==========================
MAJOR FEATURES + CHANGES
==========================
Change 2875445 on 2016/02/22 by Matthew.Griffin
Added UE4.natvis to Visual Studio Projects
#jira UE-27153
Change 2875456 on 2016/02/22 by Keith.Judge
Fix custom stencil shaders on Xbox One
#jira UES-1387
Change 2875524 on 2016/02/22 by Robert.Manuszewski
More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.
#jira UE-20945
Change 2875698 on 2016/02/22 by Rolando.Caloca
UE4.11 - Add new bool for RHIs (unused currently)
#jira UE-24967
Change 2875897 on 2016/02/22 by Taizyd.Korambayil
#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights
Change 2875922 on 2016/02/22 by Mieszko.Zielinski
Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4
#jira UE-25034
#rb Lukasz.Furman
Change 2875960 on 2016/02/22 by Michael.Trepka
Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking
#jira UE-21895
Change 2875984 on 2016/02/22 by Michael.Schoell
Split output struct pins will no longer give a warning about override pins being removed.
#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.
Change 2876169 on 2016/02/22 by Ben.Marsh
Changes to support building UHT plugins with the binary release.
* Add source code and target files for UHT to binary distribution
* Fix UBT deleting build products if we're only compiling a single module.
* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
* Include DLL import libraries for UHT in the build
* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.
Change 2876219 on 2016/02/22 by Rolando.Caloca
UE4.11 - Integration from 2874609
#jira UE-24967
PC: Update D3D12 RHI
- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
- Disable API shader blobs
- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
- Pool Fences to prevent creation and destruction every frame when using Async Compute
- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView
Change 2876232 on 2016/02/22 by Rolando.Caloca
UE4.11 - Integration from 2876173
#jira UE-24967
PC: Update D3D12 RHI
- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.
- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.
- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()
Change 2876366 on 2016/02/22 by Douglas.Copeland
Adding Skeletal Meshes for Import Test Case
#jira UE-24473
Change 2876401 on 2016/02/22 by Peter.Sauerbrei
fix for WindowsClient build from UFE and Project Launcher
#jira UE-23897
Change 2876456 on 2016/02/22 by Ben.Marsh
Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.
Change 2876507 on 2016/02/22 by Nick.Shin
use HOME (osx) and USERPROFILE (windows) on appropriate target platform
#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5
Change 2876537 on 2016/02/22 by Dan.Oconnor
Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
#jira UE-24891
Change 2876545 on 2016/02/22 by Chad.Taylor
SteamVR camera late-update fix
#jira UE-27254
Change 2876825 on 2016/02/22 by Dan.Oconnor
Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
#jira UE-25956
Change 2876878 on 2016/02/22 by Nick.Whiting
PSVR HMD Server support
#jira UE-27262
[CL 2905127 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2855265 on 2016/02/03 by Max.Chen
Sequencer: Release track editors when destroying sequencer
#jira UE-26423
Change 2855247 on 2016/02/03 by Max.Chen
PlacementMode: Null factory check in constructor to fix cooking.
#codereview andrew.rodham
#rb andrew.rodham
#jira UE-26412
ChangeChange 2855116 on 2016/02/03 by Michael.Noland
[AUTOMERGE]
PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1
Merging CL# 2854751 and 2852176 by way of 2855100
#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
#rb dave.ratti
#lockdown andrew.grant
--------
Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2855109 by Michael.Noland on 2016/02/03 20:59:51.
Change 2855109 on 2016/02/03 by Michael.Noland
PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1
Merging CL# 2854751 and 2852176 by way of 2855100
#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
#rb dave.ratti
#lockdown andrew.grant
Change 2855100 on 2016/02/03 by Michael.Noland
PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1
Merging CL# 2854751 and 2852176 using //Orion/Release-Next_to_//Orion/Release-Live
#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
#rb dave.ratti
#lockdown andrew.grant
ChangeChangeChangeChangeChange 2854825 on 2016/02/03 by Zabir.Hoque
Harden MaterialParameterCollection from ending up with duplicate parameter names of GUIDs.
#Tests: Ran debug editor, create materail param collection with >500 elements. Still only ~18ms. Used param in shader.
#RB: Daniel.Wright
#CodeReview: Daniel.Wright, Gil.Gribb, Rolando.Caloca, Marcus.Wassmer
Change 2854788 on 2016/02/03 by Josh.Markiewicz
#UE4 - JsonObjectConverter changes
- added the ability for a UStruct to emit json as a string if type traits are setup with ExportTextItem / ImportTextItem
- allows the UStruct to convert to json as something other than FJsonValueObject
-- things like FColor, FDateTime but they are already handled differently
- checked for possible change in existing behavior, no classes currently use type traits for this that aren't handled special already
- FUniqueNetIdRepl can now convert to/from json as a string
#rb david.nikdel
#codereview ben.zeigler, sam.zamani, david.nikdel, paul.moore
#tests various online tests connecting to servers, etc
Change 2854751 on 2016/02/03 by Michael.Noland
PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1
#rb dave.ratti
#lockdown andrew.grant
#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
ChangeChange 2854712 on 2016/02/03 by Josh.Markiewicz
#UE4 - added some json compatibility features to FUniqueNetIdRepl struct
- ImportTextItem
- To/FromJson
#rb david.nikdel
#codereview none
#tests various online features, additional unit tests added to class
Change 2854696 on 2016/02/03 by Dmitry.Rekman
Making Memprofiler usable (by MichaelN).
#rb Zak.Middleton (who I got the shelved CL # from)
#codereview Michael.Noland, Zak.Middleton, Bob.Tellez
#tests Used Memprofiler on a number of captures.
ChangeChange 2854536 on 2016/02/03 by John.Pollard
Add event groups as users to replay, so we can quickly find replays with certain events types in them
#rb RyanG
#tests Replays and events
Merging using OrionDevGeneral->ReleaseCandidate
Change 2854526 on 2016/02/03 by John.Pollard
Add support for getting replay id
#rb RyanG
#tests Replays
Merging using OrionDevGeneral->ReleaseCandidate
Change 2854522 on 2016/02/03 by John.Pollard
Support setting string values in perf counters through the perf counters helper class.
#rb none
#tests Client/Server match
[CL 2856676 by Andrew Grant in Main branch]
Changed everything using SlateReflector to list it as a dynamic dependency. Nothing should ever need to link directly to SlateReflector as it just provides an interface for spawning the various debug UIs, such as the WidgetReflector.
Went through and made sure that the Engine/Runtime modules that use SlateReflector aren't using it in a shipping build. Also removed the testing code from AppFramework, and made sure that you can't try and spawn the test suite in a shipping build.
[CL 2660803 by Jamie Dale in Main branch]
The main changes are as follows:
1. moved Json out of Core into own module 'Json'
2. moved 3 i10n classes (Json serializers) from Core into a new module 'Internationalization' *
3. fixed up 2 i10n classes in Core to not instantiate the 3 Json-based classes. instead they are now passed in as a dependency
*) (2) and (3) were required to decouple the I10n code in Core from Json. Much of the i10n code probably doesn't belong into Core in the first place, but there is no time to fix this right now.
The following cosmetic changes were also made:
- NULL to nullptr
- namespaced enums to enum classes
- renamed the three i10n Json serializer classes to comply with naming conventions
- removed file header comments (not used)
- documentation, spelling, spacing etc,
#UpgradeNotes: If your module is including Json.h then you have to add 'Json' to your Build.cs module dependencies.
#ReviewedBy: justin.sargent, saul.abreu
[CL 2310420 by Max Preussner in Main branch]
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)
Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()
Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine
[CL 2057118 by Max Preussner in Main branch]