Commit Graph

519 Commits

Author SHA1 Message Date
Terence.Burns
e3c21116cb [INTEGRATE] Change 2567143 by Terence.Burns@SmallChanges on 2015/05/27 15:04:49
Added 'Minimum OS Version' as a build condition of content projects for windows.

	Fixed a small issue in GameProjectUtils that meant the Default(Engine) configs were not being checked against the project correctly.

	UE-15605

	#lockdown Josh.Adams

#platformnotify Josh.Adams

[CL 2575452 by Matthew Griffin in Main branch]
2015-06-03 08:40:17 -04:00
Jamie Dale
23592d149c Converted FUIAction to use ECheckBoxState when reporting its check state
There are now overloads to FUIAction that take a FGetActionCheckState delegate which is able to return any of the entries from ECheckBoxState. FIsActionChecked still exists for backwards compatibility, and converts the returned bool into a ECheckBoxState via a passthrough function.

#codereview Matt.Kuhlenschmidt

[CL 2570717 by Jamie Dale in Main branch]
2015-05-29 12:57:25 -04:00
Chris Bunner
42d3ad8522 Added support for stencil read/writes to CustomDepth pass (requires r.CustomDepth == 3).
[CL 2568349 by Chris Bunner in Main branch]
2015-05-28 08:28:56 -04:00
EverNewJoy
5f69893a97 PR #1080: [ Kismet Math Library ] New Node ~ Map Range Clamped, a Direct Implementation of GetMappedRangeValue that clamps the output value to the output range  Rama (Contributed by EverNewJoy)
[CL 2567530 by Marc Audy in Main branch]
2015-05-27 17:57:06 -04:00
Daniel Lamb
8e0651e8fa Added support for some Rendering RValues to invalidate cooked builds.
[CL 2565808 by Daniel Lamb in Main branch]
2015-05-26 18:02:20 -04:00
Robert Manuszewski
ba9c4662f6 Async Loading Thread disabled by default
[CL 2562210 by Robert Manuszewski in Main branch]
2015-05-22 03:17:03 -04:00
Saul Abreu
4049fed3e5 Updated base editor INI so that the default game localization target has English as the native culture. Added NativeCulture setting to localization archive generation commandlet settings and deprecated SourceCulture. Added logic to enable and disable localization dashboard operations if a target doesn't have native/supported foreign cultures specified. Added localization dashboard operations for refreshing word counts and compiling culture localization data where they were not consistently available.
[CL 2561996 by Saul Abreu in Main branch]
2015-05-21 22:15:36 -04:00
Maciej Mroz
b5d72fa9a2 More strict restrictions related to WeakObjectPtr exposed to blueprint. No arrays on weakobjptr. No lazy pointers. UE-15033
#codereview Jon.Lietz, Zak.Middleton, Richard.Hinckley, Nick.Whiting

[CL 2561280 by Maciej Mroz in Main branch]
2015-05-21 15:24:44 -04:00
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
Saul Abreu
3d894a214f Added word count and conflict report generation step into UE4 localization configuration scripts. Deleted word count localization configuration script and removed it from localization automation.
[CL 2555695 by Saul Abreu in Main branch]
2015-05-18 15:41:33 -04:00
Saul Abreu
6e1996f404 Removed bFixBroken=true in Localization/Engine.ini as the commandlet currently spams errors when it fails to use source control in resaving the packages it fixes.
[CL 2555569 by Saul Abreu in Main branch]
2015-05-18 14:49:37 -04:00
Saul Abreu
464cdb6916 Temporary change of settings in Localization/Engine.ini of key ExcludePathFilters to ExcludePaths until automation catches up with the relevant fix.
[CL 2555342 by Saul Abreu in Main branch]
2015-05-18 12:47:08 -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
Justin Sargent
f0c754fa1c Added the new Category and Keywords loc targets to the OneSky automation
[CL 2549755 by Justin Sargent in Main branch]
2015-05-13 17:39:49 -04:00
Guillaume Abadie
55c1e35e33 UE-13256: Fixes SSAO flicker on small radius by building HZB only by downsampling per 2.
#code_review: Brian.Karis
#code_review: Martin.Mittring

[CL 2549592 by Guillaume Abadie in Main branch]
2015-05-13 16:37:56 -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
Daniel Wright
b99d773644 Distance Field AO is now evaluated on a screen grid and using a global distance field for far traces
* Screen grid resolution is 1/8th of primary resolution, but with 4x temporal supersampling through jittering subsample positions.  A longer history filter is required to hide the jittering which can increase ghosting.
* The main benefit of doing cone tracing on a screen grid instead of the previous surface cache is that it's performance is generally constant regardless of camera movement or noisy geometry (foliage)
* A global distance field is now used for cone traces after a certain distance, DFAO is 2-4x faster as a result.
* The global distance field is composed of 4 128^3 clipmaps that follow the camera around
* Clipmaps are scrolled so that only new or dirty regions are updated due to camera or object movement, with close to 0 average GPU cost.  Worst case update cost (camera teleport) is 5ms on 7870.
* The global distance field currently breaks Distance Field GI
* Overall with these changes DFAO in a Fortnite level is 3.4ms on a 7870 (3.8ms on PS4), and 4.0ms in the Kite demo on 7870.

[CL 2546300 by Daniel Wright in Main branch]
2015-05-11 20:04:15 -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
Michael Schoell
db9c8e2240 UProperty and UFunction metadata for Category can now be localized and have improved FText usage throughout the editor (Blueprints, Behavior Trees, Materials, etc).
Big conversion of FStrings and FNames to FText.

Version bump to move some MaterialFunction UProperty from a TArray<FString> to TArray<FText> (some Engine assets are older than being allowed to auto-convert the UProperty)

Auto conversion of FName to FText (and back) now supported (as well as TArrays of those types).

Searching categories by both the localized string and the source string is now supported in Blueprints.

#jira UE-14481 - We are missing ability to translate node categories

#codereview Justin.Sargent

[CL 2542875 by Michael Schoell in Main branch]
2015-05-08 10:46:42 -04:00
Jeff Campeau
cf48eb78f0 Fix issue deploying games with invalid characters in names or ABCD style guids.
Added some default values for project setup.
Added type support to default value macros for manifest settings.
Added a macro for manifest generation that filters all non-alphanumeric or dot characters (this is a common requirement for manifest fields).
Filtered game name with alphanumericdot and productid with guid type to support projects that didn't use the same format as some others.

[CL 2541236 by Jeff Campeau in Main branch]
2015-05-07 12:19:58 -04:00