mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
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e53afbe66f3b035eaae42ca69dcc03e5baa444ca
63 Commits
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9e86647a3d |
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3010693)
#lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2958982 on 2016/04/28 by Dmitriy.Dyomin Set owner name for RHI texture, for easier debugging Change 2976446 on 2016/05/12 by Niklas.Smedberg Fixed Device Profile CVars so they work even if a DLL with the cvar definition is loaded afterwards. (And they now also go through the common code path for CVars.) Change 2983781 on 2016/05/19 by Steve.Cano Check in PlayUsingLauncher if the device we're launching to is authorized by the computer. Could not get to this information about Devices so added an IsAuthorized interface to ITargetDevice that is overriden in the AndroidTargetDevice. Also make sure to referesh the authorized state as needed for Android device detection. Finally, changed the name of the authorized variable to be more readable (true == authorized instead of true == unauthorized) #jira UE-21121 #ue4 #android Change 2994202 on 2016/05/31 by Allan.Bentham Prevent clear transulcency volume null deref crash. Change test for allocated deferred render targets by testing against an exclusively deferred target (instead of potentially shared shadow depth surface) probable fix for UE-22073 Change 2995613 on 2016/05/31 by Dmitriy.Dyomin Added: Option to force full precision in a material UEMOB-109 Change 2997960 on 2016/06/02 by Gareth.Martin Refactored Landscape serialization to allow cooking both the data used for normal rendering and mobile rendering into the same package #jira UE-31474 Change 2997988 on 2016/06/02 by Gareth.Martin Files missing from CL 2997960 #jira UE-31474 Change 2999222 on 2016/06/03 by Jack.Porter Fix up ETargetPlatformFeatures::ForwardRendering and ETargetPlatformFeatures::DeferredRendering for iOS to support the Metal MRT deferred renderer Change 2999229 on 2016/06/03 by Jack.Porter Rename ETargetPlatformFeatures::ForwardRendering to TargetPlatformFeatures::MobileRendering Change 3003540 on 2016/06/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3003779 on 2016/06/07 by Dmitriy.Dyomin Fixed: Criss-crossed sublevels cause NavMesh errors #jira UE-27157 Change 3004535 on 2016/06/07 by Steve.Cano Adding the OnControllerConnectionChange delegate message when a controller is connected on Android. Also added additional future broadcast statement when disconnect support is added for Android. #jira UE-25697 #ue4 #android Change 3005205 on 2016/06/07 by Niklas.Smedberg Bumped ASTC format version to invalidate bad server DDC Change 3005347 on 2016/06/08 by Dmitriy.Dyomin Added a way to cache OpenGL program binaries on the disk. Disabled by default. Can be enabled only on Android platform (r.UseProgramBinaryCache=1) #jira UEMOB-108 Change 3005524 on 2016/06/08 by Dmitriy.Dyomin Fixed iOS build broken by CL# 3005347 Change 3005528 on 2016/06/08 by Jack.Porter Changed hardcoded checkboxes from quality level overrides dialog to use the general property details code. Now magically supports any uproperty types such as enums or integers added to FMaterialQualityOverrides. Change 3005607 on 2016/06/08 by Dmitriy.Dyomin Fixed: Occasional crash on using Launch on Android device when device is being disconnected Change 3006705 on 2016/06/08 by Chris.Babcock Fix virtual joystick to return -1 to 1 ranges for thumbsticks #jira UE-31799 #ue4 #android #ios Change 3006960 on 2016/06/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3007050 on 2016/06/09 by Jack.Porter FAutomationWorkerModule::ReportTestComplete() needs to send analytics first as the message endpoint will free the memory resulting in a crash Change 3007129 on 2016/06/09 by Dmitriy.Dyomin Fixed: Black edges seen on flames in Sun Temple #jira UE-31712 Change 3010686 on 2016/06/13 by Dmitriy.Dyomin Fixed: Android Monolithic warnings for glGetProgramBinaryOES and glProgramBinaryOES #jira UE-31933 [CL 3011074 by Jack Porter in Main branch] |
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28af311319 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421)
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change |
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07eea7c4b8 |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470)
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2943963 on 2016/04/14 by Daniel.Wright
Shader compile errors are unsuppressed
Change 2943978 on 2016/04/14 by Gil.Gribb
UE4 - First pass at async loading improvements....mostly disabled.
Change 2944021 on 2016/04/14 by Martin.Mittring
fixed HLSL compiler warning
Change 2944031 on 2016/04/14 by Martin.Mittring
fixed ensures, wrapped some members behind get accessor functions
Change 2944086 on 2016/04/14 by Martin.Mittring
cleanup: removed not needed code
Change 2944177 on 2016/04/14 by Daniel.Wright
Clamp on FarShadowCascadeCount, prevents crashing from huge values
Change 2944182 on 2016/04/14 by Martin.Mittring
removed not needed code
Change 2944250 on 2016/04/14 by Rolando.Caloca
DR - vk - Minor fixes
Change 2944286 on 2016/04/14 by Daniel.Wright
Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
Added bShowPreviewPlane to planar reflection actors
The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes
Change 2944288 on 2016/04/14 by Daniel.Wright
Fixed refraction with a world space normal
Change 2944291 on 2016/04/14 by Daniel.Wright
Panner nodes have an optional speed input
Change 2944346 on 2016/04/14 by Rolando.Caloca
DR - Fix Vulkan shader platform on Android
- Added more info on checks()
Change 2945007 on 2016/04/15 by Gil.Gribb
Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2945348 on 2016/04/15 by Daniel.Wright
Fixed compile error
Change 2945358 on 2016/04/15 by Olaf.Piesche
#jira UE-29241
Sequential particle selection code was all sorts of weird. Rewrote and simplified.
Change 2945941 on 2016/04/15 by Martin.Mittring
added r.DisplayInternals to debug determinism for screen shot comparison
Change 2945999 on 2016/04/15 by Martin.Mittring
improved r.DisplayInternal output
Change 2946023 on 2016/04/15 by Olaf.Piesche
Adding missing call to Super::PostEditChangeProperty; UDN 286717
Change 2947155 on 2016/04/18 by Martin.Mittring
started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
#test:PC
Change 2947207 on 2016/04/18 by Martin.Mittring
fixed engine compiling in shipping/test
#code_review:Uriel.Doyan
Change 2947212 on 2016/04/18 by Uriel.Doyon
Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
#jira UE-29317
Change 2947374 on 2016/04/18 by Uriel.Doyon
Fixed support for resolution scale for the PostProcessVisualizeComplexity
#jira UE-29473
Change 2947903 on 2016/04/19 by Gil.Gribb
Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2948019 on 2016/04/19 by Rolando.Caloca
DR - Allow vk format as a target format for win
Change 2948162 on 2016/04/19 by Simon.Tovey
Fix for crash with Collision visualization.
Change 2948419 on 2016/04/19 by Martin.Mittring
fixed sort priority of translucent rendering (caused by recent checkin)
Change 2948433 on 2016/04/19 by Martin.Mittring
fixed memory handling of FRendererViewExtension
Change 2948631 on 2016/04/19 by Martin.Mittring
fixed compile error on Mac
Change 2948832 on 2016/04/19 by Martin.Mittring
fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)
Change 2949013 on 2016/04/19 by Martin.Mittring
refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
this is useful for MeshDecals
#test:PC, parallel on and off
Change 2949620 on 2016/04/20 by Martin.Mittring
fixed compiler warning
Change 2949639 on 2016/04/20 by Uriel.Doyon
Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader
Change 2949721 on 2016/04/20 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#jira UE-29089
Change 2949722 on 2016/04/20 by Chris.Bunner
Prevent nullptr crash and added additional logging.
#jira UE-28387
Change 2949913 on 2016/04/20 by Martin.Mittring
marked ccommand as cheat
Change 2950064 on 2016/04/20 by Martin.Mittring
added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background
Change 2950065 on 2016/04/20 by Martin.Mittring
nicer debug printout
Change 2950201 on 2016/04/20 by Martin.Mittring
fixed UE-29752 Console commands input with " = " should display an error message
Change 2950531 on 2016/04/20 by Martin.Mittring
fixed comment
Change 2951737 on 2016/04/21 by HaarmPieter.Duiker
Adds support forHDR displays using Dolby PQ output
Change 2951869 on 2016/04/21 by Martin.Mittring
polish r.DisplayInternal
Change 2951950 on 2016/04/21 by HaarmPieter.Duiker
Reordered variable definition to address build warning
Change 2951996 on 2016/04/21 by Martin.Mittring
fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
changed directory order
to run locally it currently requires "r.ScreenshotDelegate=0"
#code_review:Ben.Salem, Michael.Noland
Change 2952146 on 2016/04/21 by Olaf.Piesche
make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures
Change 2952230 on 2016/04/21 by Martin.Mittring
* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
#code_review:Daniel.Wright
Change 2953173 on 2016/04/22 by Olaf.Piesche
Adding UI for easilly browsing and switching in a folder full of stats dumps
Change 2953213 on 2016/04/22 by Olaf.Piesche
Renaming a stat to be more descriptive
Change 2953393 on 2016/04/22 by Zabir.Hoque
Get DX12 running again:
- Port Shader Resource Table change
- Line up VS outputs and ps inputs
- Fix incorrectly defining a static global in a .h
Change
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a0ef617fd2 |
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2949393 on 2016/04/20 by Graeme.Thornton Orion non-pak file security. - Removed security bypass code from platform pak file - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not - Added an orion delegate which whitelists appropriate files #rb robert.manuszewski #tests win64 client + dedicated server. golden path. Change 2949232 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus) #jira OR-18017 #rb marcus.wassmer #tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points #ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2949032 on 2016/04/19 by Zak.Middleton #orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered. This should have the following effects: 1. Reduce server CPU cost (we tick minions at the net frequency). 2. Reduce server bandwidth 3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received). #rb Bart.Bressler, John.Pollard #codereview Dmitry.Rekman #tests MultiPIE AI lane, Replays Change 2948966 on 2016/04/19 by Lina.Halper Added log (check) of the asset info for Anim Per Track contains invalid format key #rb: Michael.Noland #code review: Martin.Wilson, Laurent.Delayen, Michael.Noland #tests: editor/ cooked and test with AI_Tests with 10 bots. Change 2948876 on 2016/04/19 by Michael.Noland PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory) #rb none #codereview marcus.wassmer #tests Ran Paragon on PS4 Change 2948765 on 2016/04/19 by Daniel.Lamb Removed AssetImportData tag from cooked asset registry builds. #rb Andrew.Grant #test Cook orion Change 2948691 on 2016/04/19 by Marcus.Wassmer Fix copytoresolvetarget ensure #rb none #test pc agora Change 2948633 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt [AUTOMERGE] Fix copytoresolve crash and change validation to ensure. #test PC editor / PC golden path #rb none -------- Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32. #ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948507 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release #rb none #tests cooked client, checked game runs #ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948431 on 2016/04/19 by Steve.Robb CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #codereview robert.manuszewski,bob.tellez #rb bob.tellez #tests Ran editor Change 2948408 on 2016/04/19 by Leslie.Nivison Adding .tps #rb none #test none Change 2948185 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: chris.bunner Fix for HLOD visibility freeze. #tests Golden Path, Editor #rb rolando.caloca, michael.noland #lockdown andrew.grant #jira OR-19863 #ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2948149 on 2016/04/19 by Simon.Tovey Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do. #rb none #tests No more crash #codereview Marcus.Wassmer Change 2948129 on 2016/04/19 by Lukasz.Furman fixed gameplay debugger getting stuck with outdated data pack on client, changed names of AI related debug cvars #rb none #tests game, PIE #codereview Mieszko.Zielinski Change 2948027 on 2016/04/19 by david.nikdel #ROBOMERGE-AUTHOR: graeme.thornton Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup #rb none #tests checked game runs without crashing #ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt Fix compile error #rb none, #tests none Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt Added more logging to track down https://jira.ol.epicgames.net/browse/OR-19841 #rb none, #tests none Change 2947412 on 2016/04/18 by Ryan.Gerleve Fix shadowed variable. #rb none #tests none Change 2947377 on 2016/04/18 by Jamie.Dale Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes #rb Matt.Kuhlenschmidt #tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather. Change 2947351 on 2016/04/18 by Ryan.Gerleve Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay. Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later. #tests golden path, replays #rb john.pollard Change 2947103 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2947071 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2947007 on 2016/04/18 by Zak.Middleton #ue4 - Improve linear smoothing in the presence of low net frequency updates. #rb Bart.Bressler #tests MultiPIE AI with lanes Change 2946994 on 2016/04/18 by Mieszko.Zielinski Improvements to NavigationSystem's "abstract navigation data" support #UE4 #rb Lukasz.Furman #test golden path Change 2946760 on 2016/04/18 by Chris.Bunner Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all. #tests Editor #rb None Change 2946745 on 2016/04/18 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 24.1 @ CL 2946637 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2946645 on 2016/04/18 by Richard.Fawcett When promoting a buidl to staged, prevent enumeration of files already in S3 Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones. #rb Leigh.Swift #tests This technique has already been used in launcher promotions for several months Change 2946622 on 2016/04/18 by Richard.Fawcett By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time. This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check. #rb Leigh.Swift #tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified. Change 2945812 on 2016/04/15 by Daniel.Lamb Fixed error in diff cooked build commandlet. #rb ben.marsh #test Compile. Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt Fix crash exporting actors with non-scene components to fbx #rb none, #tests full scene exporting on maps that crashed #codereview alexis.matte Change 2945078 on 2016/04/15 by Simon.Tovey Fix for OR-19778 When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially. So the component did not think it had to update it's LOD but the emitters were not at the correct LOD. Have forced a LOD set on init when the component LOD is non-zero. #rb none #tests Works in editor and game. #codereview Olaf.Piesche Change 2944664 on 2016/04/14 by Uriel.Doyon Fix to SM4 compilation issue #jira OR-19706 #rb marcus.wassmer #tests tested editor in SM4 and SM5 Change 2944642 on 2016/04/14 by Lukasz.Furman changed waypoint switch conditions in meta nav paths #rb none #tests PIE #codereview Mieszko.Zielinski Change 2944599 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: andrew.grant Added sha1 to UnrealPak list output #rb none #tests listed content of pakfile #ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944441 on 2016/04/14 by Marcus.Wassmer Duplicate change to output shader compiler errors. #rb none #test run PC and see errors. Change 2944437 on 2016/04/14 by John.Pollard Possible fix for https://jira.ol.epicgames.net/browse/OR-19614 #rb JoshM #codereview Josh.Markiewicz #tests Golden path matchmaking Change 2944430 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: michael.noland Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget #rb david.ratti #tests Tested in the editor #ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2944198 on 2016/04/14 by David.Ratti Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE. Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there. #rb dayY #tests pie Change 2944124 on 2016/04/14 by Wes.Hunt Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need. #codereview:leslie.nivison #rb none #tests ran UAT ListThirdPartySoftware <for Orion> Change 2944107 on 2016/04/14 by Wes.Hunt MeshUtilities now depends on new module nvTessLib to better track the third party dependency. #codereview:daniel.wright #rb none #tests build OrionClient/Editor for Win64 Change 2944102 on 2016/04/14 by Wes.Hunt Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches. #tests ran the UBT command #rb none Change 2943851 on 2016/04/14 by Ryan.Gerleve Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance. #rb john.pollard #tests golden path, replays, PIE Change 2943847 on 2016/04/14 by Ryan.Gerleve Fixes to support client replay recording & playback in another world: When recording a replay, only swap actor roles if the remote role is ROLE_Authority When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache #rb john.pollard #tests golden path, replays, PIE Change 2943691 on 2016/04/14 by david.nikdel #ROBOMERGE-AUTHOR: jason.bestimt #ORION_24 - Fix for OR-19609, OR-19610, and OR-19611 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2943508 on 2016/04/14 by Richard.Fawcett Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads. #jira OPPBUILD-44 #rb Leigh.Swift #tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones Change 2943274 on 2016/04/13 by jason.bestimt #ORION_MAIN - Merge 24 @ CL 2943257 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: david.nikdel, jason.bestimt Change 2943178 on 2016/04/13 by Olaf.Piesche Bumping size of the particle curve texture to 512x512 #rb martin.mittring #tests PC Editor, Game Change 2943174 on 2016/04/13 by Aaron.McLeran OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match - Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice. - Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases. #codereview Bob.Tellez #rb Bob.Tellez #tests ran orion with this change testing problematic sound cue Change 2943042 on 2016/04/13 by Rob.Cannaday Fix crash in HTTP completion delegates on shutdown Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called #rb josh.markiewicz #tests shutting down multiple times Change 2942913 on 2016/04/13 by Lukasz.Furman added meta navmesh paths #orion #rb Mieszko.Zielinski #tests PIE Change 2942132 on 2016/04/13 by Wes.Hunt Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment. #codereview:leslie.nivison #rb peter.sauerbrei #tests running UBT with and without -listbuildfolders Change 2941651 on 2016/04/12 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 2941645 #RB:none #Tests:none Change 2941539 on 2016/04/12 by Laurent.Delayen FABRIK: Normalize outgoing rotations. Fixes Chains Q ability crashing. #rb none #tests Chains not crashing Change 2941469 on 2016/04/12 by Wes.Hunt Fix UBT -ListBuildFolders to not prep target for deployment. #codereview:leslie.nivison #rb none #tests tested -ListBuildFolders for Android Change 2941434 on 2016/04/12 by Leslie.Nivison Adding/cleaning up .tps files #rb none #test none Change 2941241 on 2016/04/12 by Daniel.Lamb Removed shadername from the shader code to fix deterministic material cooking issue. #jira UE-29320 #codereview Marcus.Wassmer #rb Marcus.Wassmer #test Running editor, cooking orion. Change 2941046 on 2016/04/12 by Laurent.Delayen Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset. Fixes Twinblast double shot for the left primary attack. #rb benn.gallagher #codereview lina.halper, ray.arnett, aaron.eady #tests twinblast's LMB Change 2941032 on 2016/04/12 by Jason.Bestimt #ORION_24 - Merge MAIN @ CL 2940950 #RB:none #Tests:none [CL 2952833 by Andrew Grant in Main branch] |
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865909dbbb |
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599
#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch] |
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b9b38fe97b |
Copying //UE4/Dev-Platform to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2816560 on 2016/01/05 by Jeff.Campeau Remove duplicate CEF binaries Change 2835599 on 2016/01/20 by Lee.Clark PS4 - Added pragma optimization macros Change 2841103 on 2016/01/23 by Mark.Satterthwaite Integrate Git PR #1958: Fixed typo in EMetalFeatures enum #jira UE-25721 Change 2841369 on 2016/01/24 by Mark.Satterthwaite Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist. #jira UE-25910 Change 2841795 on 2016/01/25 by Lee.Clark PS4 - MovieStreamer improvements * Use GPU for YUV conversion * Use new Software2 Decoder Change 2842261 on 2016/01/25 by Mark.Satterthwaite Fix some memory leaks. Change 2842831 on 2016/01/25 by Mark.Satterthwaite Metal implementation for RHIBlockUntilGPUIdle. Change 2842838 on 2016/01/25 by Mark.Satterthwaite When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur. Change 2842914 on 2016/01/25 by Mark.Satterthwaite Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits: 1. No format shifting for MSAA color buffers. 2. No access to stencil in MSAA packed depth/stencil surface. This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there. #codereview peter.sauerbrei Change 2843028 on 2016/01/25 by Mark.Satterthwaite In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy. Change 2845531 on 2016/01/27 by Lee.Clark PS4 - Fix memory alignment for back buffers * Fix memory alignment for MapLargeBlock * Fix available direct memory tracking Change 2846491 on 2016/01/27 by Jeff.Campeau 2015 compile fixes for Orion Change 2847395 on 2016/01/28 by Mark.Satterthwaite Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered. #jira UE-25834 Change 2847419 on 2016/01/28 by Mark.Satterthwaite Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal. Change 2848093 on 2016/01/28 by Mark.Satterthwaite Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state. Change 2849469 on 2016/01/29 by Mark.Satterthwaite Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11. Change 2849820 on 2016/01/29 by Daniel.Lamb Fixed issue where a single DDC back end would not create a hierarchy. #codereview Peter.Sauerbrei Change 2850762 on 2016/02/01 by Jeff.Campeau System-wide critical section support for Xbox One Change 2850763 on 2016/02/01 by Jeff.Campeau Network and product config for Orion Change 2852459 on 2016/02/02 by Mark.Satterthwaite Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode. Change 2853947 on 2016/02/03 by Mark.Satterthwaite Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required. Change 2854015 on 2016/02/03 by Mark.Satterthwaite Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable. Change 2854142 on 2016/02/03 by Mark.Satterthwaite Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture. Change 2854222 on 2016/02/03 by Mark.Satterthwaite Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948. Change 2854246 on 2016/02/03 by Mark.Satterthwaite Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948. Change 2854279 on 2016/02/03 by Mark.Satterthwaite Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private. Change 2855524 on 2016/02/04 by Lee.Clark PS4 - Fix Grayscale SRGB support [CL 2898161 by Josh Adams in Main branch] |
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984342ca17 |
Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) post CL#2804086 to CL#2817167
CL#2805395 resolved as target to avoid copying 2015 changes #lockdown Nick.Penwarden [CL 2819197 by Matthew Griffin in Main branch] |
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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660ab7f0c9 |
Copying //UE4/Dev-Platform to //UE4/Main
========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats. |
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e5bb9b4d0d |
Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh #platformnotify Josh.Adams [CL 2718236 by Marc Audy in Main branch] |
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29f89a390c |
Integrate from Orion
CL 2704794 2704931 2704948 2704962 2705238 2706353 2700643 2705458
Uniform Buffer layout name
and
more debug info for this and other bugs: OR-7159 CRASH: Client crashed at start of match in D3D11Commands.cpp
Adding OptionalData (key value pairs) to the shaders (to put shader name into the shader code for better debugging), affects all RHI, invalidate DDC key for all shaders, cleanup existing code (was adding 0/1/5 bytes and had to compensate in many areas)
OptionalData:
key is a char, value is up to 255 bytes, up to 64K in total
#platformnotify Josh.Adams
[CL 2706923 by Martin Mittring in Main branch]
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3e6290e814 |
Bunch of minor Linux cleanups and improvements.
- Mostly coming from MatthewL with changes. - UE-19705 (getting MAC) - reworked to use ioctl - UE-14633: IsFirstInstance is now a function on Linux - UE-16061:dummy windows shouldn't be visible in the task bar. - UE-18217 fixed. - Unnecessary printf() removed. - Set output to non-cached if running under debugger. #platformnotify Josh.Adams [CL 2698549 by Dmitry Rekman in Main branch] |
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e4a5934305 |
Fix FOpenGLCodeHeader serialisation for android. (where TCHAR == 4 bytes)
#codereview Mark.Satterthwaite [CL 2669028 by Allan Bentham in Main branch] |
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027c88145a |
Remove the r.Shaders.AvoidFlowControl CVar introduced in 2662625 - setting this by default was causing problems on various platforms and it isn't sufficiently useful to retain. Instead just force the Mac OpenGL shader platform to retain flow-control statements and let everything else use the default as before 2662625.
[CL 2665840 by Mark Satterthwaite in Main branch] |
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1de828bbb1 |
Merging changes from ZebraBranch that:
- Append the source shader name to the GLSL when debug info is enabled to make it easier to debug. - Always preserves GLSL flow control for Mac GLSL to improve performance on 2 of 3 vendors. - Exposes a CVar to control whether to preserve or avoid GLSL flow-control for other shader platforms. The default remains to avoid flow control in GLSL. #codereview michael.trepka [CL 2662625 by Mark Satterthwaite in Main branch] |
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42b256cb79 |
UE4 - Fix env var; added COMPILER_HLSLCC to shaders
[CL 2658309 by Rolando Caloca in Main branch] |
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db93d26078 |
Linux: some fixes/improvements for shader debugging.
[CL 2642399 by Dmitry Rekman in Main branch] |
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0b5c4df5dc |
UE4 - hlslcc - Fixes for command lines; always pack uniforms; fix uninitialized variables
#codereview Dmitry.Rekman [CL 2639009 by Rolando Caloca in Main branch] |
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daef6ebed2 |
UE4 - hlslcc - Common header reader
[CL 2609224 by Rolando Caloca in Main branch] |
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8b34bd48af |
UE4 - Fix Precision output for ES platforms
#codereview Dmitry.Rekman, Michael.Trepka, Chris.Babcock [CL 2592355 by Rolando Caloca in Main branch] |
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9a899d66d4 |
UE4 - Mobile Preview for feature level ES3.1/Metal (experimental)
[CL 2510893 by Rolando Caloca in Main branch] |
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64090df1f4 |
Ensure correct assignment of emulated (ES2) uniform buffer indices for UB's generated within BuildResourceTableMapping(). Typically arises when only sampler related parameters are encountered.
Fixes UE-9804 and probably more. #codereview nick.penwarden, Rolando.Caloca [CL 2482912 by Allan Bentham in Main branch] |
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6cb53ebc04 |
UE4 - OpenGL - Allow running emulated (packed/flattened) uniform buffers when running PC ES2; use OpenGL.UseEmulatedUBs=1 on your consolevariables.ini
- Only works with -game, not in-editor! #codereview Allan.Bentham [CL 2475392 by Rolando Caloca in Main branch] |
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6868525794 |
UE4 - hlslcc - Cleanup parser state & change hlslcc entry point to be a class in prep for moving to the Engine (missing Linux libraries)
odereview Dmitry.Rekman [CL 2471354 by Rolando Caloca in Main branch] |
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79a26091bf |
Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski [CL 2466824 by Saul Abreu in Main branch] |