#lockdown nick.penwarden
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MAJOR FEATURES + CHANGES
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Change 2897367 on 2016/03/07 by Chad.Taylor@Chad.Taylor_Z3299_Tango
PS4Tracker Submit call now assigning the appropriate memory type read mode
Change 2920696 on 2016/03/23 by Nick.Whiting@nick.whiting_T7326_DevVRStream
Fixed analytics event for VRPIE to have a description
#jira UE-28562
Change 2925395 on 2016/03/28 by Chad.Taylor@Chad.Taylor_Z3299_Tango
Aspect ratio and buffer clearing fixed up to properly handle non-standard viewport configurations.
#jira UE-28816
Change 2932703 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream
Merging CL 2922134, fix for culling because of stale view matrices
Change 2932761 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream
Oculus 1.3 Engine support, merged from 4.11 stream
Change 2932762 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream
Removing redundant libraries for Oculus LibOVRMobile
Change 2932765 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream
Merging updated license files for Oculus libraries
Change 2938342 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr
Fixing bloom offset in stereo.
Change 2938427 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr
Adding PSVR support for changing the screen percentage dynamically. Previously it could only be changed with ini settings and a relaunch.
Reworked mutex use in reprojection thread. Some things weren't locked that should have been and removed a redundant mutex.
Change 2938736 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr
#jira UE-26722
Updating ISR related code for debug view to fix tesselation.
Change 2939709 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango
Explicit order prioritization for ISceneViewExtensions for proper sampling order
Change 2939717 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango
Initial stereo layer implementation sans editor wireframe visualization
Change 2939816 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango
Stereo layer compionent visualizer
[CL 2940449 by Nick Whiting in Main branch]
Instead of rendering a full screen quad for post process passes, render a mesh which represents only the screen area visible in the HMD after distortion.
This cuts the cost of post processing ~10-15% with no visible difference.
Initial implementation for the Vive.
[CL 2644327 by Ryan Vance in Main branch]
fixed BloomScale (wasn't screen percentage, factor off by 4 and dependent on buffersize not viewport size
[CL 2419351 by Martin Mittring in Main branch]
- 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]