Commit Graph

98 Commits

Author SHA1 Message Date
Bob Tellez
d2d64d2122 UE4: Fixed a typo in the GameplayAbilities config
[CL 2300444 by Bob Tellez in Main branch]
2014-09-16 21:07:55 -04:00
Matt Kuhlenschmidt
fb76f6393e Fix constant FName initialization in places that execute often
[CL 2294154 by Matt Kuhlenschmidt in Main branch]
2014-09-11 16:48:17 -04:00
Ben Marsh
fd40f753ef Missing string change before submit.
[CL 2293811 by Ben Marsh in Main branch]
2014-09-11 11:19:13 -04:00
Ben Marsh
1b251d38a1 Add the project name to the compile-on-startup dialog.
[CL 2293809 by Ben Marsh in Main branch]
2014-09-11 11:19:00 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Ben Marsh
31618620c1 Include module names in dialog for recompiling on startup, and don't allow continuing if they are an incorrect version.
[CL 2292600 by Ben Marsh in Main branch]
2014-09-10 12:43:07 -04:00
Leigh Swift
0fe305cd88 Fix for PreInit disabling log backlog when not editor to include programs not compiling against Engine
[CL 2290786 by Leigh Swift in Main branch]
2014-09-09 12:18:29 -04:00
Marcus Wassmer
d3267165c0 Merge UE4-ShooterGame -> UE4
#codereview john.pollard,jeff.campeau,ryan.gerleve

[CL 2289995 by Marcus Wassmer in Main branch]
2014-09-09 12:12:38 -04:00
Ben Marsh
7e47a9d047 Remove virtual function to return .uproject extension from IProjectManager.
[CL 2289650 by Ben Marsh in Main branch]
2014-09-08 13:51:36 -04:00
Ben Marsh
d591804587 Move hot reload functionality from Core into the HotReload module. Precursor to removing assumptions about IS_MONOLITHIC and supporting hybrid monolithic configurations.
[CL 2286426 by Ben Marsh in Main branch]
2014-09-05 12:46:22 -04:00
Gil Gribb
2138564178 UE4 - RHI Thread implementation for XB1
[CL 2284612 by Gil Gribb in Main branch]
2014-09-04 11:35:18 -04:00
Gil Gribb
9978428b65 UE4 - RHI thread prototype (PS4 only so far)
[CL 2283021 by Gil Gribb in Main branch]
2014-09-03 10:52:00 -04:00
Chris Babcock
55b443e503 Move GUseThreadedRendering Android override out of LaunchEngineLoop into new FPlatformMisc AllowRenderThread
#Android
#codereview Josh.Adam,Gil.Gribb

[CL 2282240 by Chris Babcock in Main branch]
2014-09-02 19:18:22 -04:00
Keith Judge
915e6963be Flush the log when suspending the game, so we don't end up with truncated logs on disk.
[CL 2281459 by Keith Judge in Main branch]
2014-09-02 10:05:32 -04:00
Daniel Wright
f5238f04e1 Distance Field AO improvements
* Distance field building is now asynchronous and stored in the DDC separately from static mesh data.
* Added OcclusionMaxDistance and Contrast properties to Movable sky light
* Using the GBuffer normal instead of the generated distance field normal, fixes artifacts on two-sided materials and between modular pieces.  Also saves about .7ms / 4.5ms
* Points in the distance field are only considered 'inside' the mesh if > 50% of all rays traced hit a backface.  Most meshes can have a valid distance field generated with this heuristic.  Meshes without a distance field representation can receive occlusion.
* Fortnite two-sided foliage with world position offset animation works fine now
* Using the resulting bent normal for diffuse lighting, improves consistency in occluded corners
* Resulting bent normal is also used to occlude skylight specular using an approximate cone-cone intersection, prevents leaking where SSR is not available
* Fixed stationary skylights not getting lightmap mixing
* Reflection captures now work with the movable skylight, which adds its diffuse contribution to IndirectIrradiance so their lightmap mixing works
* Added new show flag to visualize mesh distance fields, which ray traces through the distance fields and gives a sense of their shape

[CL 2276435 by Daniel Wright in Main branch]
2014-08-28 13:54:31 -04:00
Dmitry Rekman
674a831107 Removing unnecessary modules from servers/programs.
- Do not try to load ALAudio and SteamController on Linux servers (TTP #344970).
- Do not load HeadMountedDisplay on all platform servers.

#codereview Nick.Whiting, JJ.Hoesing, Josh.Adams

[CL 2276426 by Dmitry Rekman in Main branch]
2014-08-28 13:49:44 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Peter Sauerbrei
15258ab92d fix for splash screen not staying up until first render
#ue4
#ios

[CL 2266296 by Peter Sauerbrei in Main branch]
2014-08-21 14:24:20 -04:00
Dmitry Rekman
b3ab32f8fb Changes in platform initialization/teardown.
- New PlatformTearDown() function to correspond to PlatformInit(), called at AppExit() time (unguarded code).
- Linux-specific PlatformInitMultimedia() function (not part of generic platform abstraction) which handles multiple initialization of SDL and/or avoids it for certain targets.
- Fixes problem with SDL message box destroying SDL and ruining things later down the road.

#codereview Josh.Adams, Ankit.Khare, Michael.Trepka, Marcus.Wassmer, Pete.Knepley, Graeme.Thornton

[CL 2263609 by Dmitry Rekman in Main branch]
2014-08-19 22:04:56 -04:00
Mikolaj Sieluzycki
4ce6d47110 Add automation tests opt-in for console.
TTP#341142: Add automation tests opt-in for console.
#codereview Steve.Robb

[CL 2262466 by Mikolaj Sieluzycki in Main branch]
2014-08-19 09:49:21 -04:00
Mike Fricker
9017779b57 Added compiler version logging at engine startup
- Detects both Clang and Visual C++, prints version information to log

[CL 2260775 by Mike Fricker in Main branch]
2014-08-18 09:48:44 -04:00
JJ Hoesing
c906ce6f11 - Oculus 0.4.1 support
- Initial Mac direct rendering support
- Added WindowedMirror mode for pseudo-fullscreen support on devices like HMDs
- PlayerController key input currently routes through the Oculus plug-in in order to bypass the health & safety warning.  Will likely move this up to GameViewport.cpp instead.
- Note: with the Oculus plug-in enabled, normal fullscreen will not work if the direct mode driver is enabled!
- Currently PreInit() will be called on all enabled HMDs.  This may or may not be an issue.  Currently it's not.

[CL 2257312 by JJ Hoesing in Main branch]
2014-08-14 21:29:44 -04:00
Graeme Thornton
6c5a825e94 Various changes to make resolution switching and restoration work properly. Also corrects orders of precedance for various cvar initialisation systems
Fixes TTP 327800 - UE4: RENDERING: FORTNITE: RESOLUTION: Game resolution will be lowered after Alt+Tabbing and then returning to a game in fullscreen

* Move the call to GameUserSettings::PreloadResolutionSettings() to an earlier point, after system settings load, but before consolevariables/deviceprofiles etc.
* Remove ConditionallyOverrideSettings from the PreloadResolutionSettings() as the slate application hasn't been initialised at this point. Values are overriden later anyway when creating the game window
* Split GameUserSettings::Apply() into two functions, one for resolution settings and one for everything else. Apply() now calls both for backwards compatibility. Allows launch loop to NOT reapply the resolution settings after GameUserSettings has been loaded properly, thereby overriding all the settings customizations
* When a game-mode windows app is receives the OS activation event, attempt to restore the resolution that the engine believes is current.
* Update fortnite default game user settings ini file to have the latest version number, and specify windowed mode. This will be fixed later to specify windowed fullscreen as is desired.

[CL 2254719 by Graeme Thornton in Main branch]
2014-08-13 11:28:31 -04:00
Allan Bentham
b1ce2310c9 Prevent highres screen shot from attempting to access module manager from render thread.
[CL 2254410 by Allan Bentham in Main branch]
2014-08-13 06:12:21 -04:00
Dmitry Rekman
7fb45d090a Support more output devices on Linux.
- Partially based on PR #306 submission, corrected for cross-compiling.
- Each platform is now able to set up output devices for logging according to its own needs.

#codereview Josh.Adams, Michael.Trepka

[CL 2249193 by Dmitry Rekman in Main branch]
2014-08-08 21:42:14 -04:00