- Added consts.
- Changed function copies to references.
- Moved checks at the beggining of functions.
- Removed parameters passed outside the FMutableOperationData.
- Default initialization of members.
- Removed unused code.
- Moved implementations to source file.
- Fixed typos.
[REVIEW] [at]alexei.lebedev, [at]pere.rifa
#rnx
[CL 27666874 by gerard martin in ue5-main branch]
Change the method to find out the platform texture format, so that we have less ad-hoc code and more support for Unreal's project settings affecting it.
Cleanup image conversion code related to instance baking, removing duplicated hacky code.
[REVIEW] [at]gerard.martin, [at]pere.rifa
#rnx
[CL 27666341 by jordi rovira in ue5-main branch]
Added CVar mutable.TicksUntilMaterialRelease to change the number of ticks to keep swapped materials alive.
#rnx
#localization none
#tests Frontend and Locker
[CL 27528163 by pere rifa in ue5-main branch]
The problem was that an update was cancelled because it was a subset of the current descriptor of the instance, but didn't take into consideration that the current running operation was modifiying the descriptor of the instance.
[REVIEW] [at]jordi.rovira, [at]pere.rifa
#rnx
#localization none
#tests PIE Frontend
[CL 27070410 by alexei lebedev in ue5-main branch]
Texture parameters of the ongoing update were being uncached by incoming petitions if they had different parameters.
Asking for an update of the current instance being updated would sometimes skip it and mark it as successful.
#rnx
[CL 27000866 by pere rifa in ue5-main branch]
Changed external image IDs to use FNames.
Single cache for all models.
[REVIEW] [at]gerard.martin
#rnx
[CL 26700249 by jordi rovira in ue5-main branch]
+ Now, if a node is linked to a texture parameter, the image pin mode would not be able to be modified.
#rnx
#rb alexei.lebedev, gerard.martin
[CL 26665521 by max garcia in ue5-main branch]
Forbidden to do an UpdateImage before releasing the resources from a generation update.
[REVIEW] [at]alexei.lebedev, [at]genis.sole
#rnx
[CL 26602495 by gerard martin in ue5-main branch]
- Some update paths where not adding reference the external images. Added an additional check to detect this kind of errors.
- Task_Game_Lock_Cache was removing old references before adding the new ones.
- Fix LOD updates completely skipping DoUpdateSkeletalMesh.
[REVIEW] [at]alexei.lebedev, [at]pere.rifa
#rnx
[CL 26505990 by gerard martin in ue5-main branch]
[FYI] gerard.martin
Original CL Desc
-----------------------------------------------------------------
[Mutable] Fix "Failed to cache external image" warning.
- Some update paths where not adding reference the external images. Added an additional check to detect this kind of errors.
- Task_Game_Lock_Cache was removing old references before adding the new ones.
- Fix LOD updates completely skipping DoUpdateSkeletalMesh.
[REVIEW] [at]alexei.lebedev, [at]pere.rifa
#rnx
[CL 26468715 by keaton stewart in ue5-main branch]
[FYI] pere.rifa
Original CL Desc
-----------------------------------------------------------------
[Mutable] Fix missing material parameters when reusing surfaces between LODs.
#rnx
[REVIEW] gerard.martin
[CL 26468693 by keaton stewart in ue5-main branch]
- Some update paths where not adding reference the external images. Added an additional check to detect this kind of errors.
- Task_Game_Lock_Cache was removing old references before adding the new ones.
- Fix LOD updates completely skipping DoUpdateSkeletalMesh.
[REVIEW] [at]alexei.lebedev, [at]pere.rifa
#rnx
[CL 26457560 by gerard martin in ue5-main branch]