Commit Graph

18 Commits

Author SHA1 Message Date
James Golding
72fa7c6508 Use new VHACD library for generating auto convex collision (only enabled on windows until other platforms can test)
#codereview ori.cohen, ben.marsh, michael.trepka, mark.satterthwaite, dmitry.rekman

[CL 2495503 by James Golding in Main branch]
2015-03-30 07:26:43 -04:00
Daniel Wright
90ae7ae647 Integrate - MinLOD setting for static mesh assets and an override on components
* Not yet implemented for foliage

[CL 2466523 by Daniel Wright in Main branch]
2015-03-02 13:07:20 -05:00
Daniel Wright
2b81899c19 Added support for DistanceFieldReplacementMesh under BuildSettings
[CL 2417950 by Daniel Wright in Main branch]
2015-01-24 17:10:19 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Nick Penwarden
b4ce93c93d Support for using MikkTSpace to compute tangent bases for static meshes. Currently off by default, must be enabled with r.MikkTSpace=1 until tested on existing art content.
[CL 2373808 by Nick Penwarden in Main branch]
2014-12-02 11:42:29 -05:00
Mikolaj Sieluzycki
d43e69c4b9 Prepare cpp files for header cleanup.
#codereview Robert.Manuszewski

[CL 2356854 by Mikolaj Sieluzycki in Main branch]
2014-11-12 04:43:54 -05:00
Brian Karis
9d26f950d0 Tore out D3DX generate UVs and the mesh editor tab for it.
[CL 2285473 by Brian Karis in Main branch]
2014-09-04 19:57:12 -04:00
Brian Karis
108371e776 Generate lightmap UVs on mesh import.
Moved layout UVs to static mesh build process.

[CL 2285439 by Brian Karis in Main branch]
2014-09-04 19:22:07 -04:00
Daniel Wright
f5238f04e1 Distance Field AO improvements
* Distance field building is now asynchronous and stored in the DDC separately from static mesh data.
* Added OcclusionMaxDistance and Contrast properties to Movable sky light
* Using the GBuffer normal instead of the generated distance field normal, fixes artifacts on two-sided materials and between modular pieces.  Also saves about .7ms / 4.5ms
* Points in the distance field are only considered 'inside' the mesh if > 50% of all rays traced hit a backface.  Most meshes can have a valid distance field generated with this heuristic.  Meshes without a distance field representation can receive occlusion.
* Fortnite two-sided foliage with world position offset animation works fine now
* Using the resulting bent normal for diffuse lighting, improves consistency in occluded corners
* Resulting bent normal is also used to occlude skylight specular using an approximate cone-cone intersection, prevents leaking where SSR is not available
* Fixed stationary skylights not getting lightmap mixing
* Reflection captures now work with the movable skylight, which adds its diffuse contribution to IndirectIrradiance so their lightmap mixing works
* Added new show flag to visualize mesh distance fields, which ray traces through the distance fields and gives a sense of their shape

[CL 2276435 by Daniel Wright in Main branch]
2014-08-28 13:54:31 -04:00
Andrew Brown
bf0f2fffdd Added analytics reporting to the static mesh editor
#ttp 340613 - FIXIF: EDITOR:ANALYTICS: Static Mesh Editor Instrumentation Pass

#branch UE4

#added Added analytics for various static mesh editor usage, making sure not to spam events when spinboxes are used and only report when the value actually changes.

#added Added analytics whenever an asset is reimported (if via an editor, the editor will then report that it was it that did the reimporting)

reviewed by Thomas.Sarkanen

[CL 2229618 by Andrew Brown in Main branch]
2014-07-24 04:28:41 -04:00
Andrew Brown
1c7d3a69c6 Modifying the existing static mesh import options enables a button which allows the user to reimport
#ttp 340526 - Static mesh editor: changing the static meshes normals setting from "import normals" to "compute normals" doesn't change the mesh until the user reimports the asset

#branch UE4

#add Added button to reimport based on the current import options (no button will appear if there are no options to modify)

#change Modified import options so they get marked as dirty until they are reimported (button will be unclickable unless they are)

reviewed by Thomas.Sarkanen

[CL 2217535 by Andrew Brown in Main branch]
2014-07-15 05:54:01 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Andrew Copland
9fdaea0905 Set the UProperty for the Materials array so that the static lighting is not rebuilt.
#ttp 335786 Lighting: Assigning a Material in the Staticmesh editor unbuilds lighting on placed meshes
reviewer Thomas.Sarkanen

[CL 2093124 by Andrew Copland in Main branch]
2014-06-03 10:17:00 -04:00
Benn Gallagher
6bb51f5677 Made Static Meshes use ScreenSize instead of Distances for LOD level calculation
#ttp 319896 - Skeletalmesh/Staticmesh LOD refactoring: Part 1 (Refactor Static Meshes to use ScreenSize rather than distance)
#branch UE4
#change Removed LOD Distances and added ScreenSize for Static Meshes

[CL 2065408 by Benn Gallagher in Main branch]
2014-05-07 05:33:26 -04:00
Matt Kuhlenschmidt
20dc4a85e8 #UE4 - Fix Build Scale property look
[CL 2046981 by Matt Kuhlenschmidt in Main branch]
2014-04-23 19:03:58 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00