==========================
MAJOR FEATURES + CHANGES
==========================
Change 2853169 on 2016/02/02 by Stephen.Ellis
#jira UE-26348 Updated GitHub readme page to include notice that Releases branch currently contains 4.11 Preview code.
Change 2853250 on 2016/02/02 by Aaron.McLeran
#jira UE-26305 No audio when melee minions attack in Orion
Change 2853341 on 2016/02/02 by Chris.Babcock
Fix compile issue with GearVR for x86
#jira UE-26382
#ue4
#android
Change 2853785 on 2016/02/03 by Robert.Manuszewski
Fixing UnrealFrontend failing to launch due to missing plugin if there's a program (UHT) plugin that's enabled by default.
#jira UE-25593
Change 2854011 on 2016/02/03 by Benn.Gallagher
Fix for crash reimporting skeletal meshes when they are currently open in Persona
#rb Thomas.Sarkanen
#jira UE-26336
Change 2854039 on 2016/02/03 by Lauren.Ridge
Changing font in Unreal Match 3 from Pirata One to Averia Serif
#jira UE-26398
Change 2854085 on 2016/02/03 by Taizyd.Korambayil
#jira UE-10975 Adjusted Rocks to Cover Seams
Change 2854182 on 2016/02/03 by Ben.Marsh
Always add the 32-bit toolchain to the PATH environment variable. If we're VS2013 Express to cross-compile for a 64-bit target using a 32-bit toolchain, it needs the PATH environment variable updating to include the standard 32-bit toolchain so it can find MSPDB120.dll.
Originally CL 2820925.
#jira UE-25089
Change 2854402 on 2016/02/03 by Taizyd.Korambayil
#jira UE-5479 Corrected Spelling
Change 2854439 on 2016/02/03 by Taizyd.Korambayil
#jira UE-13971 Added Validation Checks to Orary BP and Removed unused Actor references from LevelBP
Change 2854469 on 2016/02/03 by Taizyd.Korambayil
#jira UE-26023 Adjsuted Background Lighting settings to match 4.10
Change 2854549 on 2016/02/03 by Taizyd.Korambayil
#jira UE-7043 Adjusted God Ray so that hard cutoff is not visible
Change 2854554 on 2016/02/03 by Ian.Shadden
#UE4 #match3 fixing potential divide by 0
#jira UEDOC-2869
Change 2854594 on 2016/02/03 by Rolando.Caloca
UE4.11 - Integration from 2853796
#jira UE-24967
PC: Update D3D12 RHI
- Fix more memory leaks upon device exit
- Fix edge case where ResourceLocations were getting allocated in a pooled and un-pooled maner
- Set ID3D12Object names with a utility function so we can easily disable naming if necessary
- Update RHICreateRasterizerState to behave similarly to RHICreateDepthStencilState/RHICreateBlendState and avoid a copy of D3D12_RASTERIZER_DESC
Change 2854599 on 2016/02/03 by Rolando.Caloca
UE4.11 - Compile fix
#jira UE-24967
Change 2854630 on 2016/02/03 by Taizyd.Korambayil
#jira UE-26314 Adjusted Location of Backdrop Asset so that it doesnt appear to be floating
Change 2854694 on 2016/02/03 by Taizyd.Korambayil
#jira UE-26334 Corrected Spelling Error
Change 2854710 on 2016/02/03 by Michael.Trepka
Improved Mac trackpad and Magic Mouse support in UMG and Texture editor viewports
#jira UE-1450
Change 2855018 on 2016/02/03 by mason.seay
Test assets for 3D Stereo Spread
#jira UE-24473
Change 2855154 on 2016/02/03 by Dan.Oconnor
Fix for crash when a blueprint enum colides with a a details customization name
#jira UE-23921
Change 2855350 on 2016/02/04 by Dmitriy.Dyomin
Fixed: StrategyGame and Sun Temple levels render as black on the several Mobile devices
Added workaround for GL_EXT_shader_framebuffer_fetch on Adreno devices
Added support for framebuffer fetch in ES3.0
#jira UE-25747
Change 2855475 on 2016/02/04 by Jurre.deBaare
UE-25235 incorrect #endif caused issue with colour for visible collision components
#rb Thomas.Sarkanen
[CL 2863046 by Matthew Griffin in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2828332 on 2016/01/14 by Matthew.Griffin
Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.
Change 2828335 on 2016/01/14 by Matthew.Griffin
Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.
Change 2831365 on 2016/01/16 by Ben.Marsh
Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.
Change 2832166 on 2016/01/18 by Ben.Marsh
Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.
Change 2835725 on 2016/01/20 by Matthew.Griffin
Removed more uses of RunningRocket functions
Switch Linux staging check to see if required files exist until switched to using receipts
Always stage CrashReporter for Linux
Mac and Linux will not use Compile Lean And Mean when generating project files
Allow normal DynamicCompilation check to occur in binary builds
Allow XMPP dependency on WebRTC now that it's publically distributed
Change 2835864 on 2016/01/20 by Matthew.Griffin
Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
Also tidied up some arguments that are set in UVS and never used.
Change 2839932 on 2016/01/22 by Matthew.Griffin
Removed last uses of RunningRocket from UnrealBuildTool
Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
Combined code doing very similar things for single games and rocket projects.
Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
Removed RunningRocket function and the code checking for -rocket on the command line
Change 2846971 on 2016/01/28 by Matthew.Griffin
Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built.
Change 2853879 on 2016/02/03 by Matthew.Griffin
Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected
#jira UE-25666
#lockdown Nick.Penwarden
[CL 2854567 by Ben Marsh in Main branch]
Fix null pointer error in UnrealCEFSubProcess when passing the same callback handler more than once to a bound UObject method.
rb: Wes.Fudala
[CL 2620782 by Keli Hlodversson in Main branch]
The feature has never been included in an official release, so removing it should not cause a bw compatibility problem.
[CL 2606030 by Keli Hlodversson in Main branch]
Implement JS integration via a subset of UObject scripting functionality and custom CEF Messages
JIRA: OPP-3240
rb: Justin.Sargent
[CL 2601283 by Keli Hlodversson in Main branch]
Web Browser project mostly exposes interfaces, hiding all of the CEF3 implementation and technically allowing us to slot in another web system if necessary. Normal process will be to request a browser window interface from the web browser singleton. There is also an implementation of ISlateViewport so that it can be displayed via an SViewport.
The UnrealCEFSubProcess executable is needed for CEF3 to run additional processes for rendering etc. I don't expect this to change very often so it should hopefully just be built once and distributed, since we can't currently specify a program dependency for other modules.
Added a CEF3Utils project to share .dll loading code between web browser and the separate sub process executable.
[CL 2317298 by Matthew Griffin in Main branch]