Commit Graph

284 Commits

Author SHA1 Message Date
steve robb
206d9d76b4 Replaced EAutomationTestFlags::ApplicationContextMask with EAutomationTestFlags_ApplicationContextMask.
[CL 34335388 by steve robb in ue5-main branch]
2024-06-13 07:06:47 -04:00
wouter dek
6ce1f4b6d9 Fixed incorrect translation on ViewMatrix for shadow views, which could cause precision loss at LWC ranges, and fixed typo in CheckMatrixPrecision.
The ViewMatrix and OverriddenTranslatedViewMatrix were set to the same value, which is a matrix with 0 translation. When the view matrix is uploaded to GPU, it is first re-based to be relative to the ViewOrigin, before being truncated to single-precision. If the origin of the ViewMatrix is always 0, this rebasing process does not work correctly and precision loss can occur. This fix therefore applies a -ViewOrigin translation to the ViewMatrix, so has the correct translation in absolute worldspace.

#tests TM-VRSmoke (at 0,0,0 and 2T), TM-VSM (at 0 and 2T). Tested for changes in shadow view transform, and LOD selection of meshes
#rb Ola.Olsson

[CL 34231983 by wouter dek in ue5-main branch]
2024-06-10 05:47:52 -04:00
charles bloom
837e868b5e Texture UEDelta filter to replace PNG filter
Simple North/Up pixel filter
parallel, simd
removes slow call into ImageWrapper just to run the PNGz0 filter
UEDelta works for udim, cubes, all pixel formats, there are no limitations or corner cases
#jira UE-181911
#rb fabian.giesen

[CL 32654283 by charles bloom in ue5-main branch]
2024-04-01 18:31:48 -04:00
eric renaudhoude
6bcb0250b5 ColorManagement: Fix stress unity build error with cvar hiding global declaration.
#jira UE-201221
#rb eric.renaudhoude
#rnx

[CL 32330243 by eric renaudhoude in ue5-main branch]
2024-03-19 13:10:34 -04:00
eric renaudhoude
a9cf84f298 ColorManagement: Fixed inaccurate luminance factors globally.
* This change updates the legacy NTSC luminance factors to working color space accurate ones. By default, those now match the sRGB/Rec.709 definition.
* Legacy factors still accessible by enabling a new renderer project setting: "r.LegacyLuminanceFactors".

#jira UE-201221
#rb chris.kulla, Krzysztof.Narkowicz, Sebastien.Hillaire

[CL 32327656 by eric renaudhoude in ue5-main branch]
2024-03-19 11:55:20 -04:00
wouter dek
3b69c3d0f1 Mitigation against editor viewport setting ortho zoom to float max value, which causes an ensure from rendering code due to precision loss.
#rb jon.cain

[CL 31854437 by wouter dek in ue5-main branch]
2024-02-27 16:55:25 -05:00
steve robb
f8d47335a4 Replaced RemoveAt(N, 1, EAllowShrinking::*) with RemoveAt(N, EAllowShrinking::*).
[CL 31626444 by steve robb in ue5-main branch]
2024-02-19 16:51:58 -05:00
steven barnett
f11eed6059 Add soft collision thickness and sticky friction
#rb Chris.Caulfield, benn.gallagher

#changelist validated
#virtualized

[CL 31243694 by steven barnett in ue5-main branch]
2024-02-06 20:40:28 -05:00
edwin maynard
4ca314b447 [Backout] - CL31216640 (backed out due to compile errors)
[FYI] Steven.Barnett
Original CL Desc
-----------------------------------------------------------------
Add soft collision thickness and sticky friction

#rb Benn.Gallagher, Chris.Caulfield

#changelist validated
#virtualized

[CL 31219619 by edwin maynard in ue5-main branch]
2024-02-06 12:37:00 -05:00
steven barnett
3a1992c0d3 Add soft collision thickness and sticky friction
#rb Benn.Gallagher, Chris.Caulfield

#changelist validated
#virtualized

[CL 31218280 by steven barnett in ue5-main branch]
2024-02-06 12:06:07 -05:00
charles lefebvre
19316f65ff UE Units: Add acceleration (cm/s2 and m/s2)
#rb Yoan.StAmant
#rnx
#tests Tested in editor, preflight

[CL 31057164 by charles lefebvre in ue5-main branch]
2024-01-31 13:59:44 -05:00
sapayne
a5389f30c0 #ue5 - Optimize TQuat<T>::Slerp_NotNormalized(). Removes 1 branch, based on negative angle identity for Sine function. Added startup tests to validate old versus new function and also test both versions for both positive and negative 'RawCosom' values (not previously tested).
#jira UE-187917
#10448
#rb ben.hoffman
#tests startup tests and PIE with player animation stressing Slerp()

[CL 30987249 by sapayne in ue5-main branch]
2024-01-29 23:37:46 -05:00
steve robb
66266c6a11 Fixed up DerivedDataCache, DesktopPlatform, ApplicationCore, AssetRegistry, Core, CoreUObject, Projects, Sockets code to use EAllowShrinking instead of bools.
[CL 30676428 by steve robb in ue5-main branch]
2024-01-17 19:51:06 -05:00
wouter dek
49f11777a6 Add cpp types for DoubleFloat vectors/matrices.
#rb Kevin.Ortegren
#jira UE-171685

[CL 30478263 by wouter dek in ue5-main branch]
2024-01-08 06:29:21 -05:00
elias lozadabenavent
ea3c18a329 Update unit conversion's GetQuantizationBounds to include time units up to the microsecond.
#rb Andrew.Davidson, nick.edwards
#tests tested through FN's client in-game UI.

[CL 30292239 by elias lozadabenavent in ue5-main branch]
2023-12-13 09:54:04 -05:00
tim doerries
81e46c9468 Added missing max(0, ) to MakeFromColorTemperature() and MaterialExpressionBlackBody() and also added a missing clamp on the temperature input to MaterialExpressionBlackBody.
#rb Sebastien.Hillaire, eric.renaudhoude
#jira UE-200962
#rnx

[CL 29883313 by tim doerries in ue5-main branch]
2023-11-22 00:00:11 -05:00
wyatt marvil
5bb00a458b Add linear case to UnrealMath::FindBounds()
* Fixes a bug where SplineComponents compute the incorrect bounds in some cases

#rb Richard.TalbotWatkin
#jira UE-200238
#rnx

[CL 29744712 by wyatt marvil in ue5-main branch]
2023-11-15 09:01:33 -05:00
charles lefebvre
002e760861 Add support for units for blueprint variables (ints and floats)
#rb ben.hoffman
[FYI] qian.he, jamie.dale

[CL 29235563 by charles lefebvre in ue5-main branch]
2023-10-30 11:40:39 -04:00
jimmy andrews
0309178b9a #jira UE-184462
Fix log spam about degenerate triangles when computing barycentric coordinates on a triangle + minor cleanup:

1. Add a version of ComputeBaryCentric2D that (1) returns false on failure, rather than logging a warning, and (2) is less confusingly-named.  Also minorly clean up the shared code for this new function and ComputeBaryCentric2D.

2. Update SegmentTriangleIntersection to use the new barycentric function and to exit earlier on degenerate triangles.

#rb rinat.abdrashitov

[CL 28047426 by jimmy andrews in ue5-main branch]
2023-09-20 14:29:22 -04:00
nick edwards
f3fd57ea81 [UnitConversion] Fix DataSize quantization factor to 1024 instead of 1000. The data size units are treated as KiB, MiB, GiB etc
#rb elias.lozadabenavent

[CL 27961980 by nick edwards in ue5-main branch]
2023-09-18 12:23:13 -04:00
justin hare
a0c6f25ff3 Added angular speed units (deg/s, rad/s) for display in editor and conversion
#rb ben.hoffman

[CL 27492784 by justin hare in ue5-main branch]
2023-08-30 14:38:26 -04:00
steve robb
e48f030aa5 Moved FString usage out of various headers to allow them to be compiled with only a forward-declaration.
#rb none

[CL 27373301 by steve robb in ue5-main branch]
2023-08-25 06:54:06 -04:00
steven barnett
944979e508 Add metric density to unit conversions. Use g/cm3 for physical material density.
#rb cedric.caillaud

[CL 26727986 by steven barnett in ue5-main branch]
2023-07-31 20:36:48 -04:00
zak middleton
d51c438871 #ue5 - Change TQuat::FindBetween_Helper() when dealing with anti-parallel (opposite direction) vectors. This restores the old behavior to prefer rotation around the Z-axis when dealing with vectors with X or Y dominant components, which causes rotations in gameplay to avoid adding roll when the quat is used for interpolation. Added more validation tests to compare old and new methods.
#rb David.Paquette

[CL 25881692 by zak middleton in ue5-main branch]
2023-06-08 16:28:33 -04:00
tom waterson
b2a34a684b Add torque units and extend force units
#rb justin.hare
#preflight 647862b85d23eca37d782f2c

[CL 25723425 by tom waterson in ue5-main branch]
2023-06-01 07:44:12 -04:00