CreateSession was in flight
- A new CreateSession could be called afterward because the previous named session was removed
- the first CreateSession would finish and give the session a valid SessionInfo
- the second CreateSession would finish and assert that the SessionInfo should be invalid
#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more
Change 3064932 on 2016/07/26 by Tim.Tillotson
Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data.
#JIRA UE-33426
Change 3064743 on 2016/07/26 by Mark.Satterthwaite
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira FORT-27685
Change 3063870 on 2016/07/25 by Lukasz.Furman
fixed navlink area class assignment, again
custom link definitions were exporting from CDO without initializing data first
#jira FORT-27713
Change 3063747 on 2016/07/25 by Bob.Tellez
#Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS
#JIRA
Change 3063500 on 2016/07/25 by Bob.Tellez
#UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails.
Change 3063317 on 2016/07/25 by Lukasz.Furman
fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors
#fortnite
Change 3063224 on 2016/07/25 by Bob.Tellez
#UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014.
Avoid adding widgets to the hittest grid more than once.
Change 3063188 on 2016/07/25 by Lukasz.Furman
removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers
#jira FORT-27186
Change 3062338 on 2016/07/22 by Aaron.McLeran
FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged.
#tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3061806 on 2016/07/22 by Ben.Zeigler
#jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack
Change 3061790 on 2016/07/22 by Ben.Zeigler
#jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit
Related to changes made on Orion in CL #2878992
Change 3060590 on 2016/07/21 by Mark.Satterthwaite
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
Change 3060542 on 2016/07/21 by Bob.Tellez
#UE4 Made SetIsEnabled and SetVisibility virtual.
Change 3058876 on 2016/07/20 by Aaron.McLeran
FORT-25593 Mac crash when idling in zone with screen locked
Adding logging when failing to update AuGraph and not asserting.
Change 3058653 on 2016/07/20 by Bob.Tellez
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3058568 on 2016/07/20 by Bob.Tellez
#UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance.
Change 3058203 on 2016/07/20 by Bob.Tellez
#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.
Change 3056767 on 2016/07/19 by Bob.Tellez
#UE4 Speculative DetachLinker crash fix.
#JIRA FORT-27335
Change 3056665 on 2016/07/19 by John.Abercrombie
Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false
- When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius
Change 3054368 on 2016/07/18 by Lina.Halper
- moved removing notifies to end of montage event
- that way between blending out to terminate, it still can trigger notifies.
#code review: Martin.Wilson, John.Abercrombie
Change 3054109 on 2016/07/18 by Bob.Tellez
#UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false.
Change 3053831 on 2016/07/18 by Lina.Halper
#Anim montage recursive issue: Make sure to check valid before additive
#code review: Bob.Tellez
Change 3052641 on 2016/07/15 by Bob.Tellez
#UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null.
Change 3052601 on 2016/07/15 by Daniel.Broder
EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager).
#ReleaseNoteAbove^^
Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints.
#UE4 #ReleaseNote!
Change 3052201 on 2016/07/15 by Rob.Cannaday
Fix for broken party state when timeout on receiving leave request response
Execute delegate after marking the party in a disconnected state
#jira FORT-25362
Change 3050944 on 2016/07/14 by Bob.Tellez
#UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0
Change 3050352 on 2016/07/14 by Olaf.Piesche
#jira UE-32058
Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems.
Change 3049049 on 2016/07/13 by Bob.Tellez
#UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles.
#JIRA FORT-27030
Change 3048186 on 2016/07/13 by John.Abercrombie
Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators
Change 3046531 on 2016/07/12 by Bob.Tellez
#UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play.
#JIRA FORT-26683
Change 3046134 on 2016/07/12 by Ian.Fox
#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin
Change 3045544 on 2016/07/11 by Bob.Tellez
#UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended.
Change 3045101 on 2016/07/11 by Fred.Kimberley
Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed.
Change 3045035 on 2016/07/11 by John.Abercrombie
UpdateMoveFocus will only clear the focus if the path following component is idle
- Keeps the AI rotated in the correct direction when movements get paused
Change 3044883 on 2016/07/11 by Mark.Satterthwaite
Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache.
#jira FORT-26879
Change 3044819 on 2016/07/11 by Carlos.Cuello
Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR
Change 3044683 on 2016/07/11 by Bob.Tellez
#UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position.
Change 3044581 on 2016/07/11 by Nick.Cooper
#UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect
#jira FORT-23140
Change 3043726 on 2016/07/08 by Billy.Bramer
- Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture
- UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed
- Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture
- Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies
- Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful
- Misc ability system cleanup (fix typos, etc.)
Change 3043152 on 2016/07/08 by Daniel.Broder
Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.)
#UE4 #NoReleaseNotes
Change 3041765 on 2016/07/07 by John.Abercrombie
Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation
- The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn
Change 3041664 on 2016/07/07 by Bob.Tellez
#UE4 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 FORT-25983
Change 3040645 on 2016/07/06 by Bob.Tellez
#UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close.
Change 3039969 on 2016/07/06 by Billy.Bramer
- Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly
- When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly
Change 3036256 on 2016/07/01 by Bob.Tellez
#UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows.
Change 3036173 on 2016/07/01 by Ben.Salem
Get FTests running sequentially. And, actually, running at all in non-editor.
Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next.
Change 3035551 on 2016/07/01 by John.Abercrombie
Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback
- CL 3034853 contained the original change
Change 3035152 on 2016/06/30 by Daniel.Broder
Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience).
#ReleaseNoteAbove
The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box.
Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes.
Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box".
NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/
#UE4 #ReleaseNoteAtTop
Change 3034918 on 2016/06/30 by William.Ewen
Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal.
Change 3034853 on 2016/06/30 by John.Abercrombie
When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list
Change 3033507 on 2016/06/29 by Ben.Zeigler
#jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch
Change 3033413 on 2016/06/29 by Daniel.Wright
Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields
* Useful for reducing self shadowing on meshes that have ambient animation
Change 3033343 on 2016/06/29 by Billy.Bramer
- Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!)
Change 3032888 on 2016/06/29 by Billy.Bramer
- Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers
Change 3031800 on 2016/06/28 by Jonathan.Lindquist
new exr texture
Change 3030807 on 2016/06/28 by Lukasz.Furman
added more debug logs for rare navmesh raycast crash
#jira FORT-22373
Change 3030624 on 2016/06/28 by Lukasz.Furman
switching navgraph to use FMetaNavMeshPath
#fortnite
Change 3030002 on 2016/06/27 by Ben.Zeigler
Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version
I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes.
Change 3029720 on 2016/06/27 by Ben.Zeigler
Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken
Change 3029574 on 2016/06/27 by Bob.Tellez
#UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0.
Change 3027275 on 2016/06/24 by Billy.Bramer
- First pass of adding evaluation channel support to non-instant gameplay effects
- Evaluation channels allow for game-specific control over the order of modifier evaluation
- Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order
- Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2)
- By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI
- Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array
- Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel
- Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects
- Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes
Change 3022931 on 2016/06/22 by Nick.Cooper
#UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV
Change 3021845 on 2016/06/21 by Carlos.Cuello
Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build.
#jira Fort-25978
Change 3021800 on 2016/06/21 by Lukasz.Furman
adding function to query if navmesh was initialized in given radius
#jira FORT-24487
Change 3021777 on 2016/06/21 by Martin.Mittring
UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes
content that used SkyLight OcclusionTint feature will look different and might need a retweak.
a brighter (~ 3-4 times) and less vibrant color results in a similar look
#code_review:Jonathan.Lindquist
[CL 3123852 by Bob Tellez in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2714591 on 2015/10/02 by Ben.Marsh
Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)
Change 2916715 on 2016/03/21 by Daniel.Lamb
First pass at splitting out build cook run into into seperate scripts.
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 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 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
Change 3061970 on 2016/07/22 by Steve.Cano
Adding AdMob interstitital ad support for Android, including Blueprint functions
#jira UE-33286
#ue4
#android
Change 3062160 on 2016/07/22 by Mark.Satterthwaite
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3062770 on 2016/07/24 by Brent.Pease
UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
Change 3063227 on 2016/07/25 by Dmitry.Rekman
Update hlslcc cross-compile after libc++ change.
Change 3063314 on 2016/07/25 by Jeff.Campeau
Xbox One DLL loading
Receipts can be read back by request for target info
Change 3063329 on 2016/07/25 by Mark.Satterthwaite
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3063492 on 2016/07/25 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.
Change 3063729 on 2016/07/25 by Dmitry.Rekman
Linux: enable XGE on all platforms.
#tests Cross-compiled a number of Linux targets on Windows.
Change 3063732 on 2016/07/25 by Dmitry.Rekman
Fixed formatting (spaces->tabs) in previous change.
Change 3063750 on 2016/07/25 by Daniel.Lamb
Added code to dump the cook modification delegate loads to log.
Fixed the memory usage output log.
#test cook paragon.
Change 3063804 on 2016/07/25 by Daniel.Lamb
Added cookpartialgc additional commandline option to uat.
#test UFE
Change 3064008 on 2016/07/25 by Mark.Satterthwaite
For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
#jira FORT-27685
Change 3064141 on 2016/07/25 by Jeff.Campeau
Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).
Change 3065024 on 2016/07/26 by Nick.Shin
Change filetype
remove exclusive check out bit
requested by or.coheni & nick.penwarden
Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick
DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step
Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.
Change 3066338 on 2016/07/27 by Mark.Satterthwaite
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066789 on 2016/07/27 by Daniel.Lamb
Realtime mode does not save any packages anymore unless they are ready.
#test cookontheside, cookbythebook shooter game
Change 3066847 on 2016/07/27 by Jeff.Campeau
Fix define
#2634
#jira UE-33813
Change 3068868 on 2016/07/28 by Mark.Satterthwaite
Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.
Change 3070040 on 2016/07/29 by Dmitry.Rekman
Delete Nadzorca.
Change 3070947 on 2016/07/29 by Jeff.Campeau
Perforce C++ API 2015.2 (includes debug libraries)
Change 3073707 on 2016/08/02 by Daniel.Lamb
Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
Also process async results from shaders being compiled so they can have their memory resources released.
#test DerivedDataCache commandlet shootergame.
Change 3076613 on 2016/08/03 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3076668 on 2016/08/03 by Brent.Pease
Back out changelist 3076613
Change 3077157 on 2016/08/04 by Daniel.Lamb
Fixed up DLC staging so that it stages to the proper mount point.
Fixes up include engine content in DLC staging paths.
#test Made up shooter game DLC
Change 3077191 on 2016/08/04 by Daniel.Lamb
More smartly process async shader compilation if we are waiting for it.
#test cook on the side shooter game cook by the book shooter game.
Change 3077412 on 2016/08/04 by Mark.Satterthwaite
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 3077958 on 2016/08/04 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3079503 on 2016/08/05 by Mark.Satterthwaite
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 3079737 on 2016/08/05 by Jeff.Campeau
Add support for delay load DLLs on Xbox One
Turn off warnging for missing PDBs to match VCToolchain.cs
Change 3081005 on 2016/08/08 by Mark.Satterthwaite
Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.
Change 3081557 on 2016/08/08 by Daniel.Lamb
File-> Package saves all packages before starting packaging.
#test File package first person template
Change 3082215 on 2016/08/09 by Lee.Clark
PS4 - Added 4k profile
Change 3082412 on 2016/08/09 by Daniel.Lamb
Fixed cook on the fly server not handling cook requests.
#test Cook on the fly shooter game.
Change 3082955 on 2016/08/09 by Dmitry.Rekman
Linux: convert existing Strcat() uses to Strncat().
- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.
Change 3083772 on 2016/08/10 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
- Taken from \\devweb-02 and removed all the unused files/dependencies.
- Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
- Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.
Change 3085450 on 2016/08/11 by Lee.Clark
PS4 - Fix mediaplayer pipeline allocation
Change 3086360 on 2016/08/11 by Michael.Trepka
Fixed a non-unity build error in Mac UnrealFrontend
Change 3087224 on 2016/08/12 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Refactor PS4 Crash Handler site
- Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
- Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
- Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
- Added logging. Logs self-delete after 30 days.
Testing required before we switch to the new system.
#jira UE-34504
#jira OR-26886
Change 3087626 on 2016/08/12 by Dmitry.Rekman
PR #2689: Fix copying/duplicating failing on Linux (UE-34586).
- Contributed by Web-eWorks.
Change 3087991 on 2016/08/12 by Mark.Satterthwaite
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- 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 3088790 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Hook new PS4 crash handler up to the crash reporter website.
- Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
- Switched the final output folder to match the one the crash reporter process is watching.
- Hide upload form on a config variable.
#jira UE-34504
#jira OR-26886
Change 3089060 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
Allowed showing of debug upload form via "Default.aspx?showform=1" query string.
#jira UE-34504
#jira OR-26886
Change 3089089 on 2016/08/15 by Mark.Satterthwaite
Duplicated changes to AppleMovieStreamer from CL #3088149.
#jira UE-34315
Change 3089460 on 2016/08/15 by Mark.Satterthwaite
Duplicate CL #3080971:
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 3089465 on 2016/08/15 by Mark.Satterthwaite
For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.
Change 3089902 on 2016/08/15 by Daniel.Lamb
Changed the next compiling ID to the correct compiling ID.
#test Cook
Change 3089903 on 2016/08/15 by Daniel.Lamb
Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.
Change 3090114 on 2016/08/16 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Minor change to PS4 settings text on crash handler site.
Change 3090949 on 2016/08/16 by Nick.Shin
WebSocketNetDriver crash fix
filled in missing chunk of code that calls PacketHandler's "packet modifiers"
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
#code.review john.pollard john.barrett
Change 3091265 on 2016/08/16 by Brent.Pease
Add IOS support to HarfBuzz
Change 3091267 on 2016/08/16 by Brent.Pease
Add references to fix mono build
Change 3091291 on 2016/08/16 by Nick.Shin
CIS warning fix
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
Change 3091781 on 2016/08/17 by Joe.Barnes
UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.
Change 3092687 on 2016/08/17 by Daniel.Lamb
Added support for using binned allocator in cooker instead of tbb.
#test Cook shootergame.
Change 3093867 on 2016/08/18 by Mark.Satterthwaite
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
Change 3093950 on 2016/08/18 by Mark.Satterthwaite
Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.
Change 3093951 on 2016/08/18 by Mark.Satterthwaite
More SCW threads on Mac - they work now.
Change 3093960 on 2016/08/18 by Mark.Satterthwaite
Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.
Change 3096493 on 2016/08/22 by Jeff.Campeau
Use Xbox version of DirectX include.
Change 3097509 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor PS4 Symbol Publish
- Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
- The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
- Re-generated the build graph schema file.
- Removed the old PS4 symbols upload path in the package step.
Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.
Change 3097635 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor Age Symbols task in UAT.
- Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
- Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
- Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.
Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.
Change 3097713 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Enable new PS4 crash handler server
- Created live deployment profile and applied the required config file changes.
Change 3099214 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?
Change 3099222 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
- Note, only one and two button message dialogs are supported (limitation of MsgDialog).
Change 3099260 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.
Change 3101192 on 2016/08/25 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3101944 on 2016/08/25 by Daniel.Lamb
Ask to save the current level when we are using launch on.
Change 3102036 on 2016/08/25 by Nick.Shin
check for minimum expected size upon data received from network
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 3102115 on 2016/08/25 by Brent.Pease
- Fix small errors that probably only show up in the mac mono build
#code.review peter.sauerbrei
Change 3102747 on 2016/08/26 by Jeremiah.Waldron
Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
- Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
- Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS
Change 3102900 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3103130 on 2016/08/26 by Brent.Pease
UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync
Change 3103225 on 2016/08/26 by Daniel.Lamb
Fixed issue with warning which would cause crash.
Change 3103425 on 2016/08/26 by Dmitry.Rekman
Enable offscreen GL rendering without X.
- Added new video subsystem to SDL that is uses EGL to initialize the context.
- Most windoing functions stubbed.
- Also added a new test case to TestPAL for easier debugging.
Change 3104743 on 2016/08/29 by Brent.Pease
Support remote offline metal shader compilation
Change 3105051 on 2016/08/29 by Brent.Pease
UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE
- IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
- Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
- Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs
Change 3105053 on 2016/08/29 by Brent.Pease
- IOS dll's as part of the last check-in
Change 3106853 on 2016/08/30 by Jeff.Campeau
Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite
Change 3107361 on 2016/08/30 by Dmitry.Rekman
Renderer: changes to allow postproc delegates.
Change 3107362 on 2016/08/30 by Dmitry.Rekman
Plugin with a CUDA postproc example.
- Linux version only. Runs under a headless GL too (without X).
- Disabled during cross-compilation, can be compiled natively only.
- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).
Change 3107913 on 2016/08/31 by Daniel.Lamb
Fixed loading of cooked content in the editor.
Change 3107916 on 2016/08/31 by Daniel.Lamb
Added error case when shader compilation fails to notify shader.
#test Cook shooter game.
Change 3108080 on 2016/08/31 by Josh.Adams
- Fixed PS4Automation compile errors
Change 3109077 on 2016/08/31 by Brent.Pease
Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface
Change 3110086 on 2016/09/01 by Dmitry.Rekman
Fix race condition in PThread runnable (UE-35074).
- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
- Do not use an invalid value for pthread_t, since there's none.
Change 3110172 on 2016/09/01 by Dmitry.Rekman
Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).
- PR #2188 submitted by ardneran.
Change 3110313 on 2016/09/01 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3111134 on 2016/09/01 by Dmitry.Rekman
UBT: prevent mono from hanging on Ctrl-C.
- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.
Change 3111171 on 2016/09/01 by Brent.Pease
Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform
Change 3111177 on 2016/09/01 by Dmitry.Rekman
Fix Linux build on systems without CUDA (UE-35460).
Change 3111548 on 2016/09/02 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix for PS4 iterative deployment.
- Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.
Change 3111863 on 2016/09/02 by Dmitry.Rekman
Better fix for build without CUDA (UE-35460).
Change 3112738 on 2016/09/02 by Mark.Satterthwaite
Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
#jira UE-34989
Change 3114579 on 2016/09/06 by Chris.Babcock
Fix Vulkan include path in NDK check (contributed by geediiiiky)
#jira UE-35490
#github #2758
#ue4
#android
Change 3115115 on 2016/09/06 by Jeff.Campeau
Calculate buffer size for paks using the bitwindow override as needed
Change 3115600 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Make the crash dump handler registration much earlier, to catch crashes in early engine init.
- Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
- Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.
Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.
Change 3115676 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [~]
Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
Add .exe and .dll to windows symbol upload file filters.
Change 3115811 on 2016/09/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3115944 on 2016/09/07 by Michael.Trepka
Implemented IsGamepadAttached() for Mac
Change 3115948 on 2016/09/07 by Michael.Trepka
Don't try to restore Help menu item on Mac if MenuBlock does not contain it
Change 3116200 on 2016/09/07 by Jeff.Campeau
Fix parameter ordering
Change 3117660 on 2016/09/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3117728 on 2016/09/08 by Michael.Trepka
Copy of CL 3117698 by Mike.Fricker
Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor
Change 3117797 on 2016/09/08 by Peter.Sauerbrei
Shader Resource compression
Change 3117988 on 2016/09/08 by Brent.Pease
- Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
- Fix what I think was a merge error in BuildGraph.cs
Change 3118296 on 2016/09/08 by Daniel.Lamb
Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings.
#test launch on QA game
#jira UE-35741
Change 3118438 on 2016/09/08 by JohnHenry.Carawon
Fix UAT compilation on Linux
#UE-35745
Change 3118934 on 2016/09/08 by Jeff.Campeau
Shader compression setting based on target platform instead of cooking host platform.
#jira UE-35753
Change 3120190 on 2016/09/09 by Ben.Marsh
Add missing Platform attribute to build script for Dev-Platform.
[CL 3120378 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
Change 3110660 on 2016/9/1 by Andrew.Grant
Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).
#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(
Change 3106649 on 2016/08/30 by Cody.Haskell
#Orion
- Input Axis Work
#rb DanH
#tests PIE
Change 3106299 on 2016/08/30 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 31.2 @ CL 3105865
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3106213 on 2016/08/30 by Ben.Marsh
BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.
#rb none
#tests preflight
Change 3105994 on 2016/08/30 by Martin.Wilson
Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)
#jira UE-35289
#rb Thomas.Sarkanen
#tests Tested UI in editor
Change 3105331 on 2016/08/29 by Uriel.Doyon
Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
#rb marcus.wassmer
#tests launched editor and played game
#jira OR-25814
Change 3105143 on 2016/08/29 by Josh.Markiewicz
#UE4 - added assert when histogram input parameters don't match
#rb none
#tests launched/ran/won game golden path
#codereview dmitry.rekman, michael.noland, bart.bressler
Change 3104976 on 2016/08/29 by Jon.Lietz
pickup refector
- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
- All pickups now use the pick up manager, consolidated all pick up code into the manager.
- added to the XP set so we can define the CXP bounty for targets.
#RB Dave.Ratti
#tests Bot match, test maps, spawning coins and pickups.
Change 3103480 on 2016/08/26 by Josh.Markiewicz
#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
#rb none
#tests golden path matchmaking
#codereview paul.moore, eric.newman
Change 3103410 on 2016/08/26 by Max.Chen
Movie Capture: Fix commandline burnin option.
#rb none
#tests Render movie with commandline -UseBurnIn=yes option.
Change 3102134 on 2016/08/25 by Brian.Karis
Fix for HDR output exposure. Added 1000nit output option.
#rb marcus
#tests agora
Change 3101276 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_31 - Merging CL 3100347 (head revision of 2 files :o )
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3101267 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_DUI - Integrating Media changes from 4.13 (head revision)
#RB:none
#Tests:none
/Engine/Plugins/Media
/Engine/Source/Runtime/Media
/Engine/Source/Runtime/MediaAssets
[CodeReviewed] matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100378 on 2016/08/24 by John.Pollard
Fix a crash that can occur when scrubbing in replays
#codereview David.Ratti
#tests Replays
#rb DavidR
This is the output:
[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage
Change 3100375 on 2016/08/24 by Laurent.Delayen
Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).
#rb none
#codereview lina.halper
#tests Tacticia's RMB Targeting
Change 3100278 on 2016/08/24 by Laurent.Delayen
Fix for fast path struct copy being broken for FVectors.
#rb lina.halper
#codereview thomas.sarkanen
#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping
Change 3100161 on 2016/08/24 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix issue with refresh viewer command failing due to backend congestion
#rb RyanG
#tests Replays
Change 3100114 on 2016/08/24 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3098849
#RB:none
#Tests:none
#CodeReview: kerrington.smith, matt.schembari
#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100015 on 2016/08/24 by Michael.Noland
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
#rb Aaron.McLeran
[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
#tests Compiled and ran a golden path match with headphones on
Change 3100012 on 2016/08/24 by Michael.Noland
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#rb marc.audy
[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
#tests Compiled and ran a golden path match with headphones on
Change 3099889 on 2016/08/24 by Max.Chen
Sequencer: Added command line option to enable burnin
#rb none
#tests Render movie from command line wtih -UseBurnIn=yes
Change 3099801 on 2016/08/24 by Lina.Halper
Removed unnecessary comment
#rb: none
#code review: Benn.Gallagher
#tests: compile
Change 3099787 on 2016/08/24 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#http
- fix for cancelled requests that have not been started never triggering a completion delegate
- fixes soft lock when handling disconnects during login
OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting
#rb josh.markiewicz, alex.fennell
#tests none
#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3099252 on 2016/08/24 by Lina.Halper
Fixed menu text
#rb: none
#code review: Thomas.Sarkanen
#tests: open editor and create child montage and replaced the animation
Change 3099251 on 2016/08/24 by Lina.Halper
Deterministic cooking of skeleton
- abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked
#jira: UE-34834
#rb: Martin.Wilson
#tests: cooking orion and make sure it works
Change 3098504 on 2016/08/23 by Bart.Bressler
Add server time between sending packets monitoring histogram
#rb dmitry.rekman
#tests ran server locally and made sure analytics events were sent
Change 3098494 on 2016/08/23 by Michael.Noland
Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
#codereview ben.salem, gil.gribb
#rb none
Change 3098491 on 2016/08/23 by Mieszko.Zielinski
Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4
#rb Lukasz.Furman
#test golden path
Change 3098070 on 2016/08/23 by Lina.Halper
Fix crash with UI update reconstructing
- will have to come up with a better solution than this.
#rb: Martin.Wilson
#tests: child anim montage
Change 3097914 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
Merging CL #3097879
from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
[CodeReviewed]: Philip.Buuck
#TESTS: unit tests
#RB: none
#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097745 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Megre 30.2/31 @ CL 3096895
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097722 on 2016/08/23 by Chris.Bunner
Update texture expression properties before triggering parent material recompile.
#rb John.Billon
#tests Editor replace references, Golden path
#jira OR-27531
Change 3097694 on 2016/08/23 by Lina.Halper
#Child Anim Montage
- Duplicate from parent of the information it cares to get
- Currently it is selective on copying what data
- Modified GetAllAnimationSequencesReferred to get a partial data
- Added ParentAsset/AssetMappingTable in AnimationAsset
- Sequence Browser opening would also add to history
- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on
#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
#rb:Martin.Wilson
#tests: creating child montage, editing, lots of UI functionality, notifies placement
Change 3097513 on 2016/08/23 by Thomas.Sarkanen
Non-POD structs can now be copied using the fast path
We now always use CPP struct ops to perform copies when dealing with struct properties.
#jira UE-34571 - Support struct member access on AnimBP fast path
#rb Laurent.Delayen
#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.
Change 3096729 on 2016/08/22 by Mieszko.Zielinski
Fixes to EQS scoring function preview #UE4
#rb Lukasz.Furman
#test golden path
Change 3096596 on 2016/08/22 by Jason.Bestimt
#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)
#RB:none
#Tests:none
#CodeReview: matt.schembari, max.preussner
#R@BOMERGE: MAIN
Change 3096550 on 2016/08/22 by Jurre.deBaare
Fix for HLOD dirty clusters PIE warning message
#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
#rb none
Change 3096532 on 2016/08/22 by Mieszko.Zielinski
Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4
As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized
#codereview Lukasz.Furman
#rb none
#test golden path
Change 3096455 on 2016/08/22 by Jason.Bestimt
#R@BOMERGE-AUTHOR: keli.hlodversson
#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
#RB David.Nikdel
#TESTS none
#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3096316 on 2016/08/22 by Sammy.James
Resave to fix log warnings.
BPC changes to ensure type saves.
#rb #tests editor
Change 3096040 on 2016/08/22 by bruce.nesbit
Revised fix for landscape crash
#rb GarethM
#tests Game
#codereview Bart.Bressler
Change 3096015 on 2016/08/22 by bruce.nesbit
Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server
#rb none
#tests game
#codereview Bart.Bressler
Change 3095578 on 2016/08/19 by Mieszko.Zielinski
Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4
This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor
#rb none
#test golden path
#codereview Lukasz.Furman
Change 3095397 on 2016/08/19 by Lina.Halper
Fix issue with crash when deleting all segment
#rb: Laurent.Delayen
#tests: delete segment and make sure it doesn't crash
#jira: UE-34830
Change 3095060 on 2016/08/19 by Bart.Bressler
Don't load ULandscapeComponent objects on dedicated servers to save memory.
#tests cooked server data and played a Solo vs. AI game
#rb gareth.martin
#codereview james.golding
Change 3095037 on 2016/08/19 by Lina.Halper
Potential fix with montage trigger ensure on marker sync group
#jira: OR-27685
#rb: Benn.Gallagher
#code review: Martin.Wilson
#tests: attack primhelilx with knock up
Change 3094962 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
#RB: None
#TESTS: test suite in source
[CodeReviewed]: Philip.Buuck
#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094950 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merge #UE4 - Made FMD5 const-correct
#RB: none
#TEST: none
#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094619 on 2016/08/19 by Lina.Halper
#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#rb: Benn.Gallagher
#jira : UE-34886
#tests: cooking infiltrator that showed same issue and run game.
Change 3094532 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3094498
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3093260 on 2016/08/18 by Josh.Markiewicz
#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
- removed unnecessary cast
#rb bart.bressler
#codereview bart.bressler, rob.cannaday
#tests launched game, some basic party testing
Change 3093224 on 2016/08/18 by Josh.Markiewicz
#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
#rb paul.moore
#codereview anthony.carter
#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining
Change 3092597 on 2016/08/17 by Daniel.Lamb
Added Ben Crocker to the rebuild lighting emails.
#rb Trivial
#Test none
Change 3092063 on 2016/08/17 by andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb #tests none
Change 3091081 on 2016/08/16 by Jurre.deBaare
Fixing non-Editor build errors
#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
#tests Build Editor + Game
#rb none
Change 3091009 on 2016/08/16 by Mieszko.Zielinski
Added a way to configure a map to not spawn AISystem instance at all #UE4
#rb none
#test golden path
Change 3090932 on 2016/08/16 by Michael.Noland
Vixen: Added indication to the analytics and FPS charts
#rb marcus.wassmer
#tests Compiled for the platform
Change 3090844 on 2016/08/16 by Laurent.Delayen
Replicated CL 3090734 from Fortnite.
---
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
#codereview john.abercrombie
#rb none
#tests golden path
Change 3090832 on 2016/08/16 by Michael.Noland
Windows: Fixed a whitespace issue
#rb none
#tests Compiled for windows
Change 3090688 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb none
#tests built
#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3090547 on 2016/08/16 by Jurre.deBaare
Need a warning message similar to lighting unbuilt when HLOD cluster is not built
#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
#jira UE-34335
#rb none
#codereview Michael.Noland
#tests pie Agora with and without dirty HLOD clusters
Change 3090285 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3090267
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3089413 on 2016/08/15 by paul.mader
Agora 2.0 assets
Change 3089266 on 2016/08/15 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
#rb none
#tests Convert steel to possessable in Gameplay_PS4 map.
Change 3089136 on 2016/08/15 by Mieszko.Zielinski
Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4
#rb Lukasz.Furman
#codereview Dan.Youhon
#test golden path
Change 3089118 on 2016/08/15 by Mieszko.Zielinski
Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4
#rb none
#test golden path
Change 3088976 on 2016/08/15 by Andrew.Grant
Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
Removed superflous /Os from VC debugg settings
#rb none
#tests verified module built with 'Never' on PS4/Win is built without optimizations.
#codereview Marcus.Wassmer, Ben.Marsh
Change 3088830 on 2016/08/15 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3088807
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3088597 on 2016/08/14 by Jason.Bestimt
#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)
#RB:none
#Tests:none
#CodeReview: andrew.grant, david.ratti, matt.schembari
Change 3087827 on 2016/08/12 by Bart.Bressler
Updates to skeletal mesh memory saving on dedicated server
#rb lina.halper
#tests Cooked server data, played a game for a while in Solo vs. AI
Change 3087351 on 2016/08/12 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
#jira OR-27406
#rb RyanG
#tests Replays
Change 3087118 on 2016/08/12 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3086747
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3086176 on 2016/08/11 by Marcus.Wassmer
Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
#rb Rolando.Caloca
#tests Broken PS4 content before/after
Change 3085992 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Unclog R@BOMERGE
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3085911 on 2016/08/11 by Laurent.Delayen
Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex
#rb none
#tests Orientation Warping
Change 3085614 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3085547
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3084507 on 2016/08/10 by Marcus.Wassmer
Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
#rb none
#tests paragon ps4/vixen
#codereview Olaf.Piesche
Change 3084136 on 2016/08/10 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3083799
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083424 on 2016/08/09 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#tests Use sequence recorder to record a skeletal mesh actor
#rb none
Change 3083134 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#online,store,ps4
- creating one offer entry per entitlement
#rb david.nikdel, ian.fox
#tests MTX purhcase on PS4
#lockdown: andrew.grant
#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083069 on 2016/08/09 by Marcus.Wassmer
Vixen scalability changes
#rb Michael.Noland
#tests vixen/ps4
#codereview jordan.walker
Change 3083063 on 2016/08/09 by Marcus.Wassmer
Most games will probably run out of memory if setup to do auto-4k.
Make this a setting that's off by default.
#rb Michael.Noland
#codereview Luke.Thatcher, Lee.Clark
#tests vixen on 4k.
Change 3082778 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
#rb none
#tests Agora on vixen.
Change 3082772 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for detail mode reregistration (3065543)
#rb none
#tests Toggled detail mode, observe proper items spawning
Change 3082765 on 2016/08/09 by Marcus.Wassmer
Don't crash when trying to use windowed vsync on vixen
#rb Michael.Noland
#test ran paragon on vixen
#codereview Luke.Thatcher,Lee.Clark
Change 3082764 on 2016/08/09 by Marcus.Wassmer
fix HLOD distance scale not working properly when components are re-registered.
#rb michael.noland
#codereview jurre.debarre
#tests setting multiple times, setting on boot via deviceprofile
Change 3082429 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-30.1 to Main (//Orion/Main)
Change: 3082419
#online,store,PS4
OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen
- added config option for toggling store on PS4
[OnlineSubsystemPS4]
bStoreEnabled=true
- can also override via title specific json values in <titleid>\title.json
allow_mtx=true
[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
#lockdown: andrew.grant
#rb none
#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)
#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3082194 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3082105
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080984 on 2016/08/08 by Lina.Halper
Issue with not being able to set static animation data via BP
- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.
#rb: Martin.Wilson
#tests: Sword Beauty map
Change 3080665 on 2016/08/08 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3080081
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080565 on 2016/08/08 by Laurent.Delayen
Fix for curve values during URO interpolation.
Fixes flashing of materials and Twinblast's ult weapon.
https://jira.ol.epicgames.net/browse/OR-27107https://jira.ol.epicgames.net/browse/OR-24358
#rb lina.halper, martin.wilson
#tests Twinblast's ult and Coil's primary.
Change 3079832 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: marcus.wassmer
Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
#rb none
[CodeReviewed] Chris.Wood
#tests checked crashcontext on PC/PS4
#lockdown Andrew.Grant
#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3079045 on 2016/08/05 by Lina.Halper
Adding more log to figure out why ActivePlayers.Count becomes inconsistent.
#rb: Martin.Wilson
#tests: PIE with bots
Change 3078944 on 2016/08/05 by Rolando.Caloca
O - Update blacklisted driver
#jira OR-27051
#rb Marcus.Wassmer
#tests Run with AMD card
Change 3078735 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3078670
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3078122 on 2016/08/04 by Dmitry.Rekman
Linux: treat abort() / SIGABRT as crash.
- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
- Rewrote RequestExit() because it used abort() itself.
- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.
#rb Mark.Satterthwaite
#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant
#tests Ran Linux server, crashed using different methods.
Change 3077887 on 2016/08/04 by Dmitry.Rekman
Initialize StackCount to 0 (kills valgrind warning).
#rb David.Ratti
#codereview David.Ratti
#tests Ran Linux server.
Change 3077257 on 2016/08/04 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3077193
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3077242 on 2016/08/04 by Dmitry.Rekman
Linux: stop heartbeat thread before handling the crash.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski, Andrew.Grant
#tests Compiled and ran Linux server, crashed it.
Change 3076676 on 2016/08/03 by Dmitry.Rekman
Linux: print details about memory access (read or write).
- Also print all the 16 digits of the pointer.
- Read/write detection only implemented for x86_64.
#rb Andrew.Grant
#codereview Andrew.Grant
#tests Compiled (natively) and ran Linux server.
Change 3076675 on 2016/08/03 by Dmitry.Rekman
Print a bit more info about the array in assert.
#rb Andrew.Grant
#codereview Andrew.Grant
#test Compiled and ran Linux server.
Change 3076010 on 2016/08/03 by Laurent.Delayen
Moved OrionAnimNode_LegIK from Paragon to Engine.
#codereview lina.halper
#rb none
#tests Grim.exe + Iggy & Scorch
Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt
Reimplemented 3070766 for Orion:
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#rb none
#tests none
Change 3075446 on 2016/08/03 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3075422
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3075394 on 2016/08/03 by HaarmPieter.Duiker
Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
#rb marcus.wassmer
#tests post process color correction
Change 3074314 on 2016/08/02 by Dmitry.Rekman
Linux: change optimization from -O2 to -O1 (temporarily?).
- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
- Also adds a line to UBT output during compilation to draw attention.
#rb Michael.Noland
#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
#tests Compiled and ran Linux server.
Change 3073553 on 2016/08/02 by jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3073360
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3073505 on 2016/08/02 by Daniel.Lamb
Added cook modification delegate stats to cooker stats.
#rb Wes.Hunt
#test cook paragon.
Change 3072440 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.
#rb none
#tests SHIPPING
Change 3072259 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.
#rb Michael.Noland
#tests PIE
Change 3071908 on 2016/08/01 by John.Pollard
Fix null reference crash
#rb DavidR
#tests Live game + replays
Change 3071876 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#rb none
#tests FN + Paragon live game + replays
#codereview Andrew.Grant
Change 3071875 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Finalize replay version system
* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071874 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix gameplay tags to work better with backwards compatibility in replays
* We use the net field export group system in the package map to export tag names as a packed index
* This will allow us to see the names of tags that no longer exists on the remote side
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071776 on 2016/08/01 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3071738
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3071258 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.
#rb none
#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.
Change 3071099 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.
#rb none
#tests ran paragon with change and noticed no change in audio quality
Change 3070916 on 2016/07/29 by Andrew.Grant
Missed file!
#rb #tests na
Change 3070915 on 2016/07/29 by Andrew.Grant
Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
#rb none
#tests Engine QA, Orion QA smoke
Change 3070576 on 2016/07/29 by Uriel.Doyon
Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
#review-3070386 @marcus.wassmer
#jira OR-25941
#rb marcus.wassmer
#tests Run Game on PS4, and in editor
Change 3070086 on 2016/07/29 by Martin.Wilson
Fixed ensure triggering during sequencer playback due to double update.
#jira UE-33938
#rb Thomas.Sarkanen
#tests opened affected asset and verified problem no longer occured
Change 3070016 on 2016/07/29 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30 @ CL 3069935
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3069435 on 2016/07/28 by Ian.Fox
#Orion, #Mcp - Check if Price Engine is configured before attempting query
#rb Sam.Zamani
#tests none
#codereview Sam.Zamani
Change 3069381 on 2016/07/28 by Michael.Noland
Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
#rb nick.penwarden
#tests Loaded Paragon cine asset that was crashing
#codereview lina.halper, martin.wilson
Change 3069203 on 2016/07/28 by Dmitry.Rekman
Headless client: do not draw windows.
- Disables a bunch of code, including reaching into font cache to estimate width.
- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).
#rb Nick.Atamas
#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem
#tests Compiled and ran Orion Linux client.
Change 3069181 on 2016/07/28 by Lina.Halper
Fix struct redirector for Orion anim node moving to engine
#rb: Maciej.Mroz
#code review:Laurent.Delayen
#tests: editor loading the anim BP that caused the name conversion
Change 3069092 on 2016/07/28 by Aaron.McLeran
OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
- Not all active sounds have sound classes, was causing a crash
#codereview marc.audy
#rb zabir.hoque
#tests Run game with stat soundcues and not crash
Change 3068969 on 2016/07/28 by David.Ratti
Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.
#rb none
#tests compile
Change 3068902 on 2016/07/28 by David.Ratti
Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
#rb none
#tests compile
Change 3068831 on 2016/07/28 by Aaron.McLeran
OR-26417 Reverb is too loud in-game in Dev-General
- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.
#rb Jeff.Campeau
#tests run a map with no reverb audio volume and reverb is not super wet
Change 3068529 on 2016/07/28 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config)
#RB: none
#TESTS: none
#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3068399 on 2016/07/28 by Andrew.Rodham
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 OR-25769
#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
#rb Benn.Gallagher
Change 3068138 on 2016/07/28 by Marcus.Wassmer
Disable mallocleak testing by default
#rb none
#test none
Change 3068121 on 2016/07/28 by Marcus.Wassmer
Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
#rb Robert.Manuszewski
#tests stack tracing / symbolication with mallocleak on windows.
Change 3068119 on 2016/07/28 by Marcus.Wassmer
Fix MallocLeakProxy deadlock
#rb Robert.Manuszewski
#tests mallocleak start/stop/dump on windows
Change 3067752 on 2016/07/27 by Michael.Noland
Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code
Upgrade Notes:
- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)
Paragon:
- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.
#rb dmitry.rekman
#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
#review-3067607 @Dmitry.Rekman, @Bob.Tellez
#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI
Change 3067654 on 2016/07/27 by Michael.Noland
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#rb steve.robb
#jira UE-31959
[duplicating CL# 3039827]
#tests Tried moving a folder in the editor
Change 3067644 on 2016/07/27 by Aaron.McLeran
OR-24537 Looping audio sometimes persists in Agora
Adding stopping sounds if audio component is destroyed while playing a looping sound
#rb jeff.campeau
#tests audio component stops looping sound if audio component is destroyed prematurely
Change 3067560 on 2016/07/27 by Aaron.McLeran
OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters
- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
- Don't call EnsureCompletion on pending async tasks on teardown
#rb Jeff.Campeau
#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions
Change 3067420 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge 29.2/30 @ CL 3067312
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067316 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3065602
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari
#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067025 on 2016/07/27 by Michael.Noland
Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
#rb none
#tests Compiled
Change 3067020 on 2016/07/27 by Michael.Noland
Core: Various improvements to FHistogram and split it out into separate files
- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
- Added O(1) getters for total sample counts and sum of all measurements
- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
- Added support for specifying explicit histogram bucket thresholds
#rb dmitry.rekman
#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage
Change 3066681 on 2016/07/27 by Frank.Gigliotti
Camera anim field of view fix;
* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.
* Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees.
#RB None
#CodeReview Jeff.Farris
#Tests Multiple camera animations in PIE
Change 3066508 on 2016/07/27 by Lina.Halper
Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#rb: Martin.Wilson
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
Change 3066246 on 2016/07/27 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Fix for non-unity error
#rb none
#tests compiled
#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3066167 on 2016/07/27 by Benn.Gallagher
Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
#rb Ori.Cohen
#tests Editor, PIE, Applying clothing to characters.
Change 3065868 on 2016/07/27 by Michael.Noland
Blueprints: Fixing non-editor build (missing WITH_EDITOR)
#rb none
#tests Compiled PS4
Change 3065749 on 2016/07/26 by Michael.Noland
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
#codereview mike.beach, marc.audy
#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
#rb Phillip.Kavan
Change 3065706 on 2016/07/26 by Josh.Markiewicz
#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
- fixed non shipping cmd line override to be correct
#rb none
#codereview andrew.grant, paul.moore
#tests none
Change 3065359 on 2016/07/26 by Rob.Cannaday
Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit.
Break up calls in batches of 100 ids.
#jira OR-20674
#rb ian.fox
#tests login to front end with PC, PS4. forced tests to simulate > 100 requests.
Change 3065197 on 2016/07/26 by Bart.Bressler
Change how PS4 sessions work:
- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
- Added comments, other misc. code cleanup.
#rb josh.markiewicz, sam.zamani, rob.cannaday
#tests created cross play parties with multiple pc + ps4 players
#jira OR-20332
Change 3065158 on 2016/07/26 by Lina.Halper
Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#rb: Martin.Wilson
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3064735 on 2016/07/26 by Dmitry.Rekman
Linux: added WebRTC libs.
- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).
#rb none
#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.
(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064727 on 2016/07/26 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb none
#tests Compiled and ran Linux server and Linux client.
(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064725 on 2016/07/26 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064572 on 2016/07/26 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3064545
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3064523 on 2016/07/26 by Jon.Lietz
Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.
#RB none
#tests BP compiles and stays not dirty
#codereview dave.ratti@epicgames.com
[CL 3111290 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing
#rb marcus.wassmer
#tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0
#codereview david.nikdel
Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified
#rb marcus.wassmer
#tests Tested using MallocLeak Stop and MallocLeak Dump
Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream
Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only)
#rb marcus.wassmer
#tests Tested on my desktop and compared to dxdiag output
Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory.
Can be disabled with the cvar demo.LoadCheckpointGarbageCollect.
#jira OR-25964
#tests bug repro
#rb john.pollard
Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Borderless window support improvements:
- the cursor changes to resize when hovering over the window edge
- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
- used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3063307
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ben.marsh
Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics.
#rb none
#tests none
#ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev
Temp fix for broken post process volumes
#rb none
#tests none
Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612
Added check to Redirect collector resolve string asset references.
#rb none
#test cook paragon
Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Use round corners for windows with no system title bar and border only in windowed mode.
#rb Peter.Sauerbrei
#tests Tested in editor build on PC
Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion
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.
#tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation.
#rb Benn.Gallagher
Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion
BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately.
#rb none
#tests preflight
Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating
Non-unity fix
#rb none
#tests compiled
Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Skipped a file
#rb none
#test none
Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Allow r.SSR.MaxRoughness in shipping builds.
Art has been tweaking with this value, but it's not being honored in shipping.
#rb none
#tests adjusted settings in agora_p
Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
HLOD distance scalability option (r.HLOD.DistanceScale)
Higher values make HLODS transition further away.
#rb Michael.Noland
#tests Tested in agora_p
Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion
Fix Compression - Reduce functions to be editoronly
#rb: Martin.Wilson
#tests: PIE/compile editor build/noneditor
Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion
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.
#tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour.
#jira OR-25967
#review-3061494 @Max.Chen
#rb Benn.Gallagher
Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: sam.zamani
compile errors
#rb none
#tests compile
#ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: andrew.grant
Fixed build breakage
#rb none
#tests compiled PS4 client
#ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers
#rb Sam.Zamani
#tests Real-money offers that are on sale show the correct sale price / discount display
#jira OR-21659
#ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion
Fix compile issue of non editor build
#rb: none
#tests: compile
Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Duplicate 3046845
CVAR threading crash fix.
#rb none
#tests compiled, ran ps4
Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion
- Back out changelist 3056611
- Fix additive issue and built the new animation DDC
#rb: Martin.Wilson
#tests: Jump_Recovery_Additive, PIE
Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream
When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader
#jira OR-25648
#rb bart.bressler
#tests frontend parties with promotions, coop matchmaking
Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixes for applocal redist
#rb none
#test built locally
Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream
Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL )
#jira UE-33567
#rb Thomas.Sarkanen
#tests In editor testing that animations can be recompressed and saved
Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015
Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging
WinPlatformAutomation now stages applocaldir to project and engine binaries
Updated OrionBuild.xml to specify -applocaldir
#codereview Jeff.Campeau, Ben.Marsh
#rb none
#tests build client locally and verified DLLs are local to executables
Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
fix case where DefaultGameplayTags.ini fails to update if not checked out from source control
#rb none
#tests add tags without source control
Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream
Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h
#rb paul.moore
#tests compile with OrionFriendItem.cpp modified
Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating
AppLcoalDependencies required by VS2015
Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3059419
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral
Linux build fix (bad case on #include filename)
#rb robert.manuszewski
#tests compiled Paragon on a linux machine
Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev
Implementing 3050352 in Dev-General.
#rb none
#tests Editor
#codereview Marcus.Wassmer
Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream
Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main)
#rb none
#codereview andrew.grant, ori.cohen
Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion - Remove QoS* from junk manifest
#review-3058772 @Rob.Cannaday
#rb none
#tests QoS module doesn't get nuked every build
#ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612
Added submitted CL to success email for rebuild lighting commandlet.
Removed nosimplygon from resave lighting commandlet commandline.
#rb Daniel.Wright
#test rebuildlighting paragon devgeneral.
Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Orion - Fix debug/non-development builds
#rb Rob.Cannaday
#tests it builds (and doesn't crash on login) on Debug Editor -debug -game!
#ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612
Added error to the lighting build whent it fails to build.
#test Rebuild lighting commandlet
#rb Daniel.Wright
Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for NAN issue introduced in 3032847
#rb Jeff.Farris
#tests none
Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
fix developer tags not properly adding to perforce when creating a new file
#rb none
#tests developer tags
Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3057330
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1
Fixed shadowvariable in FAnalyticsEventEntry
#rb none
#tests compiled
#codereview Wes.Hunt
Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value.
This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID.
Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay.
#jira OR-25234
#rb david.ratti
#tests golden path, bug repro
#ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM
OrionAnalytics updates.
* Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events.
* Removed OrionAnalyticsProvider as it was no longer necessary.
* Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs.
#rb sam.zamani, jason.bestimt
#tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE.
#jira UE-30980
Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion
Fix for additive broken with remove linear key
- DDC key has been changed, so it will require to build DDC from this
#rb: Martin.Wilson
#tests: Jump_Recovery_Additive in editor, and PIE
Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
extended gameplay debugger's ability category to show locally owned gameplay tags
#orion
#rb none
#tests PIE
Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion
Fix offset rendering of maximized borderless game window on Windows.
#review-3055205 @michael.trepka
#rb Michael.Trepka
#tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized).
Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream
Add moved modules to JunkManifest.txt
Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN
Attempts to fix rare server crashes (OR-24947, OR-24952).
- Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture).
#rb Steve.Robb
#codereview Steve.Robb
#tests Compiled Windows client and Linux server, played a match.
Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging
#rb none
#tests Smoked by engine and dev QA
Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream
Removed warning when client miss-predicts ability activation.
* It is valid for the client to miss-predict. Warning was only added to track down a bug.
#CodeReview David.Ratti
#RB None
#Tests None
Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Missed checkins on ability system engine work:
-Register debug delegate on module startup for easier debugging
-Fallback to actor location if no hit impact is specified in default engine GC notify class
#rb none
#tests ability system sample project
Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Fix issue where config file not actually flushed at right time when adding new tags
Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties
#rb DanY
#codereview Dan.Youhon
#tests pie
Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
-Remove developer tags from master tag list before saving to ini file
-inline some stuff (wip for gc tag translator system)
#rb none
#test adding tags
Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion
Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed)
#jira OR-24955
#jira OR-25183
#rb Graeme.Thornton
#tests Win64 cooked client golden path (solo vs AI)
Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN
Overhaul of behavior of headless applications (server, client) (OR-23529).
- Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used.
- Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes).
- Most of these changes originated from a shelved CL by BradA.
#rb Michael.Noland
#codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari
#tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE).
Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Reinstate color grading changes.
Fix broken config file.
#rb none
#tests Agora_p color grading and warning check
Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Don't record predicted elements of fast TArrays into client replays.
Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server.
#jira OR-25234, OR-25413, OR-25403
#tests golden path, bug repo using 'net pktlag', replays
#rb john.pollard, david.ratti
#ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612
Added jordan walker to rebuild lighting emails.
Removed peter.sauerbrei.
#rb Peter.Sauerbrei
#test none
Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ben.marsh
Merging support for precompiled binaries in CIS from Release-29.
#rb none
#tests none
#ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral
Allow seamless upgrade from FVector -> FVector4 for UProperties.
#rb Robert.Manuszewski
#tests Color grading property changes.
Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ian.fox
#Mcp, #Orion - Fix initalization values of CatalogServiceMcp
#rb none
#tests Real money offers show in the store again
#ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - MERGING DUI @ CL 3047139
#RB:none
#Tests:none
[CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner
#ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: ryan.gerleve
Don't check IsClientOnly() to detemine whether a player controller is local or not.
For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds.
Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller.
#jira OR-25258
#tests bug repro, golden path, replays
#rb john.pollard
[CodeReviewed] zak.middleton, josh.markiewicz
#ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon
Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321
- Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call
- Unshelved from Jeff.Farris. Thanks Jeff!
#rb Dan.Youhon
#tests MultiPIE
#codereview Jeff.Farris
Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612
Added skipskin verify to rebuild lighting commandlet.
#rb None
#test Rebuild lighting commandlet
Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: buildmachine
Remove simplygon from rebuild lighting commandlet
#rb none
#test rebuild lighting
#ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral
Remove simplygon from rebuild lighting commandlet
#rb none
#test rebuild lighting
Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
Back out changelist 3049037 due to incompatibility with current assets
#rb none
#tests Cooked content and verified warnings & errors are gone.
#codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker
Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
More work on content filtering (still disabled)
#rb none
#tests cooked content and verified filtered content is not found.
Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2/29 @ CL 3049113
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Constified FObjectFinder::Succeeded because why not #UE4
#rb none
#test golden path
Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating
Created delegate for object name resolution and moved existing package localization code to use it.
Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug.
#rb none
#tests ran editor, ran cooker, verified object resolution is equivalent to before.
Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General
Adding shadows, midtones and highlights color correction controls
#rb brian.karis, marcus.wassmer
#tests "postprocess color correction"
Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream
#UE4
- Adding a delegate that fires off when LastUserInteractionTime is updated
#codereview Matt.Kuhlenschmidt
#rb none
#tests PIE
Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN
Fix double #undef LOCTEXT_NAMESPACE in editor case.
#rb none
#codereview Nick.Darnell, Andrew.Grant
#tests Compiled Linux editor (for running -server).
Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12
#rb none
#tests Tested in editor on PC
Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN
Changes to Linux application specific to Linux client.
#rb none
#codereview Brad.Angelcyk
#tests Ran Paragon Linux client (headless) locally.
Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for PS4
#rb #tests na
Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating
Moved timeguards out of stats.h
#rb none
#tests compiled editor & shipping client
Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment.
Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay.
#tests golden path
#rb john.pollard
Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.
#codereview Dan.Hertzka
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
New UI for selecting fullscreen mode in Paragon video settings
#rb Dan.Hertzka
#tests Tested in editor build on PC
Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev
Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window.
#rb Dan.Hertzka
#tests Tested in editor build on PC
Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still
#rb RyanG
#tests Replays
Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612
Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option.
#test rebuild lighting using resave packages paragon
#rb None
Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612
Changed MBWritten cooker stats to report mb instead of bytes...
#rb Wes.Hunt.
#test cook paragon.
Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3043960
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3070724 by Andrew Grant in Main branch]
#rb none
#lockdown nick.penwarden
Change 3046743 on 2016/07/12 by Mark.Satterthwaite
Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance.
#rb ben.woodhouse
#jira UE-33028
Change 3046820 on 2016/07/12 by Peter.Sauerbrei
PR#2594 - fix for analog input, courtesy of CleanCut
#rb daniel.lamb
Change 3046826 on 2016/07/12 by Peter.Sauerbrei
PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046835 on 2016/07/12 by Peter.Sauerbrei
PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet
PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser
#rb daniel.lamb
Change 3046838 on 2016/07/12 by Peter.Sauerbrei
PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet
#rb daniel.lamb
Change 3046854 on 2016/07/12 by Peter.Sauerbrei
PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet
PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation
#rb daniel.lamb
Change 3046858 on 2016/07/12 by Peter.Sauerbrei
PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet
PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston
#rb daniel.lamb
Change 3046862 on 2016/07/12 by Peter.Sauerbrei
fix for type in tooltip
#jira UE-27123
#rb daniel.lamb
Change 3046919 on 2016/07/12 by Daniel.Lamb
Stop texture derived data from loading it's bulk data when the linker is destoryed.
#rb Peter.Sauerbrei
Change 3046922 on 2016/07/12 by Daniel.Lamb
Updated the default cooker gc settings so that it can have more resources.
Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker.
Changed the way reentry data is stored in the cooker.
Cook only editor content flag in project settings now works again.
#rb Josh.Adams
#test cook Paragon
Change 3046924 on 2016/07/12 by Daniel.Lamb
Added support for encrypting ini files.
Added new project setting in the editor and setting in ufe.
Also added ForDistribution flag to ufe.
#rb Peter.Sauerbrei
Change 3046936 on 2016/07/12 by Mark.Satterthwaite
Fix compute shader TLV clear for async. compute on Mac.
#rb chris.babcock
Change 3047207 on 2016/07/12 by Mark.Satterthwaite
It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free.
#rb chris.babcock
Change 3047208 on 2016/07/12 by Mark.Satterthwaite
When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used.
#rb chris.babcock
Change 3047209 on 2016/07/12 by Mark.Satterthwaite
Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap.
#rb chris.babcock
Change 3047641 on 2016/07/13 by Lee.Clark
PS4 - Improve SDK Version checking messages
#rb none
Change 3047663 on 2016/07/13 by Keith.Judge
Orion - Various minor PS4-only things activated for XB1.
#rb none
Change 3047664 on 2016/07/13 by Keith.Judge
XB1 - Fix analysis warning of shadowing a member variable.
#rb none
Change 3047784 on 2016/07/13 by Keith.Judge
Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity.
#rb None
Change 3047834 on 2016/07/13 by Keith.Judge
XB1 - Release underlying memory of 3D textures when destroying them. Oops!
#rb none
Change 3048190 on 2016/07/13 by Josh.Adams
- Now leave around the ASTC encoder input file on error, for reproing outside of the engine
#rb none
Change 3048256 on 2016/07/13 by Daniel.Lamb
Removed warning about missing file when using cook on the fly.
#rb Peter.Sauerbrei
Change 3048409 on 2016/07/13 by Daniel.Lamb
Improved output for saving packages in unattended builds.
#rb Jonathan.Fitzpatrick
Change 3048763 on 2016/07/13 by Peter.Sauerbrei
switch AppleTV to tvOS in the editor
#jira UE-30532
#rb michael.trepka
Change 3049608 on 2016/07/14 by Keith.Judge
XB1 - Optimize vertex/index buffer dynamic memory usage.
#rb none
Change 3049609 on 2016/07/14 by Keith.Judge
Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls.
#rb None
Change 3049610 on 2016/07/14 by Keith.Judge
Xbox One - Reduce latency of deferred deletions to two frames.
#rb None
Change 3049730 on 2016/07/14 by Keith.Judge
Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs.
#rb None
Change 3049732 on 2016/07/14 by Keith.Judge
Xbox One - Add critical section to the query slot incrementing code as this wa causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread.
Also remove optimization pragmas accidentally left in.
#rb none
Change 3049791 on 2016/07/14 by Keith.Judge
Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash.
#rb None
Change 3049968 on 2016/07/14 by Jeremiah.Waldron
Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues.
Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar
#jira UE-24954, UE-27685, UE-20067
#rb chris.babcock
Change 3050428 on 2016/07/14 by Jeremiah.Waldron
Fix for application window being terminated if an AlertDialog is showing onPause
Repro'd and fix tested on Samsung Galaxy Note 3
#android
#jira UE-32998
#rb chris.babcock
Change 3050642 on 2016/07/14 by Peter.Sauerbrei
fix for invalid generated plist
#rb daniel.lamb
Change 3050718 on 2016/07/14 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3051327 on 2016/07/15 by Keith.Judge
Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next.
#rb None
Change 3051346 on 2016/07/15 by Keith.Judge
Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture.
#rb None.
Change 3051530 on 2016/07/15 by Nick.Shin
github: minor typo fixes
#jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging
#rb none
Change 3053631 on 2016/07/18 by Mark.Satterthwaite
Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger.
#codereview daniel.wright
#rb josh.adams
#jira UE-33350
Change 3053816 on 2016/07/18 by Mark.Satterthwaite
Fixes for iOS Metal:
- Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available.
- Stencil texture views are only required on Mac.
- State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA.
- Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds.
#rb michael.trepka
Change 3053818 on 2016/07/18 by Mark.Satterthwaite
Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround.
#rb michael.trepka
Change 3054426 on 2016/07/18 by Dmitry.Rekman
Fix case-sensitive compilation problems (UE-33420).
#codereview Olaf.Piesche
#rb none
Change 3054434 on 2016/07/18 by Mark.Satterthwaite
Silence delete-non-virtual-dtor warnings on iOS as we do on Mac.
#rb none
Change 3054719 on 2016/07/18 by Jeremiah.Waldron
Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing.
Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock
#jira UE-32998
#android
#rb chris.babcock
Change 3054742 on 2016/07/18 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3054850 on 2016/07/18 by Dmitry.Rekman
Replace Fatal->Error so messagebox can be shown (UE-22818).
- Incorporates PR #1714 by zaps166.
#rb none
#tests Tried to create an invalid context, made sure messagebox is popping up.
Change 3055317 on 2016/07/19 by Lee.Clark
PS4 - Fix render target memory allocation
#jira UE-32988
#rb Marcus.Wassmer
Change 3055682 on 2016/07/19 by Brent.Pease
+ Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error
#rb michael.trepka
Change 3056065 on 2016/07/19 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3056256 on 2016/07/19 by Chris.Babcock
Add optional log spew filtering callback to Run
#jira UE-33468
#ue4
#android
#rb Ben.Marsh
#codereview Jack.Porter
Change 3056727 on 2016/07/19 by Chris.Babcock
Added addition scope (plus.login) to Google Play Games builder
#jira UE-33480
#ue4
#android
#rb none
#codereview ryan.gerleve
Change 3056811 on 2016/07/19 by Jeff.Campeau
Xbox One now accepts client configs.
#rb none
Change 3057152 on 2016/07/20 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
Change 3057362 on 2016/07/20 by Keith.Judge
XB1 - Fix busted merge from yesterday
#rb None
Change 3057647 on 2016/07/20 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
Change 3057655 on 2016/07/20 by Daniel.Lamb
Added test cooking flag.
#rb Peter.Sauerbrei
#test Cook paragon.
Change 3058779 on 2016/07/20 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb Josh.Adams
#codereview Josh.Adams, Jamie.Dale
#tests Compiled and ran Linux editor.
#lockdown Josh.Adams
Change 3058835 on 2016/07/20 by Chris.Babcock
Enable GooglePlay and GameCenter plugins by default
#jira UE-33605
#ue4
#android
#ios
#rb mark.satterthwaite
#codereview Peter.Sauerbrei
#lockdown Josh.Adams
Change 3058847 on 2016/07/20 by Chris.Babcock
Fix Android device rule for AlcatelPixi3
#jira UE-33606
#ue4
#android
#rb none
#codereview Jeremiah.Walron
#lockdown Josh.Adams
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
#rb none
#lockdown nick.penwarden
Change 3060139 on 2016/07/21 by Chris.Babcock
Fix proguard entry for Android mediaplayer tracks
#jira UE-33644
#ue4
#android
#rb Josh.Adams
#lockdown Josh.Adams
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
#rb chris.babcock
#lockdown josh.adams
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
#rb none
#lockdown josh.adams
Change 3061436 on 2016/07/22 by Lee.Clark
PS4 - Back out render target mem allocation changes and put in a temp hack
#jira UE-33657
#codereview Marcus.Wassmer
#lockdown josh.adams
#rb none
[CL 3061637 by Josh Adams 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]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
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 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 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028439 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3028090
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3027952 on 2016/06/26 by Jurre.deBaare
- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
- Readded landscape/volume culling for in-engine static mesh merging path
- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
- Marked hlodcullingvolume as experimental
- Added Landscape culling flag + precision level
#codereview Michael.Noland
#rb Michael.Noland
#tests build clusters locally/cloud + landscape culling tests
Change 3027702 on 2016/06/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3027698
#RB:none
#Tests:none
Change 3027312 on 2016/06/24 by Daniel.Lamb
Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
#rb Peter.Sauerbrei
#test QA game launch on and cook by the book + cook on the fly paragon
Change 3027165 on 2016/06/24 by Daniel.Lamb
Fix compiler warnings from cvars changes.
#rb none
#test cook paragon
Change 3026900 on 2016/06/24 by Daniel.Lamb
Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
#rb Marcus.Wasmer
#test Cook on the fly paragon
#codereview Rolando.Caloca
Change 3026874 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
fix distortion in particle macro UVs with camera movement
#rb frank.fella
#tests PC Editor/Game
Change 3026494 on 2016/06/24 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3026460
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3026476 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: jason.bestimt
Change 3026381 on 2016/06/24 by Graeme.Thornton
Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon
#rb simon.tovey
#codereview dmitry.rekman
#tests pc cooked client/server, golden path
Change 3025760 on 2016/06/23 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3025687
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3025661 on 2016/06/23 by Mieszko.Zielinski
Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4
#rb Lukasz.Furman
#test golden path
Change 3025359 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#online,externalui,ps4
- expose access to reset cookies before invoking embedded web browser
- fixed not capturing resulting Url when PS4 browser is closed
#rb none
#tests ps4
#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3025184 on 2016/06/23 by Lina.Halper
Fix crash with morphtargets
#jira: OR-24257
#rb: Rolando.Caloca
#tests: switching mesh with different morphtargets in editor
Change 3024714 on 2016/06/23 by Lukasz.Furman
added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param
#rb Mieszko.Zielinski
#tests server game with and without LogBotGame cmdline
Change 3024709 on 2016/06/23 by Daniel.Lamb
Added support for async save when saving seperate bulk data file.
Added mb saved to cooking package stats.
#rb Andrew.Grant,Wes.Hunt
#test Cook Paragon
Change 3024674 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-28 to Main (//Orion/Main)
#online,identity,ps4
- add psplus flag to online account after privilege check
#rb none
#tests ps4 login flow
#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3024510 on 2016/06/23 by Graeme.Thornton
Added more info to the dumpparticlesystems exec command output
#rb simon.tovey
#tests cooked pc client, golden path
Change 3024504 on 2016/06/23 by Graeme.Thornton
Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)
#rb robert.manuszewski
#tests windows cooked client, golden path
Change 3024213 on 2016/06/22 by Ryan.Gerleve
Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
Added an ensure before a check that would fail in this case so we'll know if it happens again.
#tests replays
#rb john.pollard
Change 3024127 on 2016/06/22 by John.Pollard
Bulk merge using Dev-Networking_->_Dev-General_(Orion)
3002989
Add ability to skip missing/changed properties in FFastArraySerializer
3003072
Fix crash related to new replay backwards compatibility changes
3008097
Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache
3009684
Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout
* Adds ability to track missing/changed custom delta properties names
* Adds ability to track missing/changed RPC's
3013455
Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility
* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
* No longer factor in parameters when building checksum for RPC's
* Save FNetFieldExport handle for FClassNetCache fields
* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
* Lots of cleanup and sanity checking improvements
3018078
Optimize replay checkpoints
* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint
3021196
Fix issue with Fast tarray exporting package map info during checkpoints
* Add ability to save and restore package map ack status
* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
* No longer queue up reliable bunches on ack list for internal ack connections
3024033
Prune the cached change list before using when saving out checkpoints
* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist
3024034
Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream
#rb RyanG
#tests Replays
Change 3024021 on 2016/06/22 by Dmitry.Rekman
Fix PS4 build.
#rb Michael.Noland
#tests none
#codereview Michael.Noland, Dan.Youhon, Sammy.James
Change 3023734 on 2016/06/22 by Lukasz.Furman
added replication for input events and tool state for both gameplay debugger categories and extensions
#ue4
#rb Mieszko.Zielinski
#tests PIE, server game
Change 3023708 on 2016/06/22 by Dmitry.Rekman
Add a separate macro for a poison malloc proxy usage.
#rb Michael.Noland
#codereview Michael.Noland, Gil.Gribb
#tests Compiled OrionServer-Linux-Debug, ran it
Change 3023670 on 2016/06/22 by Nick.Darnell
Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero.
#rb none
#tests PIE
Change 3023632 on 2016/06/22 by Dmitry.Rekman
Fix incorrect matching condition in comments.
#rb none
#tests Compiled OrionServer-Linux-Debug
#codereview Michael.Noland
Change 3023475 on 2016/06/22 by Rolando.Caloca
O - Back out changelist 3022847 as it broke SSS on PC
#rb none
#tests re-run editor on PC
Change 3023178 on 2016/06/22 by Michael.Noland
Engine: Added system memory and % of time spent hitching to analytics
#rb bob.tellez
#tests Tested a match in Paragon
Change 3022963 on 2016/06/22 by Mieszko.Zielinski
Fixed a subtle navigation repathing bug #UE4
While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.
#rb Lukasz.Furman
#test golden path
Change 3022865 on 2016/06/22 by David.Ratti
gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects
#rb none
#tests ability system sample project
Change 3022847 on 2016/06/22 by Rolando.Caloca
O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
#rb Marcus.Wassmer
#codereview Marcus.Wassmer, Brian.Karis
#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin
Change 3022804 on 2016/06/22 by Mieszko.Zielinski
Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4
Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT
#rb Lukasz.Furman
#test golden path
Change 3022674 on 2016/06/22 by Robert.Manuszewski
Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
#jira OR-23997
#rb me
#tests Golden path in editor build, selecting Venus
Change 3022405 on 2016/06/21 by Ryan.Gerleve
Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.
#rb john.pollard
#tests bug repro
Change 3022387 on 2016/06/21 by Ryan.Gerleve
Added the ability to disable ticking of individual worlds.
#tests golden path
#rb john.pollard
#codereview marc.audy
Change 3022312 on 2016/06/21 by Nick.Darnell
Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.
#rb none
#tests PIE
Change 3022207 on 2016/06/21 by Wes.Hunt
Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
#rb none
#tests run windows server with one bot connecting and checking analytics version is what is expected.
Change 3021808 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
#rb none
#tests compile run ps4
#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021663 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - CancelFindSessions() didn't null out search result
- future FindSession() calls would fail with "search in progress"
#rb joe.wilcox
#tests UT matchmaking
#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021508 on 2016/06/21 by Marcus.Wassmer
Remove anti-ghosting AA for now.
Causes dithered transparency to be very wrong (Dekker shoulders)
And also a border around all characters of 'noisy fuzz' even when they are not moving
#rb none
#test PC/PS4
#codereview Brian.Karis,Jordan.Walker
Change 3021475 on 2016/06/21 by Marcus.Wassmer
Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
unified some code for easier maintainance, fixed missing multiply from former change
#rb none
#test PS4/PC agora
Change 3021468 on 2016/06/21 by Michael.Noland
Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
#rb ori.cohen
#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
#jira OR-24082
Change 3021460 on 2016/06/21 by Michael.Noland
Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
#rb bob.tellez
#tests Tested a match in Paragon
#codereview dmitry.rekman
Change 3021368 on 2016/06/21 by Marcus.Wassmer
Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
#rb rolando.caloca
#test agora with/wo new config
#codereview brian.karis
Change 3021119 on 2016/06/21 by David.Ratti
Make -notimeouts work during initial connecting phase
#codereview John.Pollard
#rb none
#tests pie agora
Change 3021048 on 2016/06/21 by David.Ratti
minor tweaks to gameplay cues:
-Descriptions of engine GC notify classes
-Added 'auto attach to owner' flag on actor notify class.
#rb none
#test ability system sample project
Change 3020694 on 2016/06/20 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3020301
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: cody.haskell
Change 3020624 on 2016/06/20 by Michael.Noland
Engine: Pushing more fps chart analytics up to engine level code from Paragon
Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
#rb Bob.Tellez
#tests Golden path Solo VS AI in Paragon and forced a match
#codereview bob.tellez, peter.knepley
Change 3020181 on 2016/06/20 by Dmitry.Rekman
Re-do allowing allocations in NullRHI (OR-24029).
- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.
#rb none
#codereview Marcus.Wassmer, Andrew.Grant
#tests none
Change 3020139 on 2016/06/20 by Ryan.Gerleve
Added ability to pause replay recording while keeping the current replay open.
#rb john.pollard
#tests paused deathcam recording while disabled
Change 3019817 on 2016/06/20 by Dmitry.Rekman
Poison allocated/freed memory in Debug and Development (non-editor) configs.
- With this Paragon client may be more likely to crash on start.
#rb Steve.Robb
#codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.
Change 3019599 on 2016/06/20 by Rolando.Caloca
O - Fix flickering on heroes with morph targets
#rb Marcus.Wassmer
#tests Load Agora_P
#jira OR-23866
Change 3019581 on 2016/06/20 by Wes.Hunt
Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
#rb Chris.Wood
#tests none
Change 3019524 on 2016/06/20 by David.Ratti
call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly
#rb none
#tests golden path
Change 3019406 on 2016/06/20 by Marcus.Wassmer
Duplicate 3014956 from Dev-Rendering
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)
#rb none
#test none
#codereview Jordan.Walker
Change 3019371 on 2016/06/20 by Graeme.Thornton
Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.
#rb robert.manuszewski
#tests tested with cooked pc client + server
Change 3018492 on 2016/06/17 by Laurent.Delayen
FBoneReferenceCustomization: support editing properties in AnimBP defaults.
#rb none
#tests: Sword.
Change 3017974 on 2016/06/17 by Ryan.Gerleve
Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.
#rb cody.haskell
#tests settings menu, enabled and disabled deathcam
Change 3017913 on 2016/06/17 by Robert.Manuszewski
Fixing leaked log archive.
#rb Steve.Robb
#tests Cooked Win64 client + server
Change 3017873 on 2016/06/17 by Daniel.Lamb
Fix warning in diff cooked build.
#test none
#rb none
Change 3017676 on 2016/06/17 by Sam.Zamani
#online,identity,mcp
fix for uninitialized variable
#rb dmitry.rekman
#tests none
Change 3017671 on 2016/06/17 by Robert.Manuszewski
Fxied and improved log message when cluster assumptions are violated.
#rb Steve.Robb
#tests Win64 client + server (cooked) golden path
Change 3017358 on 2016/06/16 by Nick.Atamas
Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.
#rb none
#test PIE
Change 3017242 on 2016/06/16 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3017179
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3017237 on 2016/06/16 by Dmitry.Rekman
Fix accessing uninitialized field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
#tests Compiled and ran Linux server.
Change 3017236 on 2016/06/16 by Dmitry.Rekman
Initialize missed field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant
#tests Compiled and ran Linux server.
Change 3017186 on 2016/06/16 by Dmitry.Rekman
Linux: Add hooks for libcrypto memory functions.
- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
- This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings.
- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).
#rb Michael.Noland, Rob.Cannaday (original version)
#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
#tests Compiled Linux server and ran it.
Change 3017037 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Merging content fix for driver crash from Release-27
#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016838 on 2016/06/16 by Alexis.Matte
#jira UE-31901 fix to export all blueprint component to obj
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#test export a blueprint containing multiple staticmesh component to obj
Change 3016629 on 2016/06/16 by Dmitry.Rekman
Make Binned default on Linux non-editor builds.
#codereview Andrew.Grant
#rb none
#tests none
Change 3016615 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Temporarily disabling jemalloc for Linux
#rb #tests none
[CodeReviewed] Dmitry.Rekman
#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016566 on 2016/06/16 by Michael.Noland
Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
#codereview andrew.grant
#rb dan.hertzka
#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared
Change 3016521 on 2016/06/16 by Ryan.Gerleve
Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.
Includes the following CLs from Dev-Networking:
2997908
2998001
2998832
2999054
2999057
2999749
3000051
3001361
3001365
3004958
3009972
3009973
And this CL from //UE4/Main:
3015528
#tests golden path, replays
#rb john.pollard
Change 3016503 on 2016/06/16 by Brian.Karis
Fixed uninitialized variables on particle lights. Fixes hair shading.
#rb none
#tests editor
Change 3016429 on 2016/06/16 by Max.Chen
Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3016356 on 2016/06/16 by Lina.Halper
- Fix crash on rampage morphtarget
Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
- this is dupe change from Dev-Framework
#jira: https://jira.ol.epicgames.net/browse/OR-23194
#rb: Ori.Cohen
#tests: editor/pie spawn as rampage's alt skin
Change 3015696 on 2016/06/15 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3015646
This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3015642 on 2016/06/15 by Mieszko.Zielinski
Fixes to multiple reasons AI bots were getting stuck #Orion
#rb Lukasz.Furman
#test golden path
Change 3015622 on 2016/06/15 by Mieszko.Zielinski
fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4
#rb Lukasz.Furman
#test golden path
Change 3015514 on 2016/06/15 by Uriel.Doyon
Fixed GlobalMipBias not affecting max texture resolution.
This fix is implemented differently in Dev-Rendering in CL 301498.
#jira OR-23511
#rb marcus.wassmer
#test played game with different quality settings
Change 3015258 on 2016/06/15 by Lina.Halper
Fix crash with recursive reference between two assets
#rb: Ori.Cohen
#tests: Sword
Change 3014988 on 2016/06/15 by Wes.Hunt
Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
#rb daniel.lamb
#tests compile Orion
Change 3014962 on 2016/06/15 by Olaf.Piesche
Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.
#rb simon.tovey
#tests PC editor game
Change 3014958 on 2016/06/15 by Laurent.Delayen
Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
This ensures that when the capsule is in view, the mesh will remain updated.
#rb Michael.Noland
#test Sword ultimate from another player's view.
Change 3014833 on 2016/06/15 by Laurent.Delayen
Fix for Base Heroes having their locomotion blendspace broken.
#rb Thomas.Sarkanen
#codereview Thomas.Sarkanen
#tests Gadget networked PIE
Change 3014688 on 2016/06/15 by Nick.Darnell
UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.
#rb none
#tests PIE
Change 3014325 on 2016/06/15 by Marcus.Wassmer
Duplicate 3012706:
Scalability CVAR for ContactShadows
#rb john.billon
#test flip cvar in editor.
Change 3014230 on 2016/06/15 by Robert.Manuszewski
Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.
#rb Steve.Robb
#tests Tested in editor build (client + server)
Change 3013913 on 2016/06/14 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Updating from DMM (updated from 27.1MM)
#RB:none
#Tests:compiled
#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3013437 on 2016/06/14 by Simon.Tovey
Speculative fix for OR-23158
Couldnt' repro NANs but did see it reading garbage.
Reinstated the check that direct accesses for particles in a zero size emitter will return null.
Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.
#tests GoldenPath, No broken fx and no more reading garbage.
#rb Olaf.Piesche
Change 3013063 on 2016/06/14 by Jason.Bestimt
#ORION_DG - Unclog robomerge from DMM Merge
#RB:none
#tests:none
Change 3012936 on 2016/06/14 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#rb sam.zamani
#tests multiple account login, frontend only
Merge from FN CL 3011647, plus fixing one other location expecting "application/json"
Change 3012696 on 2016/06/14 by Max.Chen
Sequencer: Select actors for corresponding selected keys or sections.
Copy from Dev-Sequencer
#jira UE-30727
#tests Load up AnnounceMaster and select keyframes
#rb none
Change 3012691 on 2016/06/14 by Max.Chen
Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.
Copy from Dev-Sequencer
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3012690 on 2016/06/14 by Andrew.Grant
Removed Linux work-around for memory stomp alignment
#rb none
#tests compiled
Change 3012687 on 2016/06/14 by Max.Chen
Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.
Copy from Dev-Sequencer
#rb none
#tests Load up AnnounceMaster and played through sequence
Change 3012627 on 2016/06/14 by Mieszko.Zielinski
Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4
#rb none
#test golden path
Change 3012615 on 2016/06/14 by Mieszko.Zielinski
Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4
#rb Lukasz.Furman
#test golden path
Change 3012572 on 2016/06/14 by Dmitry.Rekman
Fix realloc with non-default alignment in jemalloc (OR-23541).
- Removed obsolete check(), the code was already there since CL 1834526.
#rb none
#codereview Andrew.Grant, Robert.Manuszewski
#tests none
Change 3012481 on 2016/06/14 by David.Ratti
ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class
#rb none
#tests ability system sample project
Change 3012457 on 2016/06/14 by Andrew.Grant
Un-fix misaligned memory-stomp fix for Linux
#rb none
#tests compiled
Change 3012320 on 2016/06/14 by Graeme.Thornton
Fixes for MemoryAnalyser2 solution
- Upgraded to VS 2015
- Clean up solution configurations. Only leave "Any CPU"
- Switch project to build with "Any CPU" rather than "x64".
Reimplementation of CL 3012221 from Dev-Core
#rb robert.manuszewski
#tests opened the main window form correctly in visual studio
Change 3012316 on 2016/06/14 by Thomas.Sarkanen
Fix copying non-POD structs in the fast path
Prevents double-deletions of TArrays etc.
#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
#rb Martin.Wilson
Change 3012187 on 2016/06/14 by Graeme.Thornton
Corrected error message when not specifying linux server device command line correctly in UAT
#rb Dmitry.Rekman
#tests Checked error message was useful when wrong command line was specified
Change 3012026 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3011936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3011969 on 2016/06/13 by Brian.Karis
Tweaks for hair
Change 3011638 on 2016/06/13 by Andrew.Grant
Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).
Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor
#codereview Dave.Ratti, John.Pollard
#rb none
#tests Ran with/without memstomp
Change 3011575 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3011414
NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 3011552 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: jason.bestimt
Change 3011462 on 2016/06/13 by Alexis.Matte
#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.
#rb nick.darnell
#codereview Robert.Manuszewski
#test export a obj file and verify all object are exported in maya or max
Change 3011424 on 2016/06/13 by Martin.Wilson
Hack out fastpath anim bp code until heap corruption issue can be fixed.
#rb Laurent.Delayen
#tests Persona + PIE
Change 3011191 on 2016/06/13 by Mieszko.Zielinski
Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4
#rb none
#test golden path
Change 3011138 on 2016/06/13 by Mieszko.Zielinski
Switched bots over from travel mode to sprinting #Orion
#rb Lukasz.Furman
#test golden path
Change 3011075 on 2016/06/13 by David.Ratti
Default GameplayAbility instancing policy to InstancePerExecution
#rb BenZ
#tests compile
Change 3011051 on 2016/06/13 by David.Ratti
Add missing include so GameplayAbilitySet.h can be included on its own.
#rb none
#tests compile
Change 3010968 on 2016/06/13 by Mieszko.Zielinski
Fixed console variables crashing on "" string #UE4
#rb Lukasz.Furman
#codereview Martin.Mittring
#test PIE
Change 3010888 on 2016/06/13 by Alexis.Matte
#jira OR-23301 Close the OS handle when closing the FAsyncWriter.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski
#test try to export a obj file
Change 3010239 on 2016/06/11 by Michael.Noland
UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]
#jira UE-31570
#tests Compiled some blueprints
#rb none
Change 3009870 on 2016/06/10 by Wes.Hunt
Remove logging of analytics payloads from dedicated servers #jira UE-31858
#codereview:dmitry.rekman
#rb none
#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.
Change 3009599 on 2016/06/10 by Michael.Noland
Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
#tests Verified in the output of the help command
#rb none
#rn
Change 3009559 on 2016/06/10 by Marcus.Wassmer
Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
#rb Brian.Karis
#test Agora PS4 / PC
Change 3009525 on 2016/06/10 by David.Ratti
Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.
#rb none
#tests object libraries in paragon
Change 3009228 on 2016/06/10 by David.Ratti
remove world check. Can be triggered in editor with PIE
#rb none
#tests pie
Change 3009050 on 2016/06/10 by Dmitry.Rekman
Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.
- Fixes by BenM.
#rb none
#codereview Ben.Marsh
#tests Compiled OrionEditor on Linux.
Change 3008973 on 2016/06/10 by Marcus.Wassmer
Fix Windualshock on VS2015
#rb Rolando.Caloca
#test PS4 controller on VS2015 build
Change 3008970 on 2016/06/10 by David.Ratti
Fix warning about minimal replication tag count
-Made bit count a config setting. Bumped to 5
-Minor optimization to UAbilitySystemGlobals::Get()
#rb none
#tests goldne path, pie
Change 3008478 on 2016/06/09 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3008469
#RB:none
#Tests:none
Change 3008416 on 2016/06/09 by Andrew.Grant
Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
#review-3008417 Ben.Marsh, Justin.Sargent
#rb none
#tests BuildCookRun with config
Change 3008286 on 2016/06/09 by Dmitry.Rekman
Add LinuxClient target platform.
#rb none
#tests Compile OrionEditor on Linux.
#codereview Brad.Angelcyk, Ben.Marsh
Change 3007978 on 2016/06/09 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3007507
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith
#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3007771 on 2016/06/09 by Laurent.Delayen
Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.
#rb martin.wilson
#codereview martin.wilson
#tests Sword Leap.
Change 3007436 on 2016/06/09 by David.Ratti
change designer facing parameter name
#rb none
#test compile
Change 3007408 on 2016/06/09 by David.Ratti
WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events
#rb danY
#tests pie
Change 3007250 on 2016/06/09 by bruce.nesbit
Banner impact location fix. (OR-23179)
#rb none
#tests Game+PIE
Change 3007228 on 2016/06/09 by Ben.Marsh
BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.
#rb none
#tests none
Change 3007225 on 2016/06/09 by Ben.Marsh
EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.
Change 3006985 on 2016/06/08 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3006936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3006978 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: jason.bestimt
Change 3006926 on 2016/06/08 by Andrew.Grant
Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
#rb none
#tests engine QA, orion qa smoke
Change 3006444 on 2016/06/08 by Ben.Marsh
BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.
#rb none
#tests none
Change 3006389 on 2016/06/08 by Daniel.Lamb
Delay the processing of packages which aren't ready till the end of the cook.
This allows other packages to be processed sooner.
#rb Peter.Sauerbrei
#test cook orion.
Change 3006306 on 2016/06/08 by Michael.Noland
Rendering: Added FreezeRendering to the console autocomplete list
#rn
Change 3006305 on 2016/06/08 by Michael.Noland
HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
-1: No maximum level (default)
0: Prevent ever showing a HLOD cluster instead of individual meshes
1: Allow only the first level of HLOD clusters to be shown
2+: Allow up to the Nth level of HLOD clusters to be shown
Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels
HLOD: Allowed r.HLOD console command to be used in Test configurations
HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code
#rn
#codereview jurre.debaare
#rb marc.audy
#tests Tested with various settings in Paragon and tried creating some new clusters in the editor
Change 3006304 on 2016/06/08 by Michael.Noland
Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
#rb marc.audy
#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon
Change 3006041 on 2016/06/08 by Andrew.Grant
Added buildidoverride to shipping whitelist
#rb none
#tests compiled and used param in shipping
Change 3005678 on 2016/06/08 by Ben.Marsh
Back out changelist 3004395
#rb none
#tests none
Change 3005265 on 2016/06/07 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3005120
#RB: none
#Tests: none
#ROBOMERGE-SOURCE: CL 3005250 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: jason.bestimt
Change 3005081 on 2016/06/07 by Daniel.Lamb
Reworked the way packages which are renamed on load are added to the cooked package list.
Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
#rb Andrew.Grant, Marcus.Wasmer
#test cook orion
Change 3004752 on 2016/06/07 by Daniel.Lamb
Requeue packages to the next package on the list instead of to the end of the list.
#rb Andrew.Grant
#test cook orion
Change 3004560 on 2016/06/07 by David.Ratti
Kill timelines, latent actions, timer when recycling gameplay cues
#rb danY
#tests pie
Change 3004559 on 2016/06/07 by David.Ratti
Object Library:
-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.
GameplayCue Editor:
-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).
-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.
#rb none
#tests editor
Change 3004395 on 2016/06/07 by Ben.Marsh
BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.
#rb none
#tests none
Change 3004164 on 2016/06/07 by David.Ratti
Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.
#rb danY
#tests multi pie
Change 3003837 on 2016/06/07 by David.Ratti
Ability system engine work
-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.
#rb none
#tests ability sample project
Change 3002800 on 2016/06/06 by Marcus.Wassmer
Fix shader crash in PIE
#rb none
#test PIE
Change 3002657 on 2016/06/06 by Dmitry.Rekman
Do not copy to clipboard on crash if headless or on the wrong thread.
- Could result in crash handler crashing itself in some circumstances.
#rb none
#codereveiw Brad.Angelcyk
#tests Compiled Linux dedicated server and CrashReportClient.
Change 3002546 on 2016/06/06 by Daniel.Lamb
Improve cooking performance.
Allow cooker to save other packages opportunistically if main package is compiling shaders.
Allow cooker to load more packages if there aren't many packages to save.
#rb Josh.Adams
#test cook orion
Change 3002369 on 2016/06/06 by Marcus.Wassmer
Project setting for optional rendering features to reduce shader compile times.
# of shaders per material is reduced by ~30-40% depending on material
#rb Daniel.Wright
#test Editor with/without all options, cooked ps4.
Change 3002142 on 2016/06/06 by David.Ratti
Ability system engine level:
-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
-Fix crash when GameplayCue tag is not specified
#rb none
#tests sample ability system project, paragon
Change 3002106 on 2016/06/06 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#orion
- add support for code tokens which can be shared/redeemed
- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
- No longer differentiation between PC/PS4 friend codes
- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type
[CodeReviewed]: david.nikdel, jason.bestimt
#rb david.nikdel
#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes
#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3001218 on 2016/06/05 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3001162
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3001200 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: jason.bestimt
Change 2999508 on 2016/06/03 by jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2999463
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 2999465 on 2016/06/03 by Robert.Manuszewski
Whitelisting more DLLs for injection.
#rb none
#tests none
Change 2999455 on 2016/06/03 by Lukasz.Furman
disabled path invalidation events for minions
#orion
#rb Mieszko.Zielinski
#tests PIE with additional debug logging
Change 2998488 on 2016/06/02 by Michael.Noland
Engine: Prevent forced drawing of spline components in Test configuration
#codereview james.golding
#tests Ran a cooked Test build on a map with splines in it
#rb david.ratti
#robomerge: main
Change 2997954 on 2016/06/02 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-22425
no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.
#RB Dave.Ratti
#Tests golden path
#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2997750 on 2016/06/02 by Graeme.Thornton
Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
Added -checkpak option for force a check of every mounted pak file
#rb robert.manuszewski
#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.
[CL 3031715 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 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 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2959679 on 2016/04/28 by Ben.Marsh
UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag.
Change 2959695 on 2016/04/28 by Ben.Marsh
UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter".
Change 2960798 on 2016/04/29 by Ben.Marsh
Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT.
Change 2960928 on 2016/04/29 by Ben.Marsh
UGS: Change filter for buildmachine changes to only include rebuilt lightmaps.
Change 2963214 on 2016/05/02 by Ben.Marsh
BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running.
Change 2964454 on 2016/05/03 by Ben.Marsh
Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing.
Change 2964533 on 2016/05/03 by Ben.Marsh
BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS.
Change 2964852 on 2016/05/03 by Ben.Marsh
BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so.
Change 2966856 on 2016/05/04 by Ben.Marsh
EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc...
Change 2966867 on 2016/05/04 by Ben.Marsh
EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval.
Change 2967504 on 2016/05/05 by Ben.Marsh
UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription.
Change 2967778 on 2016/05/05 by Ben.Marsh
UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG.
Change 2967815 on 2016/05/05 by Ben.Marsh
EC: Copy the initial resource pool setting from the stream settings into an EC property
Change 2967873 on 2016/05/05 by Ben.Marsh
EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet.
Change 2969294 on 2016/05/06 by Ben.Marsh
EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments.
Change 2969371 on 2016/05/06 by Ben.Marsh
EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams.
Change 2970623 on 2016/05/09 by Ben.Marsh
UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered.
Change 2970627 on 2016/05/09 by Ben.Marsh
UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants.
Change 2972140 on 2016/05/10 by Ben.Marsh
Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger.
#lockdown Nick.Penwarden
[CL 2972146 by Ben Marsh in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2877442 on 2016/02/23 by Graeme.Thornton@GThornton_DevCore
Allow 'dumpnonframe' stat command to also take an optional group name which will filter the output
Change 2879289 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore
Removed "-" in switch string for load time tracker. Makes -NoLoadTrackClear cmd line param actually work
Change 2879323 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore
PC builds now log engine initialization time with the load time tracker
Change 2879418 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore
Optimization for FSignedArchiveReader
- Compute incoming data hash in parallel on another thread while we serialize and decrypt the signature on the chunk cache worker thread
Change 2879419 on 2016/02/24 by Graeme.Thornton@GThornton_DevCore
Extra stats for PakFile group
- Time reading from pak handles
- Number of open pak handles
Change 2881199 on 2016/02/25 by Graeme.Thornton@GThornton_DevCore
Use 32 bit CRCs to hash chunk contents rather than SHA1. Much faster to compute than SHA1, and the decrypting 4 bytes rather than 20 is also a lot faster
Change 2885687 on 2016/02/29 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Close disregard for GC pool when disabling it to leave it in a good state.
Change 2887358 on 2016/03/01 by Steve.Robb@Dev-Core
FlushCurrentThreadCache calls forwarded on from FMalloc wrappers.
Change 2887398 on 2016/03/01 by Steve.Robb@Dev-Core
Stats for MallocBinned2.
Change 2887682 on 2016/03/01 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added code to catch game hangs. If game thread is stalled for more than 5 seconds we will catch that, report its callstack and crash.
Change 2889573 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Renamed the new StackWalkAndDump to ThreadStackWalkAndDump to avoid name collisions and build errors.
Change 2889687 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Send thread heartbeats during potentially slow tasks.
Change 2889963 on 2016/03/02 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added the ability to query the name of a thread given its TLS id.
Change 2890439 on 2016/03/02 by Steve.Robb@Dev-Core
MallocBinned redirection header, to allow easy switching between MallocBinned and MallocBinned2.
Switch back to MallocBinned by default.
Change 2891799 on 2016/03/03 by Steve.Robb@Dev-Core
Shrunken GMallocBinned2MemSizeToIndex array.
Improvement of some shared templated alignment-related functions.
Change 2891812 on 2016/03/03 by Graeme.Thornton@GThornton_DevCore
Refactoring of pak signing to be more compatible with patching
- Store signatures in a block at the end of the pak file
- Optimize decryption of signatures by serializing them all when the pak is opened, and decrypting on the chunk cache worker thread between read requests.
Change 2891813 on 2016/03/03 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Don't compile UnrealPak with ICU
Change 2892386 on 2016/03/03 by Steve.Robb@Dev-Core
GitHub #2070 - Fix incorrect FMallocDebug::Malloc alignment checking
Change 2894189 on 2016/03/04 by Steve.Robb@Dev-Core
Memswap fixes for sizes of 3, 5, 6 and 7, and early out on 0.
Change 2894427 on 2016/03/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Don't display message boxes in unattended mode when D3D device is removed.
Change 2896912 on 2016/03/07 by Graeme.Thornton@GThornton_DevCore
Disable reading of anything outside the pak file when in shipping builds
Change 2897053 on 2016/03/07 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
A few improvements to thread heartbeat thread:
- Don't check for heartbeat in debug builds
- Don't spawn the thread heartbeat thread for programs
- Ignore stalls when exiting
Change 2898752 on 2016/03/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fixing race conditions when using malloc verify
Change 2899075 on 2016/03/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
UnrealPak will now accept hex values for p and q. Added the command line param to trust p and q.
Change 2899091 on 2016/03/08 by Steve.Robb@Dev-Core
Fix for TQueue::Peek const-correctness.
Change 2902775 on 2016/03/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Adding code to test signature keys.
Change 2905040 on 2016/03/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
TBigInt Multiply is now 30x faster
Change 2905218 on 2016/03/11 by Steve.Robb@Dev-Core
New FCString::Strspn and FCString::Strcspn functions.
[CL 2921423 by Robert Manuszewski in Main branch]
This is CL#2904759 from //Fortnite/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2904398 on 2016/03/10 by Bob.Tellez
#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.
#rb Josh.Markiewicz
#codreview Josh.Markiewicz
#JIRA FORT-20703
Change 2904339 on 2016/03/10 by Daniel.Broder
Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).
One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).
Change made after discussion with Bob.
#CodeReview Bob.Tellez
#UE4
Change 2903020 on 2016/03/10 by John.Abercrombie
Added blueprint function to set named params for use when running an EQS query from BP
- Phil is going to test this out for me.
#rb me (Mieszko wrote this)
#codereview Phil.Cole, Mieszko.Zielinski
Change 2902440 on 2016/03/09 by Ben.Zeigler
#Jira FORT-20149
Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
#codereview john.pollard
#RB bob.tellez
Change 2900138 on 2016/03/08 by Bob.Tellez
#UE4 Updated the following Parameter value functions to respect the bOverride flag
GetStaticSwitchParameterValue
GetStaticComponentMaskParameterValue
GetTerrainLayerWeightParameterValue
#rb Nick.Penwarden
Change 2899839 on 2016/03/08 by Lukasz.Furman
fixed navmesh projection on actors with overlap response to world channels
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2899743 on 2016/03/08 by Lukasz.Furman
fixed handling multiple blocking hits in navwalking's geometry conforming
blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
#fortnite FORT-21546
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2898194 on 2016/03/07 by Chris.Gagnon
Added the ability to filter DataTable Assets by their row using the metadata.
meta = (RowType=MyRowName)
#RB Saad.Nader
#codereview Saad.Nader, Jamie.Dale
Change 2895102 on 2016/03/04 by Ben.Zeigler
#JIRA FORT-20290
Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
#codereview josh.markiewicz
Change 2891302 on 2016/03/02 by Bob.Tellez
#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.
#rb Ben.Zeigler
#codereview Lukasz.Furman
Change 2887908 on 2016/03/01 by Chris.Gagnon
Added Event Track to UMG Sequencer.
Added PlayTo functionality for targeting the end point of a played animation.
#RB Frank.Fella
#codereview Frank.Fella, Nick.Darnell
Change 2887686 on 2016/03/01 by Joel.Crabbe
Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.
#codereview Ben.Zeigler
Change 2886847 on 2016/02/29 by Bob.Tellez
#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.
#codereview Richard.TalbotWatkin
Change 2886414 on 2016/02/29 by Lukasz.Furman
fixed start point of composite path's update
#fortnite FORT-21380
#rb Mieszko.Zielinski
Change 2886250 on 2016/02/29 by Bob.Tellez
#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.
#codereview Robert.Manuszewski
Change 2885942 on 2016/02/29 by Bob.Tellez
#UE4 Disabling per-instance mesh painting on instanced static mesh components.
#rb Jack.Porter
[CL 2909292 by Bob Tellez in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2864843 on 2016/02/12 by Ben.Marsh
Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.
Change 2865161 on 2016/02/12 by Ben.Marsh
Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.
Change 2865643 on 2016/02/12 by Ben.Marsh
Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.
Change 2874408 on 2016/02/19 by Ben.Marsh
Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.
Change 2879572 on 2016/02/24 by Ben.Marsh
Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.
Change 2883216 on 2016/02/26 by Ben.Marsh
Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.
Change 2883755 on 2016/02/26 by Ben.Marsh
Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.
Change 2886223 on 2016/02/29 by Ben.Marsh
Ignore SignTool errors - we can recover from them.
Change 2887414 on 2016/03/01 by Ben.Marsh
Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.
Change 2888235 on 2016/03/01 by Ben.Marsh
Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.
Change 2889602 on 2016/03/02 by Ben.Marsh
Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.
Change 2889610 on 2016/03/02 by Ben.Marsh
Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.
Change 2891866 on 2016/03/03 by Matthew.Griffin
Removed Rocket specific batch files and made sure installed build won't try to include them
Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead
Change 2893349 on 2016/03/03 by Ben.Marsh
Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.
Change 2894703 on 2016/03/04 by Ben.Marsh
Include *.usf when looking for the last code changelist. Also update version to 1.68.
Change 2897991 on 2016/03/07 by Ben.Marsh
Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.
Change 2898005 on 2016/03/07 by Ben.Marsh
Minor changes to support BuildGraph:
* UE4Build now has a static function that can update version files.
* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".
Change 2898095 on 2016/03/07 by Ben.Marsh
UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.
Change 2898248 on 2016/03/07 by Ben.Marsh
UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.
Change 2898615 on 2016/03/08 by Matthew.Griffin
Removed last uses of RunningRocket function
All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.
Change 2898681 on 2016/03/08 by Matthew.Griffin
Removed Automation.RunningRocket function as there are no more uses
Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.
#lockdown Nick.Penwarden
[CL 2898813 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2861045 on 2016/02/09 by Marcus.Wassmer
Fix debug editor crash from async compute creating commands when it shouldn't.
#rb none
#test debug editor
Change 2861030 on 2016/02/09 by Michael.Noland
Engine: Added support for debugging safe zones (visualization on any platform and simulation on platforms that don't natively provide safe zone information)
r.DebugSafeZone.Mode controls the debug visualization overlay (0..2, default 0)
- 0: Do not display the safe zone overlay
- 1: Display the overlay for the title safe zone
- 2: Display the overlay for the action safe zone
r.DebugSafeZone.OverlayAlpha controls how opaque the debug visualization overlay is (0..1, default 0.3)
On platforms that don't natively support safe zones, you can simulate a safe zone for quick/easy testing in the editor:
- r.DebugSafeZone.TitleRatio controls the title safe zone margins returned in FDisplayMetrics
- r.DebugActionZone.ActionRatio controls the action safe zone margins returned in FDisplayMetrics
- These both range from 0..1, and default to 1 indicating 100% of the display is safe. A typical test value would be 0.9
#codereview josh.adams
#rb marcus.wassmer
#tests Tested on Win64 uncooked and PS4 cooked (front-end and game)
Change 2860923 on 2016/02/09 by Andrew.Grant
Fix client warning about HTTPChunkInstaller module not existing
#rb none
#tests ran Win64 client
Change 2860852 on 2016/02/09 by Daniel.Wright
Fixed crash enabling capsule direct shadows in BP
#rb Nick.Penwarden
#tests Editor
Change 2860842 on 2016/02/09 by Marcus.Wassmer
MallocLeakDetection proxy
#rb Steve.Robb
#test PS4/PC testing all commands.
Change 2860744 on 2016/02/09 by Josh.Markiewicz
#UE4 - fixed possible crash when refresh auth with invalid response
#rb sam.zamani
#tests login flow
#codereview justin.sargent, joe.wilcox, pter.knepley, ben.zeigler
Change 2860739 on 2016/02/09 by Laurent.Delayen
Sync Markers
- Reset SyncGroups every frame.
- ::GetSyncGroupPosition() makes sure there is a valid MarkerSyncContext.
=> Fixes SyncGroup returning 'valid' positions for TransitionLeaders that were not in between sync markers.
#rb martin.wilson
#codereview lina.halper
#tests new riftmage and kurohane networked in PIE
Change 2860736 on 2016/02/09 by Daniel.Lamb
Fixed issue with iterative cook on the fly invalidating cooked content all the time.
#rb Marcus.Wassmer
#test Cook on the fly iterative ps4
Change 2860598 on 2016/02/09 by Joe.Graf
Simple log category change to match existing log messages in LoadMap
#rb: n/a
#test: loading, cooking, game
Change 2860559 on 2016/02/09 by Zak.Middleton
#orion - Add flag to AIController to control whether it copies the Pawn rotation to ControlRotation if there is no focus point.
#rb Lukasz.Furman
#tests PIE ded server AI with lanes
Change 2860462 on 2016/02/09 by Marc.Audy
Build system improvements
* Added details to Empty manifest file save error
* Removed redundent pseudo-dependencies from -showdependency output
* Monolithic Kinds now a set and branch hacker can specify kind not to build
#rb Ben.Marsh
#tests Preflight
Change 2860434 on 2016/02/09 by David.Ratti
NaN checks:
-Targeting mode checks in orion code
-Changed the AActor::SetTransform NaN check so that the logging is included in the NaN ensure (rather than getting cut off from the log afterwards).
#rb FrankG
#tests golden path vs bots
Change 2860390 on 2016/02/09 by Michael.Trepka
Adjust 3D rendering resolution so that it stays approximately the same when user switches display modes
#rb none
#tests Tested editor build on PC
Change 2860364 on 2016/02/09 by Justin.Sargent
Removed unused editor-only functions causing compiler errors when compiling the game.
#rb keli
#tests none
Change 2860242 on 2016/02/09 by Justin.Sargent
Made a number of DialogueWave quality of life improvements to the editor and specifically SoundCue editing.
New right-click option on SoundWaves to create a DialogueWave
[CL 2863630 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2831624 on 2016/01/17 by Marcus.Wassmer
Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986
#rb none
#test none
#codereview Michael.Noland,James.Golding
Change 2831402 on 2016/01/17 by Marcus.Wassmer
HLOD priority and streamout changes.
Give texture pool an extra 200MB which we can afford thanks to James/Michael
#rb Chris.Gagnon
#test run agora, notice nice textures.
#lockdown Andrew.Grant
Change 2831398 on 2016/01/17 by Marcus.Wassmer
Fix 3 logic bugs with Relocate
#rb chris.gagnon
#test run game, look for corruption.
#lockdown Andrew.Grant
Change 2831372 on 2016/01/16 by Marcus.Wassmer
Update param.sfo's and lockdown version in prep for good PS4 playtest build.
#rb none
#test build from last night...
#lockdown Andrew.Grant
Change 2831274 on 2016/01/16 by Graeme.Thornton
Disable platform file cache wrapper on PS4
#codereview James.Golding
#rb none
#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)
Change 2831237 on 2016/01/16 by Sammy.James
Fix PS4 compile error
#codereview Andrew.Grant
#rb none
#tests none
Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt
Fix possible invalid access to shared movie player resource across threads causing startup crash.
#codereview marcus.wassmer
#rb none, #tests initial load
Change 2831218 on 2016/01/16 by Marcus.Wassmer
Fix bad warning case.
#codereview Martin.Mittring
#rb none
#test none
Change 2831201 on 2016/01/16 by Andrew.Grant
Added extra info about referencer to missing asset reference message
#rb none
#tests cooked, ran editor
Change 2831183 on 2016/01/16 by David.Nikdel
#OSS #PS4 #Purchasing #StoreV2
- Force failure if we have no receipts after a "successful" checkout.
- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
- Convert productIds to skuIds at checkout time
- Added PS4 Implementation of IOnlineStoreV2
- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
#RB: Paul.Moore
#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC
Change 2831129 on 2016/01/16 by David.Nikdel
#MCP
- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
#RB: none
#TESTS: frontend
Change 2830986 on 2016/01/15 by Michael.Noland
PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
#rb marcus.wassmer
#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
#lockdown andrew.grant
Change 2830943 on 2016/01/15 by Max.Chen
Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.
#tests Master sequence trailer plays without crashing
#rb none
Change 2830912 on 2016/01/15 by Michael.Noland
Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
#rb mieszko.zielinski
#tests Tested printing the value out
#codereview martin.mittring
Change 2830910 on 2016/01/15 by Michael.Noland
Rendering: Improved GPU driver detection logic to handle more cases
#codereview martin.mittring
#rb mieszko.zielinski
#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder
Change 2830776 on 2016/01/15 by Martin.Mittring
from Dev-Rendering
added ensure to track down multiple issues like
OR-11771 CRASH: User Crashed when pressing the Play button
OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
#rb:Gil.Gribb
#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2831624 on 2016/01/17 by Marcus.Wassmer
Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986
#rb none
#test none
#codereview Michael.Noland,James.Golding
Change 2831402 on 2016/01/17 by Marcus.Wassmer
HLOD priority and streamout changes.
Give texture pool an extra 200MB which we can afford thanks to James/Michael
#rb Chris.Gagnon
#test run agora, notice nice textures.
#lockdown Andrew.Grant
Change 2831398 on 2016/01/17 by Marcus.Wassmer
Fix 3 logic bugs with Relocate
#rb chris.gagnon
#test run game, look for corruption.
#lockdown Andrew.Grant
Change 2831372 on 2016/01/16 by Marcus.Wassmer
Update param.sfo's and lockdown version in prep for good PS4 playtest build.
#rb none
#test build from last night...
#lockdown Andrew.Grant
Change 2831274 on 2016/01/16 by Graeme.Thornton
Disable platform file cache wrapper on PS4
#codereview James.Golding
#rb none
#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)
Change 2831237 on 2016/01/16 by Sammy.James
Fix PS4 compile error
#codereview Andrew.Grant
#rb none
#tests none
Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt
Fix possible invalid access to shared movie player resource across threads causing startup crash.
#codereview marcus.wassmer
#rb none, #tests initial load
Change 2831218 on 2016/01/16 by Marcus.Wassmer
Fix bad warning case.
#codereview Martin.Mittring
#rb none
#test none
Change 2831201 on 2016/01/16 by Andrew.Grant
Added extra info about referencer to missing asset reference message
#rb none
#tests cooked, ran editor
Change 2831183 on 2016/01/16 by David.Nikdel
#OSS #PS4 #Purchasing #StoreV2
- Force failure if we have no receipts after a "successful" checkout.
- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
- Convert productIds to skuIds at checkout time
- Added PS4 Implementation of IOnlineStoreV2
- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
#RB: Paul.Moore
#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC
Change 2831129 on 2016/01/16 by David.Nikdel
#MCP
- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
#RB: none
#TESTS: frontend
Change 2830986 on 2016/01/15 by Michael.Noland
PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
#rb marcus.wassmer
#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
#lockdown andrew.grant
Change 2830943 on 2016/01/15 by Max.Chen
Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.
#tests Master sequence trailer plays without crashing
#rb none
Change 2830912 on 2016/01/15 by Michael.Noland
Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
#rb mieszko.zielinski
#tests Tested printing the value out
#codereview martin.mittring
Change 2830910 on 2016/01/15 by Michael.Noland
Rendering: Improved GPU driver detection logic to handle more cases
#codereview martin.mittring
#rb mieszko.zielinski
#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder
Change 2830776 on 2016/01/15 by Martin.Mittring
from Dev-Rendering
added ensure to track down multiple issues like
OR-11771 CRASH: User Crashed when pressing the Play button
OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
#rb:Gil.Gribb
#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2790858 on 2015/12/04 by Ben.Marsh
Fix ERRORLEVEL not being correctly returned by build.bat, causing failed builds to be treated as succeeded builds when launched from Visual Studio.
#codereview Wes.Hunt
Change 2792683 on 2015/12/07 by Matthew.Griffin
Removed some usages of RunningRocket() function
Checks for whether engine tools need rebuilding should be ignored in all installed engine builds.
New Intermediate folders should be within project directory and engine's should not be removed when engine installed.
Change 2794194 on 2015/12/08 by Matthew.Griffin
Removed IsRocket function.
Changed IsEngineInstalled so that -NotInstalledEngine will always disable installed engine behavior.
Change 2801483 on 2015/12/14 by Matthew.Griffin
Removed uses of UnrealBuildTool.RunningRocket()
Mac Tool chain test was down to Engine libraries being pre-compiled
Allow Third Party dependencies in any monolithic target, not just games
All installed engine builds should use shared build environment
Removed test no longer needed now that projects from installed builds have game targets
Include engine source if it exists in any installed build to improve intellisense in VCProjects
Change 2803276 on 2015/12/15 by Matthew.Griffin
Removed Rocket switch from ProjectParams as it can always check Automation.RunningRocket()
Removed bGeneratingRocketProjectFiles from ProjectFileGenerator as it can always check UnrealBuildTool.RunningRocket()
Changed a few usages to IsEngineInstalled where obvious
Change 2814190 on 2016/01/03 by Ben.Marsh
Convert ParallelExecutor to managed code, so we can use it trivially from UAT without having to compile with UBT first. Should be moved into UBT at some point.
Also add a support class for creating managed child processes, which are terminated automatically if the parent process is closed. Currently only implemented on Windows, using P/Invoke. Also allows setting priority level of the process, which could replace the hacky way that we determine the physical processor count in UBT.
Change 2822503 on 2016/01/10 by Wes.Hunt
AnalyticsET now uses the Data Router protocol.
* Automatically detects configs that try to use the old endpoint and routes them to the new endpoint. This code is temp until internal games merge the code and have a chance to update their configs.
* There is a new attribute on BeginSession called "LegacyURL" that is "true" if the code needs to have its configs updated, as well as a LogAnalytics warning.
* Updated EngineAnalytics and AutomationAnalytics providers to use the new URL and specify any appropriate new, optional config values.
* Update CrashReporter provider to use new URL and simplified it's provider configuration (now uses AnalyticsET config struct directly).
Removed recently added GetUE4TypeOverride and moved it to the one place in Engine that needs it.
#jira UE-21755
#lockdown nick.penwarden
[CL 2822983 by Wes Hunt in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2781504 on 2015/11/25 by Mike.Beach
Guarding against invalid nodes for deferred graph node actions (add, remove, select), by using TWeakObjectPtr instead of raw UEdGraphNode pointers.
#jira UE-23371
#codereview Dan.OConnor
Change 2781513 on 2015/11/25 by Michael.Schoell
Find-in-Blueprints optimized gathering.
Size of data has shrunk in the Asset Registry by up to one fifth the old size!
Performance moderately improved.
Load and save times of Blueprints increased, less redundant gathering of searchable data.
#jira UE-22928 - Optimize Find-in-Blueprints Gathering of Searchable Data
Change 2781517 on 2015/11/25 by Michael.Schoell
Marked FTimerHandle::Handle as a UPROPERTY(transient) so that Blueprints can check the equality of two instances of the structure.
#jira UE-23136 - Remove Item Node Removes All Objects in an Array
Change 2781804 on 2015/11/26 by Maciej.Mroz
Changed ConformImplementedEvents.
#jira UE-23738 BP_RiftMage_Ultimate fails to convert during cooking
#codereview Phillip.Kavan, Mike.Beach
Change 2781821 on 2015/11/26 by Ben.Cosh
This reinstates the blueprint debugging keymaps and adds additional functionality for step over and step out as key maps in the PIE world controls.
#UEBP-66 - Blueprint debug keymappings
#UE-16817 - Add step-in, step-over, and run until here functions for breakpoints
#UE-12481 - The F10 key doesn't work for stepping blueprint debugging
#Branch UE4
#Proj GraphEditor, Kismet, UnrealEd, CoreUObject, Slate
reviewedby chris.wood
Change 2781861 on 2015/11/26 by Maciej.Mroz
UE-23626 Converted tower defense game - you cannot click to place towers
CodeGenerator generates overriden exported names for events and functions.
#codereview Dan.Oconnor, Steve.Robb
Change 2782798 on 2015/11/30 by Maciej.Mroz
BP C++ conversion: components from SCS calls AttachTo (with ParentSocket parameter).
#jira UE-23862 Pawns in TowerDefenseGame don't move in converted build
#codereview Phillip.Kavan, Mike.Beach, Dan.Oconnor
Change 2782881 on 2015/11/30 by Michael.Schoell
Fixed ensure when promoting function graphs from interfaces during interface removal.
#jira UE-23717 - Ensure removing an implemented interface when transfering functions
Change 2783041 on 2015/11/30 by Maciej.Mroz
BP C++ conversion: All variables from Event Graph are listed as class properties.
#jira UE-23629 Converted tower defense game - Cam scrolls to upper left when mouse leaves window
#codereview Mike.Beach, Dan.Oconnor
Change 2783080 on 2015/11/30 by Michael.Schoell
Removing an interface function's output parameters will no longer cause Blueprints implementing the function to error.
Functions expected as event overrides will accept function graph implementations and give a warning informing that it is unexpected.
All function graphs (interfaces, interface implementations, overrides) can be duplicated. Parent function calls will be removed.
Duplicating graphs will correct names of objects in child Blueprints.
Function overrides of interfaces expected as an event can be deleted.
Duplicating graphs while in PIE is no longer possible.
When removing an interface, the operation can now be canceled.
#jira UE-13335 - Inside a BP Interface, changing a Function output to an input will cause a compile error in the reference bp
Change 2783338 on 2015/11/30 by Michael.Schoell
New output pins on function result nodes will properly fill out with valid default values.
All invalid pins will auto-validate themselves on node reconstruction when opening the Blueprint.
#jira UE-1928 - BLUEPRINTS: Default value not supplied for output parameters of function
Change 2783742 on 2015/11/30 by Phillip.Kavan
[UE-15463] Add special-case handling for failed imports of BPGC-owned component archetype objects on level load.
change summary:
- modified FLinkerLoad::VerifyImport() to customize the load error messaging for missing component archetype objects
Change 2784652 on 2015/12/01 by Ben.Cosh
Fix for crash whilst undoing the creation of a macro and currently displaying the tooltip in the blueprint editor.
#UE-23955 - Adding a macro graph through MyBlueprint and then calling undo causes a crash updating the macro tooltip.
#Branch UE4
#Proj Kismet
#CodeReview Chris.Wood
Change 2784834 on 2015/12/01 by Michael.Schoell
Added functions to convert from string to: Vector, Vector2D, Rotator, Color.
#jira UE-23761 - GitHub 1795 : [KismetStringLibrary] Convert String Back Into Vector, Rotator, Float, Adding Support for 2 way conversion! ? Rama
PR #1795
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2792706 on 2015/12/07 by Terence.Burns
Rebuild lightmaps automation changes
- Sync and Build binary files for execution
- Much improved error handling
- Email notification support added.
#Note - This should massively simplify the batch script we use to rebuild lightmaps.
#rb none
#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.
Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt
Added settings to toggle on and off display of Ping and FPS values.
Server FPS will be disabled before ship
#rb none #test pc/ps4 golden path, pie
Change 2791827 on 2015/12/05 by Marcus.Wassmer
Fix texture memory leak. Fixes automation using too much memory.
#rb Brad.Angelcyk
#codereview bob.ferreira
#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring
fixed PS4 compiling
#rb:Michael.Noland
#test:not
Change 2791014 on 2015/12/04 by Martin.Mittring
nicer cvar help for r.PS4ContinuousSubmits
#rb:Olaf.Piesche
#code_review:Marcus.Wassmer
#test:PC
Change 2791011 on 2015/12/04 by Martin.Mittring
fixed compile error when disabling ENABLE_TEXTURE_TRACKING
#rb:Olaf.Piesche
#test:run Paragon on PC
Change 2790848 on 2015/12/04 by Martin.Mittring
missing changes
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2790840 on 2015/12/04 by Martin.Mittring
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2791585 on 2015/12/04 by Michael.Noland
Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
#rb None
#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh
Change 2791244 on 2015/12/04 by Ryan.Brucks
Submitting all my Paragon Content before the new Agora Branch.
Change 2791240 on 2015/12/04 by Marcus.Wassmer
Bump to .061 patch and new pub tools to pass cert
#rb non
#test compile ps4
Change 2791132 on 2015/12/04 by ryan.brucks
RenderToTextureMacros: fixed issue with polygon index being +1 on accident
Change 2790747 on 2015/12/04 by Terence.Burns
Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.
#rb None
#tests Run through the Rebuild Lightmaps UAT script process.
Change 2790589 on 2015/12/04 by Bart.Bressler
- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.
#rb sam.zamani
#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session
Change 2790418 on 2015/12/04 by James.Golding
Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
#rb none
#tests none
Change 2790333 on 2015/12/04 by James.Golding
Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
#rb martin.wilson
#codereview jurre.debaare
#tests Built HLOD meshes in the editor
Change 2790292 on 2015/12/04 by Olaf.Piesche
Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes
#rb marcus.wassmer
#tests Editor, PIE
Change 2790003 on 2015/12/04 by James.Golding
Fix possible crash in ALODActor::RemoveSubActor
#rb keith.judge
#codereview jurre.debaare
#tests Generated HLOD proxy in editor
Change 2789998 on 2015/12/04 by James.Golding