- Inverse was one of the main reasons of crashes via lots of functions. Seems making default Inverse to be safer version seems better.
[CL 2255081 by Lina Halper in Main branch]
* Allows building lighting in Infiltrator again which was generating a 23k x 23k shadowmap from a huge spotlight
[CL 2126742 by Daniel Wright in Main branch]
* Each Stationary light gets a static shadow depth map generated by Lightmass, which is then used to shadow during translucent lighting volume injection
[CL 2118133 by Daniel Wright in Main branch]
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.
Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks
[CL 2104067 by Max Preussner in Main branch]
#proj core
#branch UE4
#summary Rename Trunc, Round, Floor, Ceil to TruncToInt, RoundToInt, FloorToInt, CeilToInt. Added *ToFloat versions. Repeated for FGenericPlatformMath and all derived classes for all platforms wherever applicable. Corrected comment in Fractional and added Frac() which does HLSL-style fractional (x - floor(x)). Checked for compilation on all projects (with cooking levels wherever applicable). Didn't change Fractional to Frac, this will be done in second commit.
#codereview robert.manuszewski
[CL 2064306 by Mikolaj Sieluzycki in Main branch]
* Static sky lights are now allowed, baked into lightmap
* Stationary sky lights are baked into low quality lightmap
* Baked sky lighting can only support emissive input to avoid a feedback loop
* Adaptive refinement quadtree nodes are now pooled as Lightmass builds were 7x slower with the FBinnedAllocator otherwise
* Specializations of SHBasisFunction which saves 10% of lightmass build times with sky lighting
* Dark texels have their directionality's contribution to the lightmap min and max dampened
[CL 2055868 by Daniel Wright in Main branch]