Commit Graph

8 Commits

Author SHA1 Message Date
Andrew Grant
f98f5761cc Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================

#lockdown Nick.Penwarden

Change 2879705 on 2016/02/24 by Nick.Darnell

	Editor - Tweaking some comments.

	#tests n/a
	#rb n/a

Change 2879674 on 2016/02/24 by Nick.Darnell

	Editor - The editor now supports many new methods of opening new asset editors.  You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location.  This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.

	#tests Ran the editor, tried each option and they all seem to do what I want.
	#rb matt.kuhlenschmidt

Change 2879661 on 2016/02/24 by Jamie.Dale

	More general fixes for dialogue waves

	- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
	- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
	- The "Variations" meta-data is now called "Context".

	#rb James.Hopkin
	#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.

Change 2879436 on 2016/02/24 by Nicholas.Davies

	A few bug fixes for blocking PS4 > PC chat
	#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
	#RB Antony.Carter
	#codereview Sam.Zamani
	#TESTS PS4 whispers to and from none Paragon PC users is blocked.

Change 2878929 on 2016/02/23 by Jason.Bestimt

	#ORION_DEV - Merge Main to reconcile 0.20 branch creation

	#RB:none
	#Tests:none

Change 2878600 on 2016/02/23 by Dmitry.Rekman

	Linux: added code to identify CPU for FPSCharts (OR-14949).

	#rb none
	#tests Ran dedicated server on local VM and a few physical boxes.

Change 2878443 on 2016/02/23 by Marcus.Wassmer

	Fix game not ticking when PS button is pressed.
	#rb andrew.grant
	#test golden path ps4

Change 2878361 on 2016/02/23 by Josh.Markiewicz

	#UE4 - fixed bad comment
	#rb none
	#tests none

Change 2878205 on 2016/02/23 by Jason.Bestimt

	#ORION_DEV - Merge main (0.19) at CL# 2878162

	#Tests:none
	#RB:none

Change 2878095 on 2016/02/23 by Josh.Markiewicz

	#UE4 - added warnings to json mcp read/write failures
	- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
	#rb none
	#tests matchmaking golden path

Change 2878002 on 2016/02/23 by Josh.Markiewicz

	#UE4 - made two party framework functions virtual
	#rb none
	#tests none

Change 2877998 on 2016/02/23 by Josh.Markiewicz

	#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
	#rb rob.cannaday
	#tests social/team parties golden path
	#codereview rob.cannaday

Change 2877822 on 2016/02/23 by Olaf.Piesche

	speculative fix for OR-15710

	#rb david.hill
	#tests PC game

Change 2877804 on 2016/02/23 by Uriel.Doyon

	Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
	#codereview robert.manuszewski
	#rb marcus.wassmer
	#tests played several games on PC, also doing rejoin
	#jira OR-15658

Change 2877692 on 2016/02/23 by Jamie.Dale

	Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate

	#rb Saul.Abreu
	#tests Built for Windows, Linux, and PS4. Tested the commandlet.

Change 2877691 on 2016/02/23 by Jamie.Dale

	Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves

	#rb Saul.Abreu
	#tests Built for Windows, Linux, and PS4. Tested the commandlet.

Change 2877690 on 2016/02/23 by Jamie.Dale

	General dialogue wave fixes

[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
Andrew Grant
13a9fa2498 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2845644 on 2016/01/27 by Martin.Wilson

	Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again

	#Jira OR-13469
	#rb Thomas.Sarkanen
	#tests in editor tests, bot match.

Change 2845613 on 2016/01/27 by John.Pollard

	Latest network profiler binaries

	#rb none
	#tests run profiler

Change 2845595 on 2016/01/27 by Mieszko.Zielinski

	Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2845593 on 2016/01/27 by Jeff.Farris

	Added support for setting and choosing filmbacks and lenses for cinematic cameras.
	- New CineCameraComponent and CineCameraActor classes
	- can define filmback and lens presets via ini file
	- details customizations for filmback and lens selection
	- added prototype set of filmbacks and lenses (primes and zooms)
	- Camera details customization now gracefully handles when CameraSettings category is hidden
	- example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap

	#rb none
	#tests editor

Change 2845585 on 2016/01/27 by Marcus.Wassmer

	Don't fool with connected state if we're early outing from the OS intercepting controller events.  This fixes some missing delegates.
	Fixes cert bug about controller disconnect screen staying up permanently
	#rb Cody.Haskell
	#test Turning off controller, turning on again.
	#lockdown Andrew.Grant

Change 2845528 on 2016/01/27 by Max.Chen

	Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys.

	#jira UE-26084
	#tests Add spawnable, +Track->Animation exists
	#rb none

Change 2845483 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly
	#jria UE-26016
	#rb Max.Chen
	#tests Tested the viewports

Change 2845421 on 2016/01/27 by Max.Preussner

	Sequencer: Implemented go-to feature

	#RB max.chen
	#TESTS Editor

Change 2845407 on 2016/01/27 by Max.Preussner

	Sequencer: Moved SetViewRange() into ISequencer and made it public

	#RB max.chen
	#TESTS none

Change 2845404 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed cinematic viewport not updating when dragging transport range
	#jira UE-26003
	#rb Max.Chen
	#tests Scrubbed the timeline

Change 2845396 on 2016/01/27 by David.Nikdel

	#OSS #Purchase #Store #PS4
	- Minor log cleanup
	#RB: none
	#TESTS: compiles

Change 2845375 on 2016/01/27 by Max.Chen

	Sequencer: Implement cinematic shot track thumbnails.

	#jira UE-25125
	#tests Rebuild the trailer with the cinematic shot track
	#rb none

Change 2845359 on 2016/01/27 by Marcus.Wassmer

	Downgrade some checks to ensures.
	#rb none
	#test ps4

Change 2845347 on 2016/01/27 by Nicholas.Davies

	Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team.
	#RB Antony.Carter
	#TESTS n/a
	#codereview Robert.Manuszewski

Change 2845227 on 2016/01/27 by Robert.Manuszewski

	Adding flags to create callstack map files when building Arxan protection

	#rb none
	#tests Built arxan exe

Change 2844871 on 2016/01/26 by Andrew.Grant

	Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated)
	#rb none
	#tests ran editor

[CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Andrew Grant
9d58a141e9 Copying //UE4/Orion-Staging to Dev-Main (Originates from //Orion/Main @ CL-2759376)
#lockdown Nick.Penwarden

[CL 2759916 by Andrew Grant in Main branch]
2015-11-09 19:35:15 -05:00
Josh Markiewicz
f8d83447e1 #Integration FN->Main from CL#2642868
Engine Source changes

[CL 2645403 by Josh Markiewicz in Main branch]
2015-08-05 15:54:57 -04:00
John Abercrombie
0bacc967eb Merging using UE4-Fortnite-To-UE4 @ CL 2578109
[CL 2584863 by John Abercrombie in Main branch]
2015-06-11 16:25:03 -04:00
Carlos Cuello
6f1ac76399 [INTEGRATE] UE4-LauncherDev->UE4 integrate all up to cl 2475889
[CL 2478426 by Carlos Cuello in Main branch]
2015-03-13 08:26:18 -04:00