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e53afbe66f3b035eaae42ca69dcc03e5baa444ca
26 Commits
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f180dff107 |
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main
#lockdown Nick.Penwarden (Will update with full description tomorrow) [CL 2984534 by Matthew Griffin in Main branch] |
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bf66aaa497 |
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
========================== MAJOR FEATURES + CHANGES ========================== Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 Change 2955617 on 2016/04/25 by Dmitriy.Dyomin Better fix for: Post processing rendering artifacts Nexus 6 this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment #jira: UE-24067 Change 2955522 on 2016/04/25 by Max.Chen Sequencer: Fix crash when resolving object guid and context is null. #jira UE-29916 Change 2955504 on 2016/04/25 by Alexis.Matte #jira UE-29926 Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do. Change 2955500 on 2016/04/25 by Dan.Oconnor Integration of 2955445 from Dev-BP #jira UE-29012 Change 2955234 on 2016/04/25 by Lina.Halper Fixed tool tip of twist node #jira : UE-29907 Change 2955211 on 2016/04/25 by Ben.Marsh Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default. #jira UE-29842 Change 2955155 on 2016/04/25 by Jamie.Dale Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit #jira UE-28756 Change 2955144 on 2016/04/25 by Jamie.Dale Fixed a case where editable text controls would fail to select their text when focused There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped. #jira UE-29818 #jira UE-29772 Change 2955136 on 2016/04/25 by Chad.Taylor Merging to 4.12: Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed. #jira UE-22581 Change 2955134 on 2016/04/25 by Lina.Halper Removed code that blocks moving actor when they don't have physics asset #jira : UE-29796 #code review: Benn.Gallagher Change 2955130 on 2016/04/25 by Zak.Middleton #ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps. (copy of 2955001 in Main) #jira UE-29531 #lockdown Nick.Penwarden Change 2955098 on 2016/04/25 by Marc.Audy Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client #jira UE-7539 Change 2955049 on 2016/04/25 by Richard.TalbotWatkin Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds. #jira UE-29753 - Add ability to display a SplineComponent in-game Change 2955040 on 2016/04/25 by Chris.Gagnon Fixed Initializer Order Warning in hot reload ctor. #jira UE-28811, UE-28960 Change 2954995 on 2016/04/25 by Marc.Audy Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors #jira UE-29909 Change 2954970 on 2016/04/25 by Peter.Sauerbrei fix for openwrite with O_APPEND flag #jira UE-28417 Change 2954917 on 2016/04/25 by Chris.Gagnon Moved a desired change from Main to 4.12 Added input settings to: - control if the viewport locks the mouse on acquire capture. - control if the viewport acquires capture on the application launch (first window activate). #jira UE-28811, UE-28960 parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this) Change 2954908 on 2016/04/25 by Alexis.Matte #jira UE-29478 Prevent modal dialog to use 100% of a core Change 2954888 on 2016/04/25 by Marcus.Wassmer Fix compile issue with chinese locale #jira UE-29708 Change 2954813 on 2016/04/25 by Lina.Halper Fix when not re-validating the correct asset #jira : UE-29789 #code review: Martin.Wilson Change 2954810 on 2016/04/25 by mason.seay Updated map to improve coverage #jira UE-29618 Change 2954785 on 2016/04/25 by Max.Chen Sequencer: Always spawn sequencer spawnables. Disregard collision settings. #jira UE-29825 Change 2954781 on 2016/04/25 by mason.seay Test map for Audio Occlusion trace channels #jira UE-29618 Change 2954684 on 2016/04/25 by Marc.Audy Add GetIsReplicated accessor to AActor Deprecate specific GameplayAbility class implementations that was exposing bReplicates #jira UE-29897 Change 2954675 on 2016/04/25 by Alexis.Matte #jira UE-25430 Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs Change 2954669 on 2016/04/25 by Alexis.Matte #jira UE-29507 Import of rigid mesh animation is broken Change 2954579 on 2016/04/25 by Ben.Marsh Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later. #jira UE-29842 Change 2954556 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class Change 2954552 on 2016/04/25 by Taizyd.Korambayil #jira UE-29877 Deleting BP class Change 2954498 on 2016/04/25 by Ryan.Gerleve Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server. Transition actors to the new level in a second pass after non-transitioning actors are handled. #jira UE-29213 Change 2954446 on 2016/04/25 by Max.Chen Sequencer: Fixed spawning actors with instance or multiple owned components - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved #jira UE-29774, UE-29859 Change 2954430 on 2016/04/25 by Marc.Audy Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling #jira UE-29118 #jira UE-29747 Change 2954292 on 2016/04/25 by Richard.TalbotWatkin Replicated from //UE4/Dev-Editor CL |
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3c416f476d |
Merging //UE4/Dev-Main to Dev-VREditor (//UE4/Dev-VREditor) (From Main CL 2937853)
[CL 2937913 by Mike Fricker in Dev-VREditor branch] |
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2f3e780145 |
Branch snapshot for CL 2936774
[CL 2936774 in Dev-VREditor branch] |
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4c76e90155 |
VR Editor is now "experimental" (disabled by default)
- Turn it on using the new "Enable VR Editng" option under "VR" in the Experimental section of Editor Preferences - Also, the VR Mode button on the tool bar will now be greyed out if no VR hardware is available #codereview jeff.wilson [CL 2934792 by Mike Fricker in Dev-VREditor branch] |
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0016af4240 |
Merged Main to VREditor (from CL 2932876)
[CL 2933313 by Mike Fricker in Dev-VREditor branch] |
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b0858280f5 |
Branch snapshot for CL 2889817
[CL 2889817 in Dev-VREditor branch] |
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630510e3ef |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2888098 on 3/1/2016 by Nick.Darnell Adding back the SetWidgetToFocusOnActivate call and deprecating it. Will need to also do this in 4.11. #lockdown Nick.Penwarden Change 2851669 on 2016/02/01 by Alexis.Matte #jira UE-25928 Skeletal mesh import now support _skinXX that are not sequential. Static mesh was already supporting non sequential _skinxx ordering #codereview nick.darnell Change 2851672 on 2016/02/01 by Alexis.Matte #jira UE-25971 The proxy camera mesh is now properly reset to zero #codereview nick.darnell Change 2851675 on 2016/02/01 by Alexis.Matte #jira UE-25525 Update the tooltips #codereview nick.darnell Change 2851764 on 2016/02/01 by Alexis.Matte #jira UE-25595 The fbx plus and minus icons are now brighter #codereview nick.darnell Change 2852116 on 2016/02/01 by Bob.Tellez #UE4 Submitting pull request 2013 from GitHub (Pull request 2013). Thanks for the fix hoelzl! Fix file selection when reimporting curve from moved CSV file When reimporting a data curve after moving the CSV file from which it was generated, the file selection dialog does not present an option to select CVS files. This patch fixes the issue by assigning the correct 'SupportedClass' value for `UReimportCurveFactory` instances. #codereview Nick.Darnell #JIRA UE-26247 #2013 Change 2852375 on 2016/02/02 by Richard.TalbotWatkin Spline component improvements: added facility to not restore component instance cache after the construction script has run, so the points can act as inputs to the construction script. Created a new property bInputSplinePointsToConstructionScript for that. Added SetUpVectorAtSplinePoint, and corrected some bugs. #jira UE-24931 - Set Location at Spline Point doesn't do anything Change 2852726 on 2016/02/02 by Richard.TalbotWatkin Fixed FPropertyChangedEvent::GetArrayIndex when called from PostEditChangeProperty. #jira UE-25316 - PropertyChangedEvent.GetArrayIndex broken #codereview Robert.Manuszewski Change 2853152 on 2016/02/02 by Jamie.Dale Fixed multi-line editable texts not updating their font when changed in UMG Also made all the SetStyle functions use the default if they're passed null (to match SEditableTextBox), and tidied up some of the property panel layout when editing styles. #codereview Chris.Wood Change 2853220 on 2016/02/02 by Alexis.Matte #jira UE-26303 We now apply the scene option transform to the vertex of meshes instead of the root node of the scene. This allow re-alignment of the mesh to go with animation. #codereview nick.darnell Change 2853282 on 2016/02/02 by Alexis.Matte Back out changelist 2853220 Change 2854211 on 2016/02/03 by Nick.Darnell Widget Reflector - Limit the minimum scale that can be applied to something more reasonable 50%, instead of 10%. Change 2854216 on 2016/02/03 by Nick.Darnell Scene Viewport - The scene viewport handles application scale better now, allowing click locations to be interepreted correctly and transformed into pixel hit location, rather than local space widget location, which may not match. Change 2854220 on 2016/02/03 by Nick.Darnell Slate - Allowing mousewheel or gesture to be routed directly for a widget path like has been done for other mouse events, this permits more kinds of mouse like actions in a VR environment onto widgets in the scene. (not actually hooked up to do it, but this now permits it at the slate level to be done correctly). Change 2854449 on 2016/02/03 by Alexis.Matte -Fix the fbx import options, for the scene transform value that was not apply correctly -Add an inspector on the scene import option in the reimport dialog Change 2855659 on 2016/02/04 by Alexis.Matte -Fix the bake pivot when there is a hierarchy, we now accumulate the pivot effect in the hierarchy to place the object at the correct place. #codereview nick.darnell Change 2855922 on 2016/02/04 by Alexis.Matte #jira UE-26303 The animation is now align with the imported skeletal mesh, the bakepivot is also supported #codereview nick.darnell Change 2856989 on 2016/02/05 by Jamie.Dale Some improvements to the source code loc gatherer * We now strip any comments out of any pre-processor tokens before we start handling them. * Fixed a case where "#if defined" and "#elif defined" would parse incorrectly. * Fixed a case where "#define LOCTEXT_NAMESPACE" and "#define LOC_DEFINE_REGION" may not be paired correctly with their corresponding "#undef". [CL 2888106 by Nick Darnell in Main branch] |
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8d2cfaa99f |
Fix for cook warnings in Orion projects
#lockdown Nick.Penwarden [CL 2884405 by Andrew Grant in Main branch] |
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39a92c1fa2 |
Copying //UE4/Dev-Sequencer to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2859626 on 2016/02/08 by Max.Preussner Editor: Added SaveAs functionality to content asset editors Change 2859666 on 2016/02/08 by Max.Chen Sequencer: Fix crash in CheckForWorldGCLeaks when loading a new map because spawnables are left behind. #jira UE-25616 Change 2859685 on 2016/02/08 by Max.Chen Sequencer: Add prompt to save sub level sequences if they are dirty #jira UE-26510 Change 2859715 on 2016/02/08 by Thomas.Sarkanen Adding actor spawning recording Actors are queued for record on spawn then added to the list like manually-specifed ones. Changed almost everything about UActorRecording. We now record on a per-component basis, with property tracks encapsulated in each actor recording. Much effort is expended to make sure that the correct components are owned by their respective actors, as we can add and remove components at runtime, but they must be created up-front in the UMovieScene Blueprints. We go as far as to add our own SCS nodes to make sure components are correctly spawned. Fixed infinite loop in FSequencer::AddSpawnable. Fixed visibility track instance to work with scene components as well as actors. Fixed particle track instance to work on UParticleSystemComponent rather than just AEmitters. Added particle recorder. Moved animation recording into an animation property recorder rather than having it as a special case. This still uses the animation recorder under the hood. Moved old-style Matinee animation control into FMovieSceneSkeletalAnimationTrackInstance & made this work on USkeletalMeshComponents directly, rather than via the old interface. Exposed SetMatineeAnimPositionInner and PreviewMatineeSetAnimPositionInner in FAnimMontageInstance so those utility functions can be used externally to Engine. Added a predicate version of UMovieScene::FindPossessable. Exposed UMovieSceneParticleSection::AddKey externally via MOVIESCENETRACKS_API so I can programmatically add keys. Fixed a crash in FScalableFloatDetails::CustomizeHeader when selecting PIE projectiles in Orion. Moved all recorders over to recording Actors or Components & store UObjects instead of AActors. Allowed skeletal animation tracks on components as well as actors. Change 2862675 on 2016/02/10 by Max.Chen Sequencer: Add option to link the sequencer curve editor with the sequencer timeline. Under General Options->Link Curve Editor Time Range. The default is false, so the sequencer and curve editor have separate time ranges. #jira UE-25933 Change 2862699 on 2016/02/11 by Max.Chen Sequencer: Added a playback status of jumping which the AudioTrack and Skeletal Mesh Track (anim notifies) ignores for updates. This is used to updating thumbnail at certain times. #jira UE-26447, UE-26671 Change 2862712 on 2016/02/11 by Max.Chen Sequencer: Fix spawnables firing off their particles. Disable auto activate on spawnable components #jira UE-26390 Change 2862719 on 2016/02/11 by Max.Preussner Editor: Refactored detail customizations for colors, rotators, vectors - broke color and rotator customizations out into their own files - added vector customizations (placeholder) - cleaned up localization namespaces, forward declarations Change 2866454 on 2016/02/14 by Max.Preussner Sequencer: Removed ULevelEditorSequencerSettings; moved default settings into INI Change 2866455 on 2016/02/14 by Thomas.Sarkanen Sequence recorder can now record replays Added extra edtior-only UI to the replay playback controls to record sequences. Curretnly very placeholder: only records the entire sequence and provides no feedback in the UI if it is recording. Fixed bindings to recorded objects not working in various circumstances. Added the ability to manually create a binding. Recompiled actor blueprints post-record if we added components. Fixed a null ptr dereference in FOrionTeamUIInfo::Update. Removed tolerances when reducing tracks - they are now 'very small'. Added actor filter so actors of certain classes can be recorded. Change 2866458 on 2016/02/14 by Max.Chen Sequencer: Fix anim notifies that fire at shot cuts. Anim notifies are fired from the last position to the current position. When jumping cuts, we want the delta to be 0 so that the anim notifies before the shot are not fired off. #jira UE-26390, UE-26671 Change 2866459 on 2016/02/14 by Max.Chen Sequencer: Add option to toggle visibility of combined keys Change 2866466 on 2016/02/14 by Frank.Fella Sequencer - Add a track for controlling streamed level visibilty and remove visibility code from the master level blueprint. Change 2866470 on 2016/02/14 by Max.Chen Sequencer: Add return value to indicate data has changed when a section has been added. This fixes a bug where creating a new section doesn't seem to add a key. #jira UE-26837 Change 2866481 on 2016/02/14 by Max.Preussner Sequencer: Implemented Presets for adding tracks automatically based on actor type (UE-24513) #Jira: UE-24513 Change 2866482 on 2016/02/14 by Max.Chen Sequencer: Allow for any actor that has a camera component to be a camera cut. #jira UE-26777 Change 2866484 on 2016/02/14 by Thomas.Sarkanen Added in/out times to sequence recording Also added the optional ability to record different actor types (heroes, projectiles, minions). Change 2866495 on 2016/02/14 by Max.Chen Sequencer: Need to limit camera control to the section bounds of the camera cut otherwise, control won't be relinquished back to player at the end of the playback. #jira UE-26886 [CL 2874647 by Max Chen in Main branch] |
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148c4e1696 |
Adjusting the default value of FbxExportCompatibility in the config file from 3 to FBX_2013 so it will properly deserialize and fix the cook warnings.
#lockdown Nick.Penwarden [CL 2852608 by Nick Darnell in Main branch] |
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6d921f179a |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771249 on 2015/11/18 by Joe.Tidmarsh Ensure that UCircularThrobber's Radius determines the widget's desired size when a child of UCanvasPanelSlot. #jira UE-23186 Change 2794402 on 2015/12/08 by Joe.Tidmarsh Reverting recent changes to Circular throbber. It's unintuative to enforce Size To Content. Will find some other solution. Change 2803507 on 2015/12/15 by Richard.TalbotWatkin BSP poly extrusion can now only be done in the normal direction of the poly. #jira UE-24168 - BSP face breaks off when extruding on Y or Z axes Change 2803510 on 2015/12/15 by Richard.TalbotWatkin Building new static mesh LODs now initializes override vertex colors based on LOD0. #jira UE-23747 - CLONE - if LODs are generated for meshes with vertex colors in a level the vertex colors dont propagate to the LOD in the level Change 2808877 on 2015/12/18 by Alexis.Matte Make sure the delta scale sign is swap when we have multiple axis with different sign current axis value #jira UE-21574 #codereview nick.darnell Change 2810114 on 2015/12/21 by Alexis.Matte #jira UE-23769 We now expose a message telling the user that we found some mesh that are not reference by any scene node in the fbx file. #codereview nick.darnell Change 2810211 on 2015/12/21 by Richard.TalbotWatkin Fixed issue with Show Only Selected not showing members of actor groups. #jira UE-24453 - CLONE - Show Selected is broken for certain Orion meshes Change 2811035 on 2015/12/22 by Alexis.Matte #jira UE-24671 Polish UI #codereview nick.darnell Change 2811123 on 2015/12/22 by Alexis.Matte #jira UE-21936 We now can decide which fbx sdk compatibility version we can use when exportting to a fbx file. #codereview nick.darnell Change 2812830 on 2015/12/28 by Richard.TalbotWatkin Prevent engine assets' properties from having project assets assigned to them. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2812854 on 2015/12/28 by Richard.TalbotWatkin Fixed issue where floating windows were having their border size erroneously added again and again. Allowed PIE windows to not respect work area bounds if they are created centered, so that they can overlap off the edge of the screen. #jira UE-24465 - 10 Pixels Added to Width & Height of Floating Editor Windows Each Time Project is Reopened #jira UE-24364 - "Always Center Window to Screen" No Longer Functioning in New Editor Window (PIE) Change 2812875 on 2015/12/28 by Alexis.Matte #jira ue-22237 first implementation for skeletal mesh scene import and reimport. Small refator to remove duplicate code in different fbx list ui. #codereview nick.darnell Change 2813172 on 2015/12/29 by Alexis.Matte #jira ue-21656 Partial submit, the base code is there to add all light type with there properties. #codereview nick.darnell Change 2813403 on 2015/12/30 by Richard.TalbotWatkin PIE in New Editor Window now respects the Game Gets Mouse Control setting. This provides a workaround for UE-24824 where attempting to drag a PIE window fails due to the viewport capturing and locking the mouse to itself in FSceneViewport::OnFocusReceived. Change 2813429 on 2015/12/30 by Alexis.Matte #jira ue-21656 -spotlight and point light support fbx attenuation -fix the light orientation so now directional and spotlight point to the same direction of the fbx #codereview nick.darnell Change 2813456 on 2015/12/30 by Alexis.Matte #jira ue-21656 -Import the camera from fbx #codereview nick.darnell Change 2813457 on 2015/12/30 by Richard.TalbotWatkin Fixed issues with the code which determines whether the user is attempting to assign a game asset/class to an engine asset's property. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2813475 on 2015/12/30 by Richard.TalbotWatkin Removed erroneous debug code. Change 2814451 on 2016/01/04 by Joe.Tidmarsh Fixed Tint colour for circular throbber. #jira UE-24445 Change 2814546 on 2016/01/04 by Richard.TalbotWatkin Force Message Log to update its category list if a new category is added while it is open. #jira UE-24266 - Message Log not updating Categories in Real-Time Change 2814613 on 2016/01/04 by Alexis.Matte [CL 2851481 by Nick Darnell in Main branch] |
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2e5b4cbbd1 |
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821445 on 2016/01/08 by Olaf.Piesche More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing. #rb martin.mittring Change 2821520 on 2016/01/08 by Olaf.Piesche Coloring subuv modules green for easier visual ID #rb martin.mittring Change 2823479 on 2016/01/11 by Chris.Bunner Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General. Change 2823570 on 2016/01/11 by Zabir.Hoque Introduce multiplier that controls decal fade speed. #CodeReview: Martin.Mittring #1777 Change 2823615 on 2016/01/11 by Uriel.Doyon Fixed stencil ref multithreading issue. Fixed state caching when depth range is enabled. #jira UE-24564 #review marcus.wassmer Change 2823652 on 2016/01/11 by Zabir.Hoque Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent. #CodeReview: Martin.Mittring Change 2824065 on 2016/01/11 by Brian.Karis Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default. Change 2825432 on 2016/01/12 by Zabir.Hoque Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918 #CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring Change 2825971 on 2016/01/12 by Brian.Karis New motion blur enabled. Change 2825974 on 2016/01/12 by Brian.Karis Fixed refraction check value. 1 does nothing not 0. Change 2825975 on 2016/01/12 by Brian.Karis Cloth gets skylight for movable sky. Change 2827519 on 2016/01/13 by Zabir.Hoque ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES. #CodeReview Martin.Mittring, Rolando.Caloca Change 2830172 on 2016/01/15 by Rolando.Caloca DR - Minor cleanup - Renamed Vertex Factories' struct Data to struct FData - Removed Data type on FVertexFactory Change 2830242 on 2016/01/15 by Rolando.Caloca DR - Prep cleanup for gpu morph targets - Split common code for GPU skin cache into a base class - Moved some local static arrays from UpdateMorphVertexBuffer() to static members #codereview Lina.Halper Change 2830455 on 2016/01/15 by Rolando.Caloca DR - Compile fix from bad merge #jira UE-25557 Change 2832023 on 2016/01/18 by Rolando.Caloca DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta #rb Marcus.Wassmer #codereview Lina.Halper Change 2832067 on 2016/01/18 by Gil.Gribb UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed. Change 2834379 on 2016/01/19 by Gil.Gribb UE4 - fix perf regression related to cvar Change 2834864 on 2016/01/19 by Olaf.Piesche Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate #codereview gil.gribb Change 2835777 on 2016/01/20 by David.Hill EyeAdaptation - using a screen center focus in the weights #rb Martin Mitring related to: UE-15509. This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4 Change 2835778 on 2016/01/20 by David.Hill EyeAdapation - DefaultFeature for method #rb Martin.Mitring Adding a default feature cvar for eye adaptation method Change 2837410 on 2016/01/20 by David.Hill OR-13213 SetupPerObjectProjection() #test:PC #rb:Martin.Mitring #codereview:Daniel.Wright [CL 2845257 by Gil Gribb in Main branch] |
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c7b6303e56 |
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771498 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Do not crash if an unknown preprocessor directive is found; add proper support for #pragma #codereview Marcus.Wassmer Change 2771600 on 2015/11/18 by Rolando.Caloca DevRendering - SCW - Added support for running the platform shader compiler for one usf file off the dumped usf Usage: ShaderCompileWorker -directcompile FILENAME.USF -entry=EntryPoint -format=PCD3D_SM5/SF_PS4/etc -vs/-ps/-gs/-hs/-ds/-cs -Also removed old communication enum from SCW #rb Daniel.Wright Change 2771647 on 2015/11/18 by Rolando.Caloca DevRendering - HlslParser - Refactored removed unused outputs code in prep for reusing a lot of this code - Entry point string now gets modified to the optimized one - Fixed parser allocator when requesting pages bigger than PageSize #rb Chris.Bunner Change 2772133 on 2015/11/18 by Chris.Bunner Removed physics shape type zeroing on Speedtree import. UE-23285 #rb Ori.Cohen Change 2772225 on 2015/11/18 by Rolando.Caloca DevRendering - Hlsl - Support for removing unused inputs on pixel shaders - Fix some shadow variable warnings #rb Chris.Bunner, Nick.Penwarden Change 2772469 on 2015/11/18 by Daniel.Wright Fixed SCW always exiting after compiling a long shader, now checks idle time starting from the end of the last compile task Automated smoke tests aren't run in standalone programs which are frequently launched as they increase the startup time (doubles startup time of SCW as shown in sampling profile) #rb Rolando.Caloca Change 2772471 on 2015/11/18 by Daniel.Wright Particle SubUV cutouts * A new asset type 'SubUV Animation' precomputes bounding geometry for every frame of a SubUV texture animation. * Particle emitters with a SubUV module can then use this SubUV Animation to render with much tigher bounding geometry to reduce overdraw. * GPU performance savings depend on how much empty space (zero alpha) existed in the texture. Measured a reduction of 2-3x GPU time on a smoke effect. * This only works if the material does not modify opacity to reveal areas with zero texture alpha Change 2772483 on 2015/11/18 by Marcus.Wassmer Filtering options on UnrealPak -list #rb Josh.Adams Change 2772644 on 2015/11/18 by Daniel.Wright Integrate - Temporal AA dithering is only enabled if outputting to a low precision format #rb Nick.Penwarden Change 2773336 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 shaders - Added input/output attribute information when r.PS4StripExtraShaderBinaryData=0 #rb Marcus.Wassmer Change 2773476 on 2015/11/19 by Rolando.Caloca DevRendering - PS4 Shader attribute export stats Run using r.PS4DumpExportStats 1 in the console - Also fixed non-vertex shaders not getting optional data #codereview Marcus.Wassmer Change 2773865 on 2015/11/19 by Gil.Gribb UE4 - Added an FName churn tracker. Change 2773900 on 2015/11/19 by Rolando.Caloca DevRendering - Fix sharing shaders for material & mesh shaders #rb Marcus.Wassmer Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2774421 on 2015/11/19 by Olaf.Piesche Fix #2 for UE-23325 - separate translucency materials don't show in static mesh editor #codereview Martin.Mittring Change 2774447 on 2015/11/19 by Rolando.Caloca DevRendering - Velocity and Depth shader pipelines #rb Marcus.Wassmer Change 2774603 on 2015/11/19 by Marcus.Wassmer Windowed vsync for ps4 #rb Rolando.Caloca Change 2775650 on 2015/11/20 by Rolando.Caloca DevRendering - Added two utility overloads per UDN suggestion #codereview Gil.Gribb Change 2775798 on 2015/11/20 by David.Hill Adding a new AutoExposure method #rb Martin.Mittring Change 2776345 on 2015/11/20 by Daniel.Wright Capsule shadows for movable skylight * Gathers capsule occlusion along the unoccluded sky cone computed by Distance Field Ambient Occlusion * Requires DFAO to be enabled at the moment * Some serious artifacts remaining in indoor scenarios, as the unoccluded sky direction is not continuous Change 2777033 on 2015/11/22 by Uriel.Doyon Enabled SceneTextures node validation when material domain is DeferredDecal #review Martin.Mittring #jira UE-23141 Change 2778618 on 2015/11/23 by Daniel.Wright |
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134cb04d27 |
Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2716841 on 2015/10/05 by Mike.Beach (WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool). #codereview Maciej.Mroz Change 2719089 on 2015/10/07 by Maciej.Mroz ToValidCPPIdentifierChars handles propertly '?' char. #codereview Dan.Oconnor Change 2719361 on 2015/10/07 by Maciej.Mroz Generated native code for AnimBPGC - some preliminary changes. Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface. Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass" The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation. #codereview Lina.Halper, Thomas.Sarkanen Change 2719383 on 2015/10/07 by Maciej.Mroz Debug-only code removed Change 2720528 on 2015/10/07 by Dan.Oconnor Fix for determinsitc cooking of async tasks and load asset nodes #codereview Mike.Beach, Maciej.Mroz Change 2721273 on 2015/10/08 by Maciej.Mroz Blueprint Compiler Cpp Backend - Anim Blueprints can be converted - Various fixes/improvements Change 2721310 on 2015/10/08 by Maciej.Mroz refactor (cl#2719361) - no "auto" keyword Change 2721727 on 2015/10/08 by Mike.Beach (WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes. - Refactored the conversion manifest (using a map over an array) - Centralized destination paths into a helper struct (for the manifest) - Generating an Editor module that automatically hooks into the cook process when enabled - Loading and applying native replacments for the cook Change 2723276 on 2015/10/09 by Michael.Schoell Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint. #jira UE-16695 - Editor freezes then crashes while attempting to save during PIE #jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736 Change 2724345 on 2015/10/11 by Ben.Cosh Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display. #UEBP-21 - Profiling data capture and storage #UEBP-13 - Performance capture landing page #Branch UE4 #Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine Change 2724613 on 2015/10/12 by Ben.Cosh Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed. #Branch UE4 #Proj BlueprintProfiler #info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated. Change 2724723 on 2015/10/12 by Maciej.Mroz Constructor of a dynamic class creates CDO. #codereview Robert.Manuszewski Change 2725108 on 2015/10/12 by Mike.Beach [UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others. Change 2726358 on 2015/10/13 by Maciej.Mroz UDataTable is properly saved even if its RowStruct is null. https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html Change 2727395 on 2015/10/13 by Mike.Beach (WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance. * Using stubs for replacements (rather than loading dynamic replacement). * Giving the cook commandlet more control (so a conversion could be ran directly). * Now logging replacements by old object path (to account for UPackage replacement queries). * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz). #codereview Maciej.Mroz Change 2727484 on 2015/10/13 by Mike.Beach [UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate. Change 2727527 on 2015/10/13 by Mike.Beach Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening. Change 2727702 on 2015/10/13 by Dan.Oconnor Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events) Change 2727968 on 2015/10/14 by Maciej.Mroz Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in ConstructorHelpers::FClassFinder from being obsolete. FindOrLoadClass behaves now like FindOrLoadObject. #codereview Robert.Manuszewski, Nick.Whiting Change 2728139 on 2015/10/14 by Phillip.Kavan |
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6183efcc36 |
Integrate Engine/Config, Engine/Plugins, Engine/Programs, Engine/Shaders and remaining Engine/Source from UE4-Orion to UE4 at CL# 2716634
#lockdown Ben.Marsh #platformnotify Josh.Adams [CL 2718314 by Marc Audy in Main branch] |
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ea75589b3a |
Added experimental feature for "Find and Replace References" which currently works for variables (and is not advisable to use a native variable as the source).
Added FBlueprintEditorUtils::GetIconFromPin
Removed SPinTypeSelector::GetIconFromPin
Simplified UK2Node_Variable::GetFindReferenceSearchString to leverage FMemberReference::GetSearchString
Optimizations to parsing of Find-in-Blueprint data so it only occurs once (per refresh of data)
#jira UE-21135 - Add feature to blueprint editor to bulk change variable references (Get/Set Nodes) from one variable to another
[CL
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b3f5ba6c51 |
Merging back (experimental) tangent import work and fixes: 2649527, 2649599, 2652924, 2660845.
[CL 2670704 by Chris Bunner in Main branch] |
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d8824fccd9 |
Experimental support for Widget and Anim blueprint diffing
#jira UE-6303 [CL 2663775 by Dan Oconnor in Main branch] |
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9771f61759 |
Added facility to automatically adjust the pivot offset for Brushes when they are edited in Geometry Mode, so the pivot stays centered on the vertices.
#jira UE-16415 - The origin of a BSP brush stays in place while youÆre editing the brush in Geometry mode, often leaving the origin (and default rotation point) floating off in space. [CL 2634054 by Richard TalbotWatkin in Main branch] |
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3638086d83 |
Projects can customize default events for newly created Blueprints via ini settings.
Callbacks can be setup to manually add other default nodes to a Blueprint. Individual modules can also setup, in code, default events using FKismetEditorUtilities::RegisterAutoGeneratedDefaultEvent #jira UE-17413 - Allow projects to add default events to ubergraphs #jira UE-18055 - Let game modules customize default "ghost" nodes #jira UE-12376 - Starting ghost nodes should be laid out in a meaningful order. [CL 2620396 by Michael Schoell in Main branch] |
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77d2481274 |
New game windows now default to being positioned centered on the screen.
#jira UE-17377 - "Always center window to screen" boolean is off by default in "Level Editor - Play" section of Editor Preferences [CL 2602482 by Richard TalbotWatkin in Main branch] |
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e59b2de4f7 |
Swapped 45 and 90 rotation snaps to common in .ini file.
UE-1007 #codereview Matt.Kuhlenschmidt [CL 2579993 by Timothy Reynolds in Main branch] |
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9c34d8f23a |
UMG - UE-14779 - Adding iPhone 6/6+ to the hardware resolution list, also adds it for previewing game.
[CL 2533583 by Nick Darnell in Main branch] |
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b00b4a031d |
Renamed/fixed up remaining EditorUserSettings references in the codebase
EditorUserSettings is now EditorPerProjectUserSettings [CL 2527018 by Andrew Rodham in Main branch] |