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67 Commits
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4496305519 |
Update BaseInput.ini to include new 'Class' enum value for dynamic (i.e. hotfix) volume
#rb none #ROBOMERGE-SOURCE: CL 9843466 via CL 9843471 #ROBOMERGE-BOT: (v548-9842178) [CL 9843472 by rob gay in Main branch] |
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9812796305 |
OpenXR Input refresh, first pass (unshelved reviewed work by Jules).
#jira UE-78917 #rb jules.blok steve.smith ryan.vance #lockdown Nick.Whiting #ROBOMERGE-SOURCE: CL 8196325 in //UE4/Release-4.23/... #ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v401-8057353) [CL 8196330 by steve smith in Main branch] |
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58f6ea005b |
Removed 'stat hicthes' from autocompletion list as it no longer exists in the engine
#jira UE-77489 #rb none #ROBOMERGE-SOURCE: CL 7529075 in //UE4/Release-4.23/... #ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v372-7473910) [CL 7529201 by robert manuszewski in Main branch] |
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cf48c338c5 |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 6834564
#rb #rnx #lockdown Michael.Noland [CL 6834940 by Marc Audy in Dev-Framework branch] |
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9e15a34bf1 |
Add editor only commands to audit bytecode contents
#rb Phillip.Kavan #jira None [CL 6623723 by Dan Oconnor in Dev-Framework branch] |
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541b8b6592 |
#jira UE-42475 Move controller ButtonRepeatDelay to BaseInput.ini and change all of the controllers to actually read the ini value
#rb marc.audy [CL 6596089 by Ben Zeigler in Dev-Framework branch] |
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35f80e9791 |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 6278427
#rb #rnx [CL 6316100 by Marc Audy in Dev-Framework branch] |
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a59ec411f9 |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 6142244
#rb #rnx [CL 6173076 by Marc Audy in Dev-Framework branch] |
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75fa0c83b8 |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
#rb none [CL 5812824 by Dan Oconnor in Dev-Framework branch] |
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cd3793f499 |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 5683886
#rb #rnx [CL 5685324 by Marc Audy in Dev-Framework branch] |
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82e0666ce7 |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 5450266
#rb #rnx [CL 5459329 by Marc Audy in Dev-Framework branch] |
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8bd11eabdb |
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
#rb none [CL 4744749 by Max Chen in Dev-Sequencer branch] |
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222cfa64c0 |
ProfileGPUHitches should autocomplete in console
[FYI] Bob.Tellez #ROBOMERGE-SOURCE: CL 4735348 via CL 4735354 via CL 4735361 [CL 4735946 by peter knepley in Main branch] |
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c9406fc851 |
Sequencer: Added command auto complete list for record take and stop recording take
#jira UE-68463 #rb none [CL 4721518 by Max Chen in Dev-Sequencer branch] |
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ea340d3fbf |
Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none #lockdown Nick.Penwarden [CL 4567513 by Ben Marsh in Main branch] |
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af90b7bcd4 |
Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb #rnx #lockdown Nick.Penwarden [CL 4395058 by Marc Audy in Main branch] |
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9c1629fae7 |
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 4064755)
#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3873313 by Nick.Atamas Merging CL 3834212 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a Merging CL 3805354, CL 3822769, CL 3827454, CL 3831789 //UE4/Partner-Google-VR/Engine/... to //Tasks/UE4/Dev-VR-4.19a/Engine/... Change 3873330 by Nick.Atamas Merging CL 3835373 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a Merging CL 3777058 //UE4/Partner-Google-VR/Engine/... to //Tasks/UE4/Dev-VR-4.19a/Engine/... and fixing up QAARApp to work with latest ARCore changes. Change 3873791 by Nick.Atamas Merging //UE4/Dev-Main@3866324 to Dev-VR (//UE4/Dev-VR) to get missing files and fixing CIS. Change 3933769 by Keli.Hlodversson Remove unused IStereoRendering::GetCustomPresent #jira UEVR-1083 Change 3935219 by Nick.Atamas QAARApp re-write. Change 3935664 by Mike.Beach Oculus SI 1.23 changes Change 3941505 by Joe.Graf Made the send & recv buffer sizes for the BackChannel plugin configurable Added send & recv counters for tracking the amount of transmission data Change 3944003 by Joe.Graf Added -buildscw to the CMake build command lines for editors to match what XCode is doing on Mac Change 3945189 by Douglas.Copeland Saving Material with Use w/ Static Lighting Flag set to resolve Engine warnings Change 3945245 by Douglas.Copeland Resaving QA_MeshTypes asset to resolve warnings produced by missing info Change 3945266 by Douglas.Copeland Updating TM-HMDNodes LevelBP WallofGets to use PxielDensity instead of ScreenPercentage. Resolving Engine warnings Change 3947785 by Mike.Beach Oculus changes to Android core count - only count usable cores not deadicated to the OS, etc. Change 3951763 by Joe.Graf Fixed thread ordering bug with remote session frame compression Change 3952242 by Joe.Graf Saved about 20-25% of the cpu time for compressing jpeg when performing the cpu swizzle Change 3954571 by Keli.Hlodversson * Add FXRRenderBridge base class containing common code from different CustomPresent implementations. * Create a default implementation of UpdateViewportRHIBridge in FXRRenderTargetManager by adding GetActiveRenderBridge_GameThread. ** The default implementation now handles calling View->SetCustomPresent instead of making it up to the custom present (now XRRenderBridge) implementation (it already had to handle when the custom present was null.) * Remove unused member variable ViewportRHI from RHICustomPresent. #jira UEVR-1081 Change 3954572 by Keli.Hlodversson * Apply XRRenderBridge and XRRenderTargetManager changes to the SteamVR plugin * Move duplicated methods into an already existing BridgeBaseImpl class #jira UEVR-592 Change 3954573 by Keli.Hlodversson * Apply XRRenderBridge refactor to Oculus plugin #jira UEVR-590 Change 3954575 by Keli.Hlodversson * Apply XRRenderBridge refactor to OSVR #jira UEVR-595 Change 3954578 by Keli.Hlodversson * Apply XRRenderBridge refactor to GoogleVR #jira UEVR-594 Change 3954596 by Keli.Hlodversson Add file missing from cl#3954572 Change 3957882 by Jeff.Fisher UEVR-1100 bLockToHmd false doesn't work correctly -CameraComponent can now tell the LateUpdateManager to store, correctly buffered, the fact that we don't want to do late update this frame. DefaultXRCamera checks that flag before applying the late upate to the camera. #jira UEVR-1100 #review-3956168 Change 3957945 by Jeff.Fisher Fix for Oculus begin/end frame problem after XRRenderBridge refactor. -The 'Frame' lifetime in the frame was not long enough, so it was null by the time GetActiveRenderBridge_GameThread was called. NextFrameToRender is the same value, but has a long enough lifetime. #review-3957897 Change 3958760 by Dongsik.Seo Adding UseCameraRotation feature to StereoPanorama plug-in. To enable this feature, use console command SP.UseCameraRotation 7 Simply add numbers to mark axis to use. 1 = Pitch, 2 = Yaw, 4 = Roll 7 means all axis (1+2+4) #review-3958756 @Joe.Conley Change 3959347 by Douglas.Copeland Fixing spelling errors in test displays Change 3964331 by Jason.Bestimt Merging CL 3959979 from 4.19 to Dev-VR + uplugin change from CL 3954046 GoogleARCore Plugin fixes for Unreal 4.19.1 hotfix: Fixed the crash in Acquire/Release UGoogleARCorePointCloud. Fixed the issue that multiple line trace channel doesn't work correctly. Fixed the issue the passthrough camera texture has blue and red channel swapped when building against gles 3.1 Fixed the issue that UGoogleARCorePointCloud::GetPoint doesn't return position in world space. Change 3967485 by Ryan.Vance Removed the exlude rect, we want to clear stencil on the entire surface. Change 3968028 by Zak.Parrish Nuking contents of existing FaceARSample, to be replaced by the one from Release-4.19. Change 3968114 by Zak.Parrish Adding in the new version of FaceARSample from Release-4.19 #rb none Change 3978381 by Mike.Beach Mirroring CL 3969503 from 4.19 Only triggering new Blueprint event, OnMotionControllerUpdated, from the game thread (causing a assert/crash when triggered from the render thread and the component has been destroyed on the main thread). #jira UE-55445 Change 3981160 by Joe.Graf Merged the BackChannel unit test fix over from Owl Change 3981705 by Mike.Beach [WIP] MR Calibration - Expose a config setting that will alter the tracking origin type used to calibrate (eye vs. floor). #jira UE-55220 Change 3981898 by Joe.Graf Added support for Apple hardware accelerated image conversion to JPEG, TIFF, PNG, and HEIF Added a Blueprint latent action to perform the conversion in the background Change 3981910 by Joe.Graf WIP AR texture support so that other systems can interact with the camera data Change 3982102 by Joe.Graf Pull request: Update CMakefileGenerator.cs for CLion Fixed an issue in the PR and added cleanup for the macro errors that result in FOO()= definitions #jira: UE-57103 GitHub #4619 Change 3982883 by Joe.Graf Added a CLionGenerator for consistency Fixed editor preferred source code accessor parsing in the project file generator Added code to detect the bad assumption of the project name always being UE4 and stripped that off in the CLionSourceCodeAccessor #jira UE-54801 Change 3983687 by Joe.Graf Fixed the lack of platform checks for adding a framework in the Apple image utils plugin causing a Switch compile error Change 3984325 by Jeff.Fisher UEVR-1141 PSVR - fix morpheus on pc render target scaling -Hard coding the target size. Perhaps the old method broke with the pixel density change. #review-3983261 Change 3984563 by Joe.Graf Temporarily disabled ConvertToHEIF on Mac until the build machines are updated to XCode 9.3 Change 3985213 by Zak.Parrish Removing a ton of excess art assets that were taking up lots of space and possibly throwing warnings. We weren't going to use them anyway. #rb none Change 3985577 by Joe.Graf WIP support for the Apple Vision API to perform computer vision tasks on images Change 3985654 by Joe.Graf Fixed missing forward declaration hidden by unity files Change 3990596 by Mike.Beach Adding a delegate for handling when the active XR system modifies the tracking space origin, and a API function for getting a transform between floor and eye space. #jira UE-55220 Change 3990788 by Mike.Beach Attempted CIS fix (fallout from CL 3990596) Change 3990824 by Ryan.Vance Re-submitting 4.19.1 hotfox 3968537 Change 3995804 by Jeff.Fisher Merging cl 3995785 //UE4/Dev-VR-Seal/Engine/Source/... to //UE4/Dev-VR/Engine/Source/... UEVR-1148 bLockToHmd change breaking qagame entry level xr camera behavior -Fixing late update when no camera component is in use. -The camera component's bLockToHMD==false behavior is supposed to be that hmd motion is ignored, meaning we should not do a late update. This behavior is being applied TO the XRCamera system FROM the camera component, but the camera component can go away or be switched at any time. We want the default to be do apply hmd motion and late update, so disabling late update needs to be a positive setting applied each frame. #review-3995764 Change 3999842 by Nick.Whiting Exposing Apple ARKit function library as public for our buddies down under. Change 4005541 by Joe.Graf UE-57541 Blacklisted TVOS since it also defines PLATFORM_IOS as 1 #jira UE-57541 Change 4006308 by Jason.Bestimt #DEV_VR - Hopeful fix for possible unity issue Change 4006543 by Joe.Graf Added code to be more correct on setting face blendshapes Change 4007508 by Jason.Bestimt #LUMIN - Adjusting automation tests. - Moved QA specific content test into QA Game - Wrapped controller not found to only happen on device Change 4007515 by Jason.Bestimt #LUMIN - Disabling privilege warning except on device Change 4007552 by Jason.Bestimt #LUMIN - Wrapping LuminTargetPlatform internals that require WITH_ENGINE Change 4008585 by Joe.Graf Added virtual curves for the head rotation information from the FaceAR's face tracking for streaming via LiveLink #jira: UE-57830 Change 4008604 by Mike.Beach MR - Making the chroma key material easier to customize & switch out. Updating the calibration to let you set whatever params you've exposed in the video processing material (removing hardcoded params for old chroma keying material). #jira UEVR-1153 Change 4009396 by Jason.Bestimt #DEV-VR - Removing warning about stat on different threads (CL 4009124) Change 4009514 by Joe.Graf Added a weighted moving average method to the modify curve anim node Change 4010125 by Jason.Bestimt #DEV-VR - Integrating 0.12 changes from Dev-VR-Seal to Dev-VR Change 4010434 by Jason.Bestimt #DEV-VR - Fix for Lumin Haptic Test include Change 4010945 by Jeff.Fisher QAHapticTests build fix -removed unused bad include Change 4011002 by Nick.Atamas Fixed Android compilation. Change 4011220 by Nick.Atamas - Adding visualization for boundary polygons. - Adding support for vertical planes. Change 4011298 by Mike.Beach MR - Revamping the VideoProcessing/ChromaKeying material so that it: 1) Better extracts luminance from the image 2) Utilizes despill to remove chroma bleed from the scene 3) Leverages the generated despill mask to add back in a faux bounce #jira UEVR-1153 Change 4011858 by Keli.Hlodversson Move ExecuteOn(RHI|Render)Thread from Oculus plugin into XRThreadUtils.{h|cpp} inside the HMD module Use TFunction and TFunctionRef instead of std::function as arguments. (Depends on the changes in CL#3987166: Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.) -- Ref for methods that guarantee the function has been invoked before returning, TFunction for *_NoWait, as the function may not get execured until later when RHI is in a separate thtread and not bypassed. #jira UE-57380 Change 4011956 by Keli.Hlodversson Fix missing includes after CL#4011858 Change 4012096 by Joe.Graf Disabled building AppleVision on Mac until there's a good solution for older Mac OSes Change 4012294 by Jason.Bestimt #DEV-VR - Adding dependency on LuminRuntimeSettings to MagicLeap module. Hopefully, this will fix the generated files not being found Change 4012390 by Jason.Bestimt #DEV-VR - Misc fixes for static code analysis issues - Guards around GEngine usage - Fix from Rolando for uint32 -> uint64 + shifting warning - Redundant if checks Change 4013426 by Jason.Bestimt #DEV-VR - Guarding RestoreBaseProfile so we don't crash on exit #JIRA: UE-57960 Change 4014661 by Ryan.Vance Initial support for omni-directional stereo captures. https://developers.google.com/vr/jump/rendering-ods-content.pdf Change 4015561 by Jason.Bestimt #DEV-VR - Moving MLSDK out of thirdparty directory to fix static code analysis issue Change 4016202 by Jason.Bestimt #DEV-VR - Integrated CL 2685 from Seal depot #JIRA: UEVR-1157 Change 4016448 by Jason.Bestimt #DEV-VR - Adding LuminRuntimeSettings as dependent modules for anything that references the MLSDK Change 4016457 by Ryan.Vance #jira UE-58018 Cleaning up compiler errors/warnings. Change 4017246 by Jason.Bestimt #DEV-VR - Potential fix for UE-58043 where metal asserts that it should be in the render thread rather than either the render thread OR RHI Thread #JIRA: UE-58043 Change |
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f6f6f20a10 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden #rb ============================ MAJOR FEATURES & CHANGES ============================ Change 4007876 by Ben.Zeigler Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller The player starts with 0 souls, but I hooked up the + on the souls display to grant 50 Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design Change 4008251 by Mieszko.Zielinski PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist) Also addresses #jira UE-57869 Change 4008530 by Ben.Zeigler Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue Change 4008694 by Ben.Zeigler Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie This option is disabled by default because game-specific tick functions may be doing unsafe slate operations Change 4008698 by Ben.Zeigler Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that This depends on engine tick working from the loading movie, a feature I just added Change 4008699 by Ben.Zeigler Add SaveGame flag to gameplay tags so they can be used for native save systems Change 4008941 by Ben.Zeigler Hook up Fireball using new functions that allow applying an effect container spec from a projectile Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next Rename some ability functions to make them shorter Change 4008943 by Dan.Oconnor Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text #jira UE-56478 Change 4010465 by Marc.Audy Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels. Change 4010508 by Marc.Audy PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist) #jira UE-57775 Change 4010845 by Dan.Oconnor Avoid crashing trying to serialize a subobject that was create outside of a transaction #jira UE-57419 Change 4012148 by Phillip.Kavan PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel. #jira UE-55988 Change 4012393 by mason.seay Test BP with 512 components Change 4015966 by mason.seay Updated BP to add split pin debugging Change 4016110 by Marc.Audy (4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que) #jira UE-58009 Change 4016447 by Phillip.Kavan Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class. #jira UE-52372 Change 4016463 by Phillip.Kavan CIS fix - back out changelist 4016447 (temp) Change 4017382 by Dan.Oconnor Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker Change 4020602 by paulo.souza Lighting improvements and optmizations Change 4020638 by paulo.souza Icons and launch screens on mobile (Android and iOS) Change 4021340 by Ben.Zeigler Fix Map/Set add comments to be accurate, the return value was removed Change 4021392 by Ben.Zeigler #jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup Change 4021480 by mason.seay Reorganized comments and nodes Change 4025794 by mason.seay Cleared all watches Change 4026141 by Mieszko.Zielinski Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4 In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user: https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html #jira none Change 4027427 by Dan.Oconnor Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector #jira UE-58115 Change 4027434 by Ben.Zeigler Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games Change 4028656 by Ben.Zeigler Added comments and cleaned up ActionRPG code, done with primary features Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this Add inventory interface that is used instead of having character explicitly cast to player controller Change 4029079 by paulo.souza Fixes to camera rotation when using the AutoMode + UI changes Change 4030066 by Phillip.Kavan Message (interface) call nodes no longer display the skeleton class name in the node subtitle. Change summary: - Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries. #jira nojira Change 4031843 by Jim.Brown Action RPG Game full UI overhaul. Goals: - new layout and art - consolidate view to center of screen - make buttons appear more like interactible objects - update button placement for reach and usability - art pass for consistency of visual language (color, iconography, style) Still to do: - polish on some of the icons (temp art in several places) - audio pass - environment pass - scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock) Change 4033889 by Fred.Kimberley Fixed some watches that were incorrectly displayed as not in scope. Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged. Change 4033921 by Fred.Kimberley Remove unnecessary cast and unused variable. Change 4034094 by Phillip.Kavan Moved the Blueprint bookmarks feature out from under the experimental settings flag. Change 4035553 by Marc.Audy Remove unneeded UFUNCTION declaration #jira UE-58030 Change 4035588 by Jim.Brown RPG Game: - Fixed a couple weapon icons (from temp art to more final version for review) - Created 1st pass audio for Guardian enemies (attack, death, roar, swing) - added reeeeeeeaally temp environmental audio (WIP) - Started on audio for Spider creature (not in engine yet) Change 4036698 by Phillip.Kavan When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step. Change summary: - Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking. - Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping. #jira UE-52853 Change 4038454 by Marc.Audy Remove unneeded validation code for old UC state system Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class. Change 4038487 by Jim.Brown RPG Game: - Icon work (still a couple placeholder, but almost done!) - Audio pass on Guardian creature - started audio on Spider creature (WIP) Change 4040374 by Phillip.Kavan When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play. Change summary: - Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump. - Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review). #jira UE-52853 Change 4040727 by Ben.Zeigler Ability blueprint fixes Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0 Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo Added some comments Change 4040812 by Fred.Kimberley Fix errors and warnings in blueprint editor tests. This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html). Change 4041001 by Ben.Zeigler Hook up skill cooldown to ui, bump cooldown to 2 seconds Change 4041021 by Marc.Audy PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist) #jira UE-46077 #jira UE-58379 Change 4041038 by Fred.Kimberley Remove UFUNCTION macros in overridden functions to fix build errors. Change 4041671 by Fred.Kimberley Added calls to delegates when a periodic effect executes a final time as it is being removed. PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87) Change 4041792 by Dan.Oconnor Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer #jira None Change 4041796 by Dan.Oconnor SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164 #jira UE-53734 Change 4041886 by Phillip.Kavan Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled. Change summary: - Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks. - Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged(). - Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes. - Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize(). - Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor. #jira UE-42333 Change 4042215 by Marc.Audy Copy fix for depth of field in to Dev-Framework #author Allan.Bentham Change 4042732 by Marc.Audy Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set #jira UE-53965 Change 4042796 by Ben.Zeigler #jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled Change 4042943 by Jim.Brown RPG Game: - replaced all existing audio - set up audio for all animations / matinee - will need some polish when real audio comes in, but placeholder is good reference. :) Change 4043287 by Ben.Zeigler #jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none #jira UE-57224 Fix it so pasting is correctly validated for soft object properties Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal Change 4043396 by Dan.Oconnor Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped #jira UE-58290 Change 4043708 by paulo.souza Enemy progression intial commit + cleanups Change 4045083 by Phillip.Kavan Don't allow new bookmarks to be added when the name field is empty. #jira UE-58220 Change 4045504 by Phillip.Kavan The search bar is now functional in the Blueprint Bookmarks view. #jira UE-58421 Change 4045516 by Phillip.Kavan Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup). #jira UE-55596 Change 4046707 by Jim.Brown Action RPG Game Guardians: - Removed delay before grunts attack (so they don't just stand there anymore) - Replaced idle animation with idle animation (was a scream, which they did every time they were idle) HUD: - Fixed skill meter not animating properly - Added pulsing reminder around skill button when it's ready and hasn't been used Character: (WIP) - Fixed missing anim notify in Attack02 - Added missing notify (and sound) in a couple attacks - reduced forward movement component of first couple attacks in combo move Change 4046868 by Dan.Oconnor Reparent blueprints before replacing references when using the 'delete and replace references' tool #jira UE-57355 Change 4047012 by Jose.Gonzalez Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate. Change 4047018 by Jose.Gonzalez Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets Change 4047089 by paulo.souza Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics Change 4049741 by Jim.Brown Action RPG Game: - Set up Wave intro/outro screen - Added a some audio stingers (legal approved, no need to replace) - Content (music) file organization Change 4050235 by Jim.Brown Action RPG: - Set up blocking volumes throughout entire map - aligned all volumes on major grid lines - turned off collision on all exterior rock meshes - full rebuild (should improve perf, collision, and pathing) Change 4050440 by paulo.souza Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions Change 4050910 by paulo.souza Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera Change 4050920 by paulo.souza Action RPG Game: Wave start and finish screen animation timing fix/polishing Change 4050921 by paulo.souza Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode Change 4052161 by Jose.Gonzalez Added player character efforts. Adjusted soundcues for VO that plays during slow downs. Added anims to support different sounds for mana/health potions #jira UE-58598 Change 4052932 by Dan.Oconnor Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant #jira UE-58605 Change 4053179 by Jim.Brown Action RPG Game: - New front end (background, logo, buttons, animations) - Updated HUD/UI with new art to match updated front end. Change 4053187 by Marc.Audy Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism. Fix latent dynamic force feedback effects not updating their values when instructed to. #jira UE-55921 Change 4053423 by Jose.Gonzalez Added Guardian footsteps and concurrency rules for them. Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check. Added sword swings, adjusted volume per anim. Added power up for Firewave. Added Player Character footsteps. Added whoosh for slo-mo meteors. #jira UE-58598 Change 4053769 by Phillip.Kavan Remove associated local bookmarks when Blueprint assets are deleted. Change summary: - Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only). - Added FBlueprintEditorUtils::RemoveAllLocalBookmarks(). #jira UE-55606 Change 4053771 by Phillip.Kavan CIS fix (failed P4 resolve) Change 4053849 by Jose.Gonzalez Spider large steps added, adjusted all anims and added them in the anims they weren't in. Character collapse added. Began work on Intro audio (creature sounds and timing) #jira UE-58598 Change 4054042 by Jose.Gonzalez Added Health and Mana cues, they now have seperate anims per item. Added all Guardian VO, setup sequences and anims with matching audio. Hammer and Axe swings added. Level up cue added, adjusted anim. Guardian swings and impacts added #jira UE-58598 Change 4054375 by Marc.Audy Ensure only that instanced IsEditorOnly components are displayed in the IWCE window #jira UE-57954 Change 4054518 by Phillip.Kavan For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion. #jira UE-58738 Change 4054777 by Ben.Zeigler #jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong Change 4054796 by Fred.Kimberley Improved watch window. - shows watches from multiple blueprints. - better indication of instances being debugged vs watches that aren't currently valid Change 4055112 by Fred.Kimberley PR #4273: Expose AIController public properties to BP (Contributed by Allar) #jira UE-53007 Change 4055126 by Dan.Oconnor Fix shadow variable #jira UE-58763 Change 4055253 by paulo.souza Action RPG Game - Fixes: Player can die properly; Should not be able to buy Souls; Margins for the iPhoneX notch; Change 4055279 by Fred.Kimberley Added a helper function to make it easier to query containers for the presence of a single tag. PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren) #jira UE-57128 Change 4055511 by Ben.Zeigler Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered Change 4055981 by Jose.Gonzalez Spider completed #jira UE-58598 Change 4056011 by Jim.Brown RPG Game: - Fixed textures that weren't power of 2 for mobile - Updated main menu screens with better lighting/resolution - lighting tweaks to main level - Gameplay balance tweaks (should be a bit more difficult now) - more enemies per wave - tighter distribution of enemy levels - Differentiated enemies: - Lvl 1 enemies are smaller w/ red effects - Lvl 2 enemies are same size with yellow effects - Lvl 3 enemies are larger with purplish effects - Added effects to lvl 3 enemy's weapon (torch) - Fixed color distrubution and transparency across buttons on the HUD - Fixed button text eating input from buttons - maybe some other stuff I forgot. :P Change 4056192 by Dan.Oconnor Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal #jira None Change 4056224 by Fred.Kimberley Revert CL 4040812 for this file only. This change was not meant to be checked in. #jira UE-58785 Change 4056239 by Marc.Audy Components correctly display again. Sprite components of Instanced components do appear. Can't solve that for now. #jira UE-58747 Change 4056390 by Fred.Kimberley Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called. #jira UE-56986 Change 4056397 by Fred.Kimberley Fix several minor issues with the watch window. - Switched to more user friendly names for the instances being debugged - Support copy and paste of multiple lines in the watch window - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged. #jira UE-55707, UE-58273, UE-58703 Change 4056410 by Michael.Noland Core: Added FUNC_Const to FUNC_FuncInherit Change |
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894)
#rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change |
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Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main
#lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL |
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0341e5d5c1 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928)
#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change |
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Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3436999)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3385512 on 2017/04/07 by Aaron.McLeran Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4 CL#3318457 - Fix crash when recycling PS4 sound sources. CL#3313213 - Allowing XboxOne to cook streaming audio CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves CL#3320066 - Added libopus for XboxOne CL#3320070 - libopus is now properly linked in XboxOne CL#3313219 - Allowing Mac to cook streaming audio CL#3315332 - Fixed audio streaming on Mac CL#3315335 - (additional file missed in previous CL) CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created. CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207 CL#3318530 - Fix threading issues in FAudioStreamingManager CL#3340718 - Fix for crash with audio streaming CL#3340844 - Fix for more thread safety in audio streaming manager CL#3343794 - Added a check in destructor of loaded chunk CL#3343794 - Removing check in stopping a source CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks CL#3373626 - Fixing ps4 streaming CL#3375110 - Reverting some changes from 3373626 CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2 CL#3383214 - Fixing buffer order issue for audio streaming Change 3386321 on 2017/04/10 by Lina.Halper #ANIM : preview - Attache preview mesh to use copy mesh pose #jira: UE-43114, UEAP-186 #rb: Thomas.Sarkanen Change 3386415 on 2017/04/10 by Ori.Cohen Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies. #JIRA UEAP-79 Change 3386418 on 2017/04/10 by Ori.Cohen Fix physx memory leak when a commandlet loads many assets without ticking scene #JIRA UE-43378 Change 3386569 on 2017/04/10 by dan.reynolds Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone. Change 3386714 on 2017/04/10 by Ori.Cohen Improve stats extensibility and expose it to the automation framework. Change 3386805 on 2017/04/10 by Lina.Halper Fix build error for editor #rb: none Change 3386854 on 2017/04/10 by Lina.Halper build fix for clang #rb:none Change 3387198 on 2017/04/10 by Aaron.McLeran #jira UE-43699 Deleting unused velocity variable. OpenAL's velocity is not supported in WebAudio. Removing dead code in AndroidAudioSource.cpp Change 3387346 on 2017/04/10 by Ori.Cohen Added performance regression map for physics (update kinematic bones and postBroadPhase) #JIRA UEAP-79 Change 3387409 on 2017/04/10 by Ori.Cohen Fix build, forgot to update this code Change 3387536 on 2017/04/10 by Lina.Halper Merging using AnimPhys-Fortnite-Main - fix preview mesh selection/animation #code review: Thomas.Sarkanen #rb: none #i_need_autocorrect Change 3387995 on 2017/04/11 by Martin.Wilson Live link updates - Refactor of provider api (separate update of hierarchy and transforms) - multi connection streaming from provider - provider maintains internal state so that new connections can be updated without interaction with streaming source. - Lifetime changes (connection timeout) Change 3388241 on 2017/04/11 by Lina.Halper Merging using AnimPhys-Fortnite-Main - merge CL of 3388238 #rb: Thomas.Sarkanen Change 3388294 on 2017/04/11 by Lina.Halper build fix #rb: none Change 3388341 on 2017/04/11 by Ori.Cohen Turn off vs2013 for physx Change 3389115 on 2017/04/11 by Ori.Cohen Forgot missing blueprint for perf test Change 3389224 on 2017/04/11 by Ori.Cohen Added sweep multi tests to perf regression #JIRA UEAP-79 Change 3389984 on 2017/04/12 by Martin.Wilson CIS Fix Change 3390315 on 2017/04/12 by Lina.Halper - fix on crash of component array when shutting down anim blueprint #jira: UE-43868 #rb: Thomas.Sarkanen Change 3390402 on 2017/04/12 by Martin.Wilson Fix update not being called on post process instances when the main anim instance does not do a parallel update #jira UE-43906 Change 3390772 on 2017/04/12 by Lina.Halper Fix crash on importing LOD with lesser # of joints #rb: Benn.Gallagher Change 3394850 on 2017/04/14 by Aaron.McLeran Adjusting how wavetable generation works for custom wavetables. - Changed wavetable creation to use a TSharedPtr vs a raw ptr. Change 3394853 on 2017/04/14 by Aaron.McLeran Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP Change 3395684 on 2017/04/17 by Ori.Cohen Make debugdraw for line traces const correct. Change 3396680 on 2017/04/17 by Ori.Cohen Added a total scene query stat and the ability to trace all scene queries Change 3397564 on 2017/04/18 by Benn.Gallagher Added clothing functional and performance test map + assets. Change 3397769 on 2017/04/18 by Thomas.Sarkanen CIS fix Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys Change 3398518 on 2017/04/18 by Lina.Halper Mirroring fix on set world rotation #rb: Zak.Middleton #jira: UE-43830 Change 3400400 on 2017/04/19 by Chad.Garyet adding switch physx build to anim-phys Change 3400416 on 2017/04/19 by Chad.Garyet updated email targets to include switch Change 3402005 on 2017/04/20 by Ori.Cohen Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script. Change 3402264 on 2017/04/20 by Ori.Cohen CIS fix Change 3402344 on 2017/04/20 by Ori.Cohen Turn off find unknown (was on by mistake) Change 3403311 on 2017/04/21 by Benn.Gallagher Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations Change 3403399 on 2017/04/21 by Benn.Gallagher Lighting build, content cleanup and reorganization for clothing test map Change 3403401 on 2017/04/21 by Benn.Gallagher Clothing test ground truth updates after lighting build. Change 3403813 on 2017/04/21 by danny.bouimad Adding everything needed for our multiplat map TM-AnimPhys Change 3403900 on 2017/04/21 by mason.seay Added WIP text to tests that need fixup Change 3405383 on 2017/04/24 by Ori.Cohen Fix typo where complex flag was not being passed in to constructor. #JIRA UE-44278, UE-44279 Change 3405389 on 2017/04/24 by Martin.Wilson Live link: - Added support for sending curve data across live link and applying it via the Live Link node - Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data. Change 3405569 on 2017/04/24 by Martin.Wilson Missed file from CL 3405389 Change 3405810 on 2017/04/24 by Chad.Garyet fixing busted target for dev-animphys stream Change 3406566 on 2017/04/24 by Aaron.McLeran #jira UE-44272 Fixing granular synth with packaged builds - Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly. Change 3406694 on 2017/04/24 by Aaron.McLeran Update to phonon/steam audio plugin from valve Change 3407794 on 2017/04/25 by Aaron.McLeran #jira UE-44357 Fix for attenuation settings in sequencer Change 3407848 on 2017/04/25 by Jon.Nabozny Add stats to FCollisionQueryParams (continued from CL-3402005). Change 3407857 on 2017/04/25 by Jon.Nabozny Disable FIND_UNKNOWN_SCENE_QUERIES. Change 3407915 on 2017/04/25 by Lina.Halper Animation Automation Test for curve and simple notify Change 3408164 on 2017/04/25 by Ori.Cohen Expose the physx tree rebuild rate. Change 3408174 on 2017/04/25 by Lina.Halper - Changed 1, 2, 3, 4 for ordering of timing - Made sure the notify test takes more time between shots. Change 3408359 on 2017/04/25 by Jon.Nabozny Fix FConfigFile::Write for arrays of different sizes. (Looks like it is still broke for arrays of the same same, with different values). Change 3408633 on 2017/04/25 by Aaron.McLeran #jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked - Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing Change 3408768 on 2017/04/25 by Aaron.McLeran Fixing UHT crash Change 3409225 on 2017/04/26 by Lina.Halper Increase tolerance for the shot test. It's very sensitive otherwise. Change 3409313 on 2017/04/26 by Benn.Gallagher Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt Change 3409478 on 2017/04/26 by danny.bouimad Moved Text Actor forwards as it was causing zFighting Change 3409572 on 2017/04/26 by Benn.Gallagher CIS fix after cloth painter changes Change 3409585 on 2017/04/26 by danny.bouimad Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map. Change 3410948 on 2017/04/27 by Martin.Wilson Live Link: - Add subject clearing support to client / message bus protocol - Update ref skeleton when subject changes. - Remove old classes Change 3413305 on 2017/04/28 by Danny.Bouimad Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem) Change 3413408 on 2017/04/28 by mason.seay Resaving to clear empty engine version warnings Change 3413418 on 2017/04/28 by Benn.Gallagher CIS fix, #pragma once in wrong place (after an include) Change 3413737 on 2017/04/28 by Martin.Wilson Rename Live Link Message Bus messages to contain the word message to avoid future name clashes Change 3414121 on 2017/04/28 by Ori.Cohen Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task. Change 3417833 on 2017/05/02 by Thomas.Sarkanen Fix bad merge in SynthComponentGranulator.cpp Change 3418174 on 2017/05/02 by Jon.Nabozny Fix memory leak in UDestructibleComponent::SetSkeletalMesh Change 3418907 on 2017/05/02 by Aaron.McLeran #jira UE-44599 Fixing active sound un-pause issue. - While paused, active sounds were updating their active playbacktime. Change 3419001 on 2017/05/02 by Ori.Cohen Added GetNumSimulatedAndAwake so that we can easily test for jitter. Change 3419079 on 2017/05/02 by Ori.Cohen Added a jitter automated test. Change 3419213 on 2017/05/02 by mason.seay Reaving content to remove empty engine version warnings Change 3419351 on 2017/05/02 by Ori.Cohen Added automated test for raycasting against landscape from underneath (JIRA UE-39819) It looks like this is currently broken Change 3419356 on 2017/05/02 by Ori.Cohen Updated test with associated JIRA where we first saw this Change 3419478 on 2017/05/02 by Ori.Cohen Added automated test for origin shift regression crash when using aggregates. Change 3420736 on 2017/05/03 by Ori.Cohen Added automated test for moving objects during an overlap callback for UE-41450 #rnx Change 3420803 on 2017/05/03 by Ori.Cohen Added automated test for JIRA UE-18019 #rnx Change 3420835 on 2017/05/03 by Jurre.deBaare Anim modifier BP for release notes Change 3421185 on 2017/05/03 by Ori.Cohen Missing file Change 3422673 on 2017/05/04 by danny.bouimad Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels. Change 3422898 on 2017/05/04 by Danny.Bouimad Updating QA Audio Content Change 3422908 on 2017/05/04 by Danny.Bouimad Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData' Change 3423508 on 2017/05/04 by Danny.Bouimad Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback Change 3423634 on 2017/05/04 by danny.bouimad Made updates to TM-AnimPhys testmap Change 3423870 on 2017/05/04 by Ori.Cohen Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now #jira UE-44624 Change 3423917 on 2017/05/04 by Ori.Cohen Assert_Equal for int returns a bool Change 3425267 on 2017/05/05 by Martin.Wilson Live Link - Add interpolation to subjects - Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings - Give live link sources their client Guid so that they can send it with subject data Change 3425303 on 2017/05/05 by Martin.Wilson Missed file from CL 3425267 Change 3430351 on 2017/05/09 by Martin.Wilson Crash fix for live link interpolation Change 3430601 on 2017/05/09 by Benn.Gallagher Disabled clothing perf test temporarily due to stats issues Change 3432669 on 2017/05/10 by Ori.Cohen Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17 Change 3432679 on 2017/05/10 by Ori.Cohen Temporarily turn off check during TLS release on Switch. Change 3434960 on 2017/05/11 by danny.bouimad Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch. Change 3436639 on 2017/05/12 by Danny.Bouimad Updating ground truths and map for OverlapCallBack to fix CIS error. [CL 3437043 by Thomas Sarkanen in Main branch] |
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aa969f9931 |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3420477)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3386262 on 2017/04/10 by Ben.Marsh
Add app-local deployment of DirectX components that are no longer included with newer versions of Windows by default (XAudio 2.7, XInput 1.3). Also add a one-click button to the packaging settings to include the default app-local dependencies, rather than having to specify the path.
Change 3386999 on 2017/04/10 by Ben.Marsh
Plugins: Add support for explicit dependencies from one plugin onto another. Required plugins can be configured in an identical manner to project files, by adding a "Plugins" key to the .uplugin file. Dependencies are automatically built and loaded, and the plugin browser will warn if you try to disable a plugin that something else has a dependency on.
Change 3387073 on 2017/04/10 by Ben.Marsh
Move FLightPropagationRuntimeSettings into the Renderer module, to remove engine dependency on a plugin.
Change 3387988 on 2017/04/11 by Steve.Robb
Comments added to clarify the role of DestructItem and DestructItems.
Change 3388085 on 2017/04/11 by Ben.Marsh
UBT: Fix bEnabled flag on plugin references being ignored. Now collect up all the plugin references in order of priority before creating plugin instances for them. Fixes CIS fail for UT.
Change 3390048 on 2017/04/12 by Richard.Hinckley
#jira UE-43876
Fixed description of Streaming settings (within Project Settings).
Change 3390697 on 2017/04/12 by Steve.Robb
CLASS_PointersDefaultToAutoWeak and CLASS_PointersDefaultToWeak removed.
Change 3390711 on 2017/04/12 by Steve.Robb
AGRESSIVE_ARRAY_FORCEINLINE removed.
Change 3392167 on 2017/04/13 by Robert.Manuszewski
UObject can be added to GC cluster only if all of its Outers can also be added to it.
Fixing asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.
#jira UE-42948
Change 3392309 on 2017/04/13 by Robert.Manuszewski
When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.
Change 3392620 on 2017/04/13 by Ben.Marsh
UGS: Only check for updates every 5 minutes.
Change 3392623 on 2017/04/13 by Ben.Marsh
UGS: Only poll for new changes every 60 seconds.
Change 3392744 on 2017/04/13 by Ben.Marsh
UGS: Query changelist descriptions individually to determine whether changes affect code or content, to hopefully reduce Perforce server load.
Change 3392874 on 2017/04/13 by Ben.Marsh
UGS: Allow specifying regexes in the project config file which filters which changes to be displayed. Useful for changes submitted by build machines, updates to collections, etc...
Change 3392878 on 2017/04/13 by Ben.Marsh
Update UGS to version 1.96
Change 3395635 on 2017/04/17 by Ben.Marsh
UAT: Prefix log output from executing UAT commands through BuildGraph with the name of that command.
Change 3395655 on 2017/04/17 by Ben.Marsh
UAT: Add a command for syncing a DDC over the network (SyncDDC). Allows specifying a maximum size to copy, number of days worth of modified files to copy, and time limit not to be exceeded.
Change 3396989 on 2017/04/17 by Wes.Hunt
CrashReporter configurable tweaks.
* Added QueueWaitingTimeAlertThreshold (used to be hardcoded to 1 min).
- When the queue waiting time gets beyond this many seconds, trigger a slack alert message. Default is 10 min.
- Zero means never alert.
* Added DiskSpaceAvailableAlertInterval (used to be hardcoded to 1 day).
- Interval by which to report disk space availability.
- Default is never (Zero)
* Updated config file to match production config.
#codereview:jin.zhang
Change 3397656 on 2017/04/18 by Ben.Marsh
UBT: Allow modules to opt-out of getting the default include paths from being added, by setting bAddDefaultIncludePaths = false from their build.cs file.
Change 3397677 on 2017/04/18 by Robert.Manuszewski
PR #3167 : Adding more descriptive error text to DetatchLinker error check (by rooneym)
Change 3397722 on 2017/04/18 by Robert.Manuszewski
PR #2252: Increase linker reporting for failed imports (Contributed by FineRedMist)
Change 3397739 on 2017/04/18 by Richard.Hinckley
#jira UE-44100
Fixed SanitizePackageName() to remove double-slash, triple-slash, etc. from package names. Also updated CreatePackage() to call SanitizePackageName() before creating.
Change 3398023 on 2017/04/18 by Ben.Marsh
PR #3105: Cook/package with editor and debugger attached (Contributed by projectgheist)
Change 3398095 on 2017/04/18 by Ben.Marsh
PR #3051: Generate map file from UAT (Contributed by projectgheist)
Change 3398212 on 2017/04/18 by Ben.Marsh
PR #2915: UE-38232: Removed duplicate stats (Contributed by projectgheist)
Change 3399304 on 2017/04/19 by Ben.Marsh
UGS: Prevent editor target files being removed when running custom tools.
Change 3399306 on 2017/04/19 by Robert.Manuszewski
Moved InitPropertiesFromCustomList to UbLueprintGeneratedClass and made it thread safe
Change 3399729 on 2017/04/19 by Steve.Robb
Simple optimization to TBitArray::RemoveAt() when all removed bits are at the end of the array.
RemoveAtSwap() now simply decrements the count instead of calling RemoveAt().
Checks for a positive count added to RemoveAt() and RemoveAtSwap().
Change 3399750 on 2017/04/19 by Jin.Zhang
Order branch alphabetically #RB
Change 3400186 on 2017/04/19 by Steve.Robb
Per-header generated code.
Change 3401458 on 2017/04/20 by Steve.Robb
Static log categories moved out of headers to prevent duplicates when the header is included multiple times.
#jira UE-37507
Change 3401657 on 2017/04/20 by Gil.Gribb
UE4 - Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.
Change 3401735 on 2017/04/20 by Gil.Gribb
UE4 - Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.
Change 3403362 on 2017/04/21 by Steve.Robb
Algo::Sort() fixed to support C arrays.
Size+count versions of Also::IsSorted() deprecated.
Algo::IsSortedBy() added.
Algo::FindBy() added to allow an element to be found by projection.
Simplifications and generalizations.
Change 3404017 on 2017/04/21 by Ben.Marsh
Fix issue where referenced plugin descriptors were missing from console builds, and prevent monolithic builds from offering to disable missing plugins.
Change 3405299 on 2017/04/24 by Steve.Robb
Clarified the class of the incompatible function in the error message about incompatible BP event specifiers.
#jira UE-35106
Change 3405302 on 2017/04/24 by Ben.Marsh
UBT: Allow excluding documentation from generated project files, by setting <ProjectFileGenerator><bIncludeDocumentation>false</bIncludeDocumentation></ProjectFileGenerator> in the XML configuration file.
Change 3405629 on 2017/04/24 by Ben.Marsh
Rename CPPEnvironment to CppCompileEnvironment, to reflect the class name.
Change 3406431 on 2017/04/24 by Ben.Marsh
UAT: Fix incorrect handling of P4SubmitOptions when multiple values are present.
Change 3406670 on 2017/04/24 by Ben.Marsh
UBT: Enable warnings for classes with virtual functions and no virtual destructor (C4265 on Windows, -fdelete-non-virtual-dtor on Clang).
Change 3407080 on 2017/04/25 by Gil.Gribb
UE4 - Critical fix: Propoerly disambiguate imports with the same name and the same outer name. This fixes an assert: LocalExportIndex.IsNull.
Change 3407486 on 2017/04/25 by Gil.Gribb
UE4 - Made changes so that servers, programs and non-engine executables do not create background or high priority threads.
Change 3407495 on 2017/04/25 by Gil.Gribb
UE4 - Tweaked out XBox and Windows low level file IO.
Change 3407497 on 2017/04/25 by Gil.Gribb
UE4 - Fixed bug in the pak precacher that would result in blocks being discarded too soon, which, in turn, resulted in redudnant reads.
Change 3407705 on 2017/04/25 by Ben.Marsh
Removing most of the junk in DotNETUtilities.
Change 3409701 on 2017/04/26 by Ben.Marsh
Disable another static analyzer warning for third party libraries.
Change 3410074 on 2017/04/26 by Daniel.Lamb
Network platform file runs heart beats and responds to modified file changes.
Cook on the fly server in the editor (COTS) now detects changes to content and notifies client.
Fixed issue with network platform file not using correct sandbox.
#test cook on the side shootergame
Change 3411131 on 2017/04/27 by Steve.Robb
TIsTriviallyDestructible now supports forward-declared enums.
Change 3411186 on 2017/04/27 by Steve.Robb
Fix for #includes in generated code for Within classes which are in a different module from the generated class.
Change 3411917 on 2017/04/27 by Steve.Robb
Fixes to pushing/popping the CPP macro.
Change 3411966 on 2017/04/27 by Steve.Robb
Include spam reduced in generated code.
Change 3412155 on 2017/04/27 by Ben.Marsh
Fix for PVS Studio warning: VFOVInRadians used instead of HFOVInRadians.
Change 3412223 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Calling SetHelperA.Num() twice.
Change 3412273 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Duplicated variable name.
Change 3412511 on 2017/04/27 by Ben.Marsh
PR #3462: Fixed PVS-Studio issues (Part 1) (Contributed by PaulEremeeff)
Change 3412582 on 2017/04/27 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code
Change 3413136 on 2017/04/28 by Robert.Manuszewski
Helper functions for dissolving specific GC clusters
Change 3413310 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Incorrect variable name in copy/pasted code.
Change 3413341 on 2017/04/28 by Gil.Gribb
UE4 - Add prestream capability to allow us to preload always loaded sublevels. Only turned on for Shootergame.
Change 3413351 on 2017/04/28 by Ben.Marsh
Include code analysis macros directly from Platform.h, so that macros are available to everything.
Change 3413352 on 2017/04/28 by Ben.Marsh
Fixing a few more PVS studio warnings.
Change 3413437 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Comparison is always true.
Change 3413759 on 2017/04/28 by Ben.Marsh
Suppressing warnings for PVS-Studio.
Change 3413784 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning.
Change 3413898 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: Same conditional is checked twice.
Change 3413915 on 2017/04/28 by Ben.Marsh
Fix PVS-Studio warning: LHS of expression is identical to RHS.
Change 3413989 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: If CurrentGraph->SubGraphs.Num() == 1, it will always enter the first conditional block.
Change 3414053 on 2017/04/28 by Ben.Marsh
More PVS-Studio fixes.
Change 3414062 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Pointer to object goes out of scope without being freed.
Change 3414070 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Fix incorrect condition.
Change 3414071 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Array index is always zero.
Change 3414116 on 2017/04/28 by Ben.Marsh
BuildGraph: Allow marking compile tasks as unsuitable for use with the parallel executor, via an AllowParallelExecutor="false" attribute.
Change 3414160 on 2017/04/28 by Ben.Marsh
Add support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or <Project>/Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.
Change 3414237 on 2017/04/28 by Ben.Marsh
EC: Allow disabling and enabling the log preprocessor via special markers in the log.
To disable: <-- Suspend Log Parsing -->
To enable: <-- Resume Log Parsing -->
Change 3414343 on 2017/04/28 by Ben.Marsh
UBT: Exclude ThirdParty folders from PVS output.
Change 3414392 on 2017/04/28 by Ben.Marsh
Fix regular strings being casted to BSTRs; BSTRs have a hidden length prefix in the two bytes before the first character, so passing a regular TCHAR* is reading random memory.
Change 3414459 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Object goes out of scope without being freed.
Change 3414495 on 2017/04/28 by Ben.Marsh
Suppress some more PVS-Studio warnings.
Change 3414514 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Testing WorldType being equal to EditorPreview and not equal to Inactive is redundant; changing to match description in comment instead.
Change 3414526 on 2017/04/28 by Ben.Marsh
Fix for PVS-Studio warning: Variable assigned to itself has no effect.
Change 3415183 on 2017/04/29 by Ben.Marsh
Fix conflict in macro definitions for ENABLE_HTTP_FOR_NFS - rename the macro defined by NetworkFile to ENABLE_HTTP_FOR_NF. Hopefully fix CIS.
Change 3415765 on 2017/05/01 by Ben.Marsh
Suppressing PVS-Studio warning to get things building cleanly. Not sure if FContentHelper is being leaked or not.
Change 3415853 on 2017/05/01 by Ben.Marsh
EC: Fix jobs never completing if a "Sync & Build" step fails. Dependent jobs should evaluate their run conditions as soon as the parent step finishes, rather than waiting for child job steps to be created.
Change 3416138 on 2017/05/01 by Ben.Marsh
Fix Fortnite cook failures. Not sure what the exact problem is here, but my hunch is that discarded "const" causes blueprint compile failures due to not being able to connect output pins between nodes for overloaded functions, or something like that.
Change 3416309 on 2017/05/01 by Ben.Marsh
Build: Fix node names for static analysis.
Change 3416360 on 2017/05/01 by Ben.Marsh
UBT: Remove unused arguments to PrepForUATPackageOrDeploy for Windows.
Change
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Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main)
NOTE: This is a "fix-up" copy that contains files that somehow did not make it in my last copy (the checkin comments for both copies are in the original, since the script that makes the comments seems to have gotten all changes in it, from what I can tell). This is the final set of changes from Dev-Platform, and they are the same files that have undergone testing last week. #rb none #lockdown nick.penwarden [CL 3299620 by Josh Adams in Main branch] |
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619)
#rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change |