#ROBOMERGE-SOURCE: CL 17218879 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17218897 by stefan boberg in ue5-release-engine-test branch]
In the Packet Content View, arrow keys have the following functionality:
If an event is selected pressing the left or right arrow keys moves to the previous or next event on the same level.
Pressing the up or down arrow keys moves up and down between levels.
Pressing Ctrl/Command with the left or right arrow keys moves between packets.
Packets with split contents zoom appropriately when zooming is initiated.
CL 16745207, 16774443
#Jira UENET-1192
#rb Ryan.Gerleve
#ROBOMERGE-SOURCE: CL 17211565 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17211585 by jackson frank in ue5-release-engine-test branch]
Supplied by David.Bollo of The Coalition.
Fixes some non unity compile errors
[FYI] David.Bollo
#jira none
#ROBOMERGE-SOURCE: CL 17206575 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17206608 by dan phillips in ue5-release-engine-test branch]
stop using "with editor" to mean "fast texture encode"
#rb devin.doucette,dan.thompson
#ROBOMERGE-SOURCE: CL 17205139 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17205157 by charles bloom in ue5-release-engine-test branch]
UE Insights instance, connection, and connection mode selections are preserved after new instances are added.
CL 16704028
#Jira UENET-1192
#rb Ryan.Gerleve, Mattias.Hornlund
#ROBOMERGE-SOURCE: CL 17204756 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17204763 by jackson frank in ue5-release-engine-test branch]
NetStat Group sorting is no longer by name.
Each group defines how it is sorted.
CL 16605730
#Jira UENET-1192
#rb Ryan.Gerleve, Mattias.Hornlund
#ROBOMERGE-SOURCE: CL 17203855 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17203866 by jackson frank in ue5-release-engine-test branch]
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.
#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db
#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17186162 by christopher waters in ue5-release-engine-test branch]