Commit Graph

293 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
afcb67680f Optimized the element batcher to perform less memory allocations per frame and pass off some processing to the render thead earlier to avoid additional memcopy's
- The Slate RHI renderer now uses a larger upfront pool for vertex buffers to avoid many upfront recreations of the vertex buffers
- The window element lists are no longer destroyed each frame and are reused as long as the window that they reference exists.  This reduces memory allocations because arrays are no longer destroyed
- Creation of the final rendering batches has now been moved to the rendering thread
- The mapping of layers to element batch arrays has been simplified and is no longer emptied each frame thus avoiding memory allocations

[CL 2560820 by Matt Kuhlenschmidt in Main branch]
2015-05-21 10:48:33 -04:00
Jaroslaw Surowiec
b96078062f CrashReportClient - UECORE-102/ Include logs with Rocket crashes if checkbox enabled
[CL 2554783 by Jaroslaw Surowiec in Main branch]
2015-05-18 08:25:04 -04:00
Gil Gribb
c910d2d13e UE4 - change default shared DDC lifetime to 10 days
[CL 2554060 by Gil Gribb in Main branch]
2015-05-16 10:36:51 -04:00
Marc Audy
e2e396c708 Allow project to define Audio Quality Levels.
* Each quality level allows the definition of the max audio channels to be used
* A sound cue node exists to allow branching behavior based on quality level.
* Wave assets from Wave Player sound nodes will not be loaded if connected only to a branch for a quality level that is not currently selected
* Quality Level to use for stand alone is specified via Game User Settings. Changes to this value will not take effect until the next run.
* Quality Level to use for PIE is specified from the Level Editor Play Settings and can be changed dynamically causing newly played sounds to use the alternate path
* Add SoundNodeAssetReferencer abstract class to operate as an interface for sound nodes that need to have assets loaded dependingo n the sound quality node

[CL 2551249 by Marc Audy in Main branch]
2015-05-14 15:39:34 -04:00
Jaroslaw Palczynski
17b8c6c480 Enable vtable ptr ctors by default.
#codereview Robert.Manuszewski

[CL 2548633 by Jaroslaw Palczynski in Main branch]
2015-05-13 05:28:51 -04:00
Ben Marsh
6b1d263572 Make bEnableShadowVariableWarnings a per-module setting, so we don't break reuse of shared build intermediates.
#codereview Marc.Audy, Wes.Hunt

[CL 2547047 by Ben Marsh in Main branch]
2015-05-12 08:03:21 -04:00
Maciej Mroz
531a98adb9 UE-7584 Blueprint Break on Exceptions does not work with Accessed None errors
config bCanSuppressAccessViolation added in Engine.ini, "false" by default.

#codereview Nick.Whiting, Michael.Noland

[CL 2544767 by Maciej Mroz in Main branch]
2015-05-10 19:27:57 -04:00
Michael Noland
3d4ed56f8d Paper2D: Fixed missing collision/render shapes when loading assets saved with Paper2D custom version 13 (4.7.4 and above) [UE-15311]
[CL 2544284 by Michael Noland in Main branch]
2015-05-09 01:38:13 -04:00
Marc Audy
d05e450ab3 Fix up a number of issues with SoundNodeWavePlayer using TAssetPtr
* Avoid unnecessary weak pointer evaluations by caching SoundWave pointer after loading from TAssetPtr
* Encapsulated SoundWave and SoundWaveAssetPtr to prevent getting out of sync
* Prevent sound waves from being garbage collected

[CL 2543325 by Marc Audy in Main branch]
2015-05-08 14:24:00 -04:00
Nick Whiting
9188e708fc #oculus Updating to 0.5.0 runtimes, support for Canvas in 3D, common code added for GearVR / desktop (UE-14204)
[CL 2537769 by Nick Whiting in Main branch]
2015-05-05 13:46:42 -04:00
Dan Hertzka
18decb8a51 [UE-14606] - Updated shade growth behavior - now possible to be able to grow in shade without being required to spawn in shade. Old bGrowsInShade option is now bSpawnsInShade.
[UE-14605] - Painting scale only visible when painting and proc scale only visible when the asset is open
[UE-14155] - Fixed procedural generation to not add redundant entries for foliage types when simulating. When Foliage Type assets are not used, the foliage type created by the proc foliage simulation will stomp an existing non-asset type with the same mesh (if there is one) in the palette. A significant rework of the foliage palette is needed for a more robust solution.

- Fixed crash when an instance is located exactly on the border between two quadtrees

[CL 2536450 by Dan Hertzka in Main branch]
2015-05-04 17:06:02 -04:00
Peter Sauerbrei
3518000e25 SSH on by default
fix for No Code project from windows message
UE-14864
#ios

[CL 2536350 by Peter Sauerbrei in Main branch]
2015-05-04 16:27:48 -04:00
Michael Noland
2c44aa2155 Tile Set Editor: Added a customization to narrow down the metadata display to only it for the tile currently being edited
- Added a UserDataKey metadata property and exposed a filter for set tags (along the same lines as the collision filter)
- Exposed some properties of UTileSet as readable from Blueprints
- Removed the Experimental tag on the per-tile metadata
[UE-13623]

[CL 2528098 by Michael Noland in Main branch]
2015-04-28 03:34:45 -04:00
Mike Beach
e556554c1c [UE-14230] Extending FMemberReference so it can properly represent global delegate signatures (and have a UPackage for the member's parent).
#codereview maciej.mroz, jaroslaw.palczynski

[CL 2527120 by Mike Beach in Main branch]
2015-04-27 12:46:38 -04:00
Andrew Rodham
b00b4a031d Renamed/fixed up remaining EditorUserSettings references in the codebase
EditorUserSettings is now EditorPerProjectUserSettings

[CL 2527018 by Andrew Rodham in Main branch]
2015-04-27 11:45:01 -04:00
Andrew Rodham
42e6b5a61c Fixed some editor preferences not being upgraded correctly
This addresses UE-14374.

[CL 2526928 by Andrew Rodham in Main branch]
2015-04-27 10:32:17 -04:00
Daniel Broder
8ea8f8d7ad Merging using UE4-Fortnite-To-UE4 using 2517024
Weekly Fortnite Dev -> Main integration.

#CodeReview Paul.Moore, Bob.Tellez

[CL 2524683 by Daniel Broder in Main branch]
2015-04-24 14:07:47 -04:00
Richard TalbotWatkin
a3cfc2f2bb Big revamp to SplineComponent (continuing work-in-progress).
#jira UE-11822 - Add up vector, roll and scale properties to USplineComponent which can be used when calculating rotations/transforms at a point on the spline
#jira UE-13333 - BP spline components do not update when setting points
#jira UE-3637 - SplineComponent: Add a get transform at distance accessor

Summary of changes:
- FInterpCurve now natively understands looping. A input key can be set, at which point the spline will loop back to its start point.  Adjusted FInterpCurve methods to take looped curves into account.
- Fixed bugs in FInterpCurve regarding returning default values (T(ForceInit) instead of T() otherwise FVectors and FQuats are not initialized correctly).
- SplineComponent now holds three separate splines (location, rotation and scale).
- The SplineReparamTable is no longer transient, but is built and saved as part of the asset.
- Changed the SplineComponent API. All methods now take a ESplineCoordinateSpace value which specifies whether the values are intended for use in local or world space. The old methods have been deprecated but not removed (for now).
- bAllowSplineEditingPerInstance is deprecated. A new member (bSplineHasBeenEdited) has superseded it, and is set automatically when editing the spline with the visualizer. Added "Reset to Default" option in the visualizer, which restores the archetype defaults.
- SplineComponentVisualizer determines if spline points have been initialized by the user construction script, and, if so, will disallow editing. This is to conform with the general idea that the UCS always overrides property values.
- Fixed a number of bugs in the visualizer, and added new facilities to allow the scale and rotation to be edited (still work-in-progress).

[CL 2524087 by Richard TalbotWatkin in Main branch]
2015-04-24 06:25:50 -04:00
Marc Audy
48353a95d3 Allow enabling of shadow variable warning on a per project basis via BuildSettings in Engine.ini
Enable shadow variable warnings by default
Disable shadow variable warnings for Fortnite, Orion, and Ocean

[CL 2521304 by Marc Audy in Main branch]
2015-04-22 13:17:27 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Robert Manuszewski
dfd2792985 Fixing typo in WarnIfTimeLimitExceeded code
[CL 2515792 by Robert Manuszewski in Main branch]
2015-04-17 09:37:05 -04:00
Robert Manuszewski
4f18d6d8d5 Async loading improvements:
- changed an assert to a warning when calling LoadObject in PostLoad
- added an opt-out ability for IsTimeLimitExceeded warning
- added descriptions of the current work performed during async loading for IsTimeLimitExceeded warning
- made sure we don't check IsTimeLimitExceeded when we already know we timed out.

[CL 2515757 by Robert Manuszewski in Main branch]
2015-04-17 09:16:30 -04:00
Maciej Mroz
f9378af357 UE-12886 Crashes on Structure including Same class blueprint within Construction Script
flag bFirstCompileChildrenThenReinstance was removed.

Problem was: actor cannot be reconstructed before all objects have new/proper class set.
Fast reinstancing was split into 2 phases in the first phase the new class is set. In the 2nd actors are reconstructed, etc..

#codereview Nick.Whiting

[CL 2515018 by Maciej Mroz in Main branch]
2015-04-16 17:13:01 -04:00
Ben Marsh
ac7fa73e85 Improve performance for building Rocket DDC: DDPs for individual projects are generated separately, skipping engine content, and separate DDP files are combined without decompressing/recompressing.
[CL 2514393 by Ben Marsh in Main branch]
2015-04-16 11:54:50 -04:00
Dan Hertzka
a0739d08ca Re-adding CL 2508810 with the previously missing FoliageTypeObjectCustomization files
[CL 2510599 by Dan Hertzka in Main branch]
2015-04-13 14:46:31 -04:00