Fixed: Stencil test does not work on mobile UE-16664 (still doesn't work on metal)
#codereview Jack.Porter, Martin.Mittring
[CL 2600130 by Dmitriy Dyomin in Main branch]
- Shader changes/fix-ups, support for MRT & SM5 on the shader code gen backend
#codereview Mark.Satterthwaite, Michael.Trepka, Josh.Adams, Peter.Sauerbrei
[CL 2599662 by Rolando Caloca in Main branch]
- Avoids locks up and other problems when browsing deep directory hierarchy.
- Temporary, a better solution is needed.
[CL 2598080 by Dmitry Rekman in Main branch]
Including:
- every GameplayTask can specify resources it requires to run, and separately resources it's going to lock, or "shadow" ones in the priority queue
- added a broadcast delegate to GameplayTasksComponent one can register for to get notified about changes in resource locks
- AI uses this to lock AI logic for scripted tasks
- made IGameplayTaskOwnerInterface::GetAvatarActor require a task pointer to determine avatar actor - this was needed for a "skeletal" owners, like BT nodes
- Improvements to AITask_MoveTo
- expanded BTTaskNode with bits required for it being a GameplayTask owner
- might need to move that to the most generic BTNode so that services can easily spawn tasks as well
- BT movement tasks can now use AITasks (opt-in with AISystem::bEnableBTAITasks via Project Settings)
- started adding a generic mechanism for configuring AI properties via Project Settings
- consistency throughout multiple ways of spawning given AI task being the main drive here. Started with movement of course
- currently implemented by exposing AISystem's properties to global config. Going to switch that over to UDeveloperSettings soon.
- Added a blackboard component member to AIController
- added setting BB SelfActor key to AI-controlled Pawn
[CL 2597132 by Mieszko Zielinski in Main branch]
base for a change to replace all PostProcessSettings with Blendables. See new documentation on blendables.
[CL 2596231 by Martin Mittring in Main branch]