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db463b031d42484bf7ff2b057a8bf0c94dea4a9c
9 Commits
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bbb9564388 |
Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx
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627baf970a |
Updating copyright for Engine Editor.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904 #ROBOMERGE-BOT: (v613-10869866) [CL 10870586 by ryan durand in Main branch] |
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7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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22f58737f9 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3373195 on 2017/03/30 by Mike.Beach For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist). Change 3381178 on 2017/04/05 by Dan.Oconnor Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient #jira UE-43616 Change 3381532 on 2017/04/05 by Marc.Audy (4.16) Fix various cases where built lighting on child actors could be lost when loading a level #jira UE-43553 Change 3381586 on 2017/04/05 by Mike.Beach Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays). #jira UE-42676, UE-43257 Change 3381682 on 2017/04/05 by mason.seay Some more changes to test map Change 3381844 on 2017/04/05 by Dan.Oconnor Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager Change 3382054 on 2017/04/05 by Zak.Middleton #ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls. #jira UE-30998 Change 3382703 on 2017/04/06 by Lukasz.Furman fixed missing links between navmesh polys when there are more than 4 neighbor connections #jira UE-43524 Change 3383357 on 2017/04/06 by Marc.Audy (4.16) Make SetHiddenInGame propagate consistently with SetVisibility #jira UE-43709 Change 3383359 on 2017/04/06 by Dan.Oconnor Fix last errant SKEL reference when cooking Odin Change 3383591 on 2017/04/06 by Mike.Beach Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint. #jira UE-42085 Change 3384762 on 2017/04/07 by Zak.Middleton #ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value. Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation. #jira UE-24850 Change 3384948 on 2017/04/07 by Dan.Oconnor Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad Change 3385267 on 2017/04/07 by Michael.Noland Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes) #jira UE-21724 Change 3385473 on 2017/04/07 by Phillip.Kavan #jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup. Change summary: - Fixed to use correct string for "Expand Node" transaction name. - Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code. - Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion. Change 3385583 on 2017/04/07 by Dan.Oconnor Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property) #jira UE-43746 Change 3386581 on 2017/04/10 by Michael.Noland Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass() #jira UE-43824 Change 3386615 on 2017/04/10 by Marc.Audy Instanced properties can now properly be set on a per-instance basis in blueprint added components. #jira UE-42066 Change 3387000 on 2017/04/10 by Marc.Audy Fix includes for CIS Change 3387229 on 2017/04/10 by mason.seay More changes to TM-Gameplay Added Save Game test (with blueprint) Tick Interval test (with blueprint) BP logic cleanup Level organization Change 3388437 on 2017/04/11 by Mike.Beach Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults). #jira UE-42617 Change 3388532 on 2017/04/11 by mason.seay Submitting latest changes for crash repro Change 3389026 on 2017/04/11 by Ben.Zeigler Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created Change 3389163 on 2017/04/11 by Ben.Zeigler #jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883 Change 3389205 on 2017/04/11 by Marc.Audy Protect against a handful of GEditor usages that can now be hit in standalone Change 3389220 on 2017/04/11 by Marc.Audy Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately Change 3389222 on 2017/04/11 by Michael.Noland Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick - Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond) - Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors This CVar will be removed in a future version, defaulting to on #jira UE-43661 Change 3389276 on 2017/04/11 by Marc.Audy Spelling fix and NULL to nullptr Change 3389303 on 2017/04/11 by Mieszko.Zielinski Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4 #jira UE-43873 Change 3390215 on 2017/04/12 by mason.seay Removed some tests, will need further review Change 3390638 on 2017/04/12 by Mike.Beach Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match. NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int'). #jira UE-42747 Change 3390774 on 2017/04/12 by Ben.Zeigler #jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags Change 3390778 on 2017/04/12 by Ben.Zeigler Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package Change 3390782 on 2017/04/12 by Ben.Zeigler Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target= Change 3390859 on 2017/04/12 by Mike.Beach T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path. #jira UE-28048 Change 3390914 on 2017/04/12 by Lukasz.Furman fixed missing navlink component's transform in exported navigation data #jira UE-43688 Change 3391122 on 2017/04/12 by Ben.Zeigler Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion Fix crash calling GetAssetDataForPath with null path Change 3391494 on 2017/04/12 by Dan.Oconnor Fix bad references in deep object (widget) hierarchies #jira UE-43802 Change 3391529 on 2017/04/12 by Dan.Oconnor Fix log spam, accidently submitted #rnx Change 3391756 on 2017/04/12 by Dan.Oconnor LinkExternalDependencies needs to be performed before we RefreshVariables #jira UE-43843 Change 3392542 on 2017/04/13 by Marc.Audy Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play. #jira UE-43879 Change 3392746 on 2017/04/13 by Marc.Audy (4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component). Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component. #jira UE-40218 #jira UE-42086 Change 3393253 on 2017/04/13 by Dan.Oconnor Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions) #jira UE-43883 Change 3393509 on 2017/04/13 by Mike.Beach Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling. #jira UE-37284 Change 3394350 on 2017/04/14 by Michael.Noland Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc... #jira UE-39921 Change 3395985 on 2017/04/17 by Phillip.Kavan #jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload. Change summary: - Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType. Change 3396152 on 2017/04/17 by Marc.Audy TickableGameObjects that have IsTickableInEditor false should not tick in the editor #jira UE-40421 Change 3396279 on 2017/04/17 by Phillip.Kavan #jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes. Change 3396299 on 2017/04/17 by Dan.Oconnor Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created. #jira UE-43859 Change 3396712 on 2017/04/17 by Marc.Audy Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date #jira UE-38234 Change 3396718 on 2017/04/17 by Mike.Beach Adding a search bar to the components tree for Blueprints. #epicfriday #jira UE-17620 Change 3396999 on 2017/04/17 by Mike.Beach In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error). #jira UE-44018 Change 3397700 on 2017/04/18 by Marc.Audy UT struct BlueprintType fixups Change 3397701 on 2017/04/18 by Marc.Audy Odin struct BlueprintType fixups Change 3397703 on 2017/04/18 by Marc.Audy Ocean struct BlueprintType fixups Change 3397704 on 2017/04/18 by Marc.Audy WEX struct BlueprintType fixups Change 3397705 on 2017/04/18 by Marc.Audy Additional UT blueprint type struct fixups Change 3397706 on 2017/04/18 by Marc.Audy Fortnite struct BlueprintType fixups Change 3397708 on 2017/04/18 by Marc.Audy Fixup Engine BlueprintType markup of structs Change 3397709 on 2017/04/18 by Marc.Audy Sample Game struct BlueprintType fixups Change 3397711 on 2017/04/18 by Marc.Audy Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly Change 3397712 on 2017/04/18 by Marc.Audy Paragon struct BlueprintType fixups Change 3397735 on 2017/04/18 by Marc.Audy Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it Change 3397912 on 2017/04/18 by Mike.Beach Fix for CIS warnings about shadowed variables (fallout from CL 3396718). Change 3398455 on 2017/04/18 by Marc.Audy Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile Change 3398491 on 2017/04/18 by Marc.Audy BPRW/BPRO in a non-BlueprintType is now a UHT error Change 3398539 on 2017/04/18 by Marc.Audy Fixup live link struct markups Change 3399412 on 2017/04/19 by Marc.Audy Fix Match3 blueprint type struct markups Change 3399509 on 2017/04/19 by Phillip.Kavan #jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling. Change summary: - Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation. - Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match. - Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones. Change 3399749 on 2017/04/19 by Mike.Beach Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it). Change 3399774 on 2017/04/19 by Marc.Audy ConditionalPostLoad is already called on StaticMesh earlier in the function #rnx Change |
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20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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4ba423868f |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch] |
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919caf08f2 |
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3145687)
#lockdown Nick.Penwarden #rb Merge ========================== MAJOR FEATURES + CHANGES ========================== Change 3094167 on 2016/08/18 by Jeff.Fisher UEVR-97 Morpheus HMD tracking needs to wait until HMD is fully tracked. -Morpheus CALIBRATING/NOT_TRACKED tracking state hmd orientation update disabled and delegates added to present instructions to the user. This behavior is controlled by morpheus ini setting bDisableHMDOrientationUntilHMDHasBeenTracked, but defaulted to true to avoid subtly bad user experiences. #review-3094106 @chad.taylor #jira UEVR-97 Change 3104799 on 2016/08/29 by Jeff.Fisher UEVR-178 Morpheus HMD Black crescents -Switched reprojection frame time for 60/120 mode from 120hz to 60hz so we much better predict where the hmd will be pointing when the frame we are about to render is actually displayed, and are run off the edge of it less often and less severely. This makes the black crescent artifacts only just visible during very fast head turning. The kWrapModeMirror change, which will be submitted separately, makes the left and right crescents invisible to me. -Renamed the functions for setting the prediction info in the PS4Tracker. -Added render frame parameters to sony reprojection functions, these can help with debugging reprojection. -Added commented out sce call to get the reprojection debug data. Not allowed to submit an executable that calls it, but its nice to at least know where one can put it. May improve this later. -Wrapped PS4Tracker->Synchronize call in a check that the tracker handle is valid, because I managed to get it called when it wasn't (probably during hmd power off testing, but I don't remember now). It should be fine to not do it if the tracker is not functioning. #review-3104780 chad.taylor #jira UEVR-178 Change 3108423 on 2016/08/31 by Jeff.Fisher Morpheus Config Improvements. -UEVR-138 Morpheus HMD reprojection wrap mode config setting -Can now switch between wrap mode Mirror and ClampToBorder. Mirror is the default. -Made bDisableHMDOrientationUntilHMDHasBeenTracked editable in UE4Editor project settings. -Using generic project setting for bStartInVR, removed the morpheus specific one. #jira UEVR-138 #review-3106999 @nick.whiting Change 3111231 on 2016/09/01 by Jeff.Fisher Fixed bStartInVR ini setting. -Initial implementation worked via a generic EnableStereo call, which worked, but happened after the hmd setup dialog, which is not what I wanted. -Also fixed a tracking frame mismatch assert that hit when I powered the hmd off once, causing it to lose tracking. Its ok that it doesn't update in that circumstance. #review-3111211 @ryan.vance Change 3115196 on 2016/09/06 by Keli.Hlodversson #jira UEVR-128 Map move controller Select button to Invalid, as it is always handled by the system Change 3116425 on 2016/09/07 by Chad.Taylor PSVR: stereo layers implementation Change 3116593 on 2016/09/07 by Jeff.Fisher UEVR-126 Morpheus HMD connect dialog cancel reactions -VR only apps can't allow the player to cancel out of the hmd setup dialog, so lets just pop the dialog up again (sony were ok with a licencee doing this) if an ini setting says to do that. -VR/2D apps might want to switch to 2d if the player cancels out of the hmd setup dialog, so there is an ini setting for that. -A delegate only implementation is also provided for apps that want to do something else. This leaves the game rendering in VR mode, and fires the delegate. -Refactored to better separate successful HMD acquisition from stereo rendering. This was necessary to support the delegate only option on startup. If you start in vr mode with your hmd off and cancel the dialog stereo rendering now starts with default values for the hmd hardware stats (as read from my pvt) instead of crashing trying to use uninitialized data. When an hmd is connected its values will be read. -Refactored to ensure reprojection starts immediately when we call StartReprojection. #jira UEVR-126 #review-3116221 Change 3116754 on 2016/09/07 by Keli.Hlodversson bPixelDensityAdaptive is a bool and not a float property Change 3117692 on 2016/09/08 by Jeff.Fisher UEVR-135 Morpheus HMD recent feature error reporting UEVR-173 2DVR flexibility (UTexture) -Error log for sceHmdReprojectionSetOutputMinColor failure. -Made the parameter for 2dVR a UTexture* instead of a UTexture2D*, so it can be a rendertarget, etc. -Added error logs for missing texture, invalid texture, wrong texture format to 2DVR. #jira UEVR-135 #jira UEVR-173 #review-3116955 @keli.hloedversson Change 3117990 on 2016/09/08 by Jeff.Fisher UEVR-127 Morpheus HMD removal reaction -Added VRHeadsetPutOnHead and VRHeadsetRemovedFromHead delegates, and implemented them for Morpheus. #jira UEVR-127 #review-3117968 @keli.hlodversson Change 3120198 on 2016/09/09 by Jeff.Fisher MorpheusReprojector frame complete wait error log -Now log a warning if the sceKernalWaitEqueue returns an error. It not a problem if this happens rarely, but something is very broken if it starts happening continuously. Change 3121754 on 2016/09/12 by Keli.Hlodversson #jira UE-21878 - Also emit VR initialization analytics events in the editor. Change 3122311 on 2016/09/12 by Nick.Whiting Merging fix for Adreno devices rendering black from 4.13.1 Change 3123057 on 2016/09/13 by Keli.Hlodversson #jira UE-30097 Use the current value of r.ScreenPercentage on Occulus Rift if it's explicitly set. * If the SetBy part of the flags for the console var is SetBy_Constructor, then ignore the value. * If it's SetBy_Scalability, then ignore it if it equals 100 * Else, call SetScreenPercentage using the current value The obsolete HMD SCREENPERCENTAGE console command is still available and will override the setting until r.ScreenPercentage is modified the next time. Change 3123200 on 2016/09/13 by Chad.Taylor PS4 Stereo Layer double buffering. Since the overlays are reprojected at 120hz but rendered at 60hz we need to render to a separate buffer than the one being used by reprojection. Change 3125845 on 2016/09/14 by Keli.Hlodversson #jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used. Renamed GetModulePriorityKeyName to simply GetModuleKeyName, as this name is now also used to match against the command line options. Change 3127293 on 2016/09/15 by Jeff.Fisher UEVR-225 Morpheus HMD top and bottom black crescents -The hidden and visible area meshes for morpheus were too restrictive. Nudged them out a bit, no black crescents at the top and bottom of the screen. We are rendering a few more pixels now though. #review-3127145 @ryan.vance #jira UEVR-225 Change 3130635 on 2016/09/19 by Jeff.Fisher UEVR-226 Morpheus HMD mirrored fill wrong on outer edges -The setting was never being used, leaving the wrap mode at 0 aka kWrapModeWrap. -Refactored how the setting is applied so it works, and is less convoluted. #jira UEVR-226 #review-3129403 Change 3131615 on 2016/09/19 by Keli.Hlodversson #jira UE-29341. Update Chaperone bounds when SteamVR tells us they have changed Change 3136527 on 2016/09/22 by Keli.Hlodversson Don't depend on the current state of the VR subsystem when exiting PIE mode to decide whether the main window should be restored. Instead always restore it if it was minimized at the start. Change 3136652 on 2016/09/22 by Keli.Hlodversson Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem. #jira UE-35940 Change 3138901 on 2016/09/23 by Ryan.Vance Merging 3138521 using OdinToDevVR to bring over temporary forward lighting ISR changes for 4.14 Change 3141614 on 2016/09/27 by Keli.Hlodversson Implement GetNumOfTrackingSensors and GetTrackingSensorProperties on SteamVR. #jira UE-32994 Change 3141948 on 2016/09/27 by Jeff.Fisher UEVR-242 Is AddControllerYawInput not allowed when morpheus is enabled? -Indeed it did not work. Looks like morpheus would not accumulate the yaw, so it would be reset every frame. I made the implementation of ApplyHmdRotation very similar to the one used for occulus (also similar to other platforms) to fix this. #jira UEVR-242 #review-3141933 keli.hlodversson Change 3143484 on 2016/09/28 by Nick.Whiting Integrating Oculus 1.8 SDK support, includes support for cylinder and cubemap stereo layers Change 3143517 on 2016/09/28 by Chad.Taylor Merging PS4Tracker fixes from Release-4.13 into Dev-VR Change 3143805 on 2016/09/28 by Keli.Hlodversson #jira UE-36478 Workaround to make world to meters scale apply correctly to Occulus controllers while running in PIE Change 3143943 on 2016/09/28 by Nick.Whiting Merging latest drop from OSVR Change 3144221 on 2016/09/28 by Keli.Hlodversson Implement GetTrackingSensorProperties on PS4 #jira UE-32994 Change 3144352 on 2016/09/28 by Ryan.Vance Initial implementation of mobile multi-view. This is non-functioning and requires a lot more work, but enough of the framework exists to make the 4.14 branch for an experimental release. Change 3144585 on 2016/09/29 by Jeff.Fisher UEVR-14 PSVR Support for 90Hz to 90Hz, and 120Hz to 120Hz -Enum setting added for the three frame sequences. -90Hz mode is trying to run camera updates at 90hz, but they can only run at 60 so every third one fails. This works, but its dubious. -Feature marked as experimental for now because of that 90hz tracking issue, and the lack of testing. -Defaulting to 60/120. #jira UEVR-14 #review-3143486 chad.taylor nick.whiting Change 3145263 on 2016/09/29 by Nick.Whiting Fix for constructor initialization order in StereoLayerComponent, which threw a warning on Clang Change 3145536 on 2016/09/29 by Nick.Whiting Fixes for project files to prevent mystery pop up from CAPI Change 3145663 on 2016/09/29 by Keli.Hlodversson PSVR: Make sure the camera orientation returned from GetTrackingSensorProperties points in the right direction. Change 3145670 on 2016/09/29 by Keli.Hlodversson For some reason the orientation of the Oculus tracking sensor is reported as pointing backwards. This flips it around to face front Change 3145687 on 2016/09/29 by Chad.Taylor VR splash screen support [CL 3146243 by Nick Whiting in Main branch] |
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d64cd6df6d |
Copying //UE4/Dev-VR to //UE4/Main (Source: //UE4/Dev-VR @ 2940090)
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== 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] |