Commit Graph

33 Commits

Author SHA1 Message Date
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
Devin Doucette
a077feffbd DDC: Reworked ICacheStore to allow partial records, filtering of payloads, and loading parts of payloads
- ICacheStore::Put() has updated documentation to reflect the requirements of partial records.
- ICacheStore::Get() now takes a FCacheRecordPolicy, which is implicitly constructible from ECachePolicy, and allows setting the policy by payload.
- ICacheStore::GetPayload() is replaced by ICacheStore::GetChunks(), which allows loading parts of payloads.
- ICacheStore::CancelAll() is moved to ICache::CancelAll() because the cache can track requests at the top level and cancel them without exposing cancellation on individual cache stores.
- ECachePolicy::SkipLocalCopy has been removed because it is difficult to reason about.
- ECachePolicy::SkipData flags now have a documented meaning for put requests, to hint that record existence implies payload existence.
- The filesystem and memory cache stores have been updated to support partial records, filtering of payloads, and loading parts of payloads.
- Requesting part of a payload will decompress the entire payload for now, until compressed buffers expose a way to decompress only part.
- Fixed a bug in FTexturePlatformData::AreDerivedMipsAvailable() that caused it to return false for structured cache keys.

#rb Zousar.Shaker
#rnx
#preflight 615e03241ed62f0001b95454

#ROBOMERGE-OWNER: Devin.Doucette
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 17748550 in //UE5/Release-5.0/... via CL 17748555
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v879-17706426)
#ROBOMERGE-CONFLICT from-shelf
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17748602 by Devin Doucette in ue5-release-engine-test branch]
2021-10-07 09:11:32 -04:00
devin doucette
a066ec0c49 DDC: Implemented existing cache debug options for the new cache stores
#rb Zousar.Shaker
#rnx

#ROBOMERGE-SOURCE: CL 17308400 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17308416 by devin doucette in ue5-release-engine-test branch]
2021-08-25 16:08:33 -04:00
devin doucette
bd60f3ef1b DDC: Removed ICacheFactory in favor of exported functions
FCacheBucket is now always exposed as FAnsiStringView.

#rb Zousar.Shaker
#rnx

#ROBOMERGE-SOURCE: CL 17084521 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17084549 by devin doucette in ue5-release-engine-test branch]
2021-08-06 12:53:08 -04:00
devin doucette
bfda02d384 DDC: Replaced FRequest with FRequestGroup to handle nested and chained requests more robustly
Any function that may create a request now has a IRequestOwner& parameter, and uses the Begin and End functions on the owner to manage the lifetime of any requests that it creates, as well as using End to invoke the completion callback for any request which has one.

The new FRequestBarrier may be used to block a group from being considered complete in a scope where more requests may be added to it.

#rb Matt.Peters
#rnx
#preflight 6109b5c403d303000144cce5
#preflight 610acf7103d30300016fda94

#ROBOMERGE-SOURCE: CL 17060470 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)

[CL 17060649 by devin doucette in ue5-release-engine-test branch]
2021-08-04 18:08:50 -04:00
Devin Doucette
3f40f504cf DDC: Changed Put to take a const array of cache records now that records are copyable
#rb Zousar.Shaker
#rnx

[CL 16184736 by Devin Doucette in ue5-main branch]
2021-05-03 12:05:18 -04:00
Devin Doucette
e42bbbedab DDC: Implement ICacheStore on FDerivedDataBackendInterface
This allows the new cache to be implemented more efficiently using the old cache backends because functionality like the corruption wrapper and key length limiter can be bypassed and the individual backends can store cache records in whatever way is most efficient for them.

The hierarchical backend may request payloads when they are not required due to incomplete tracking of backend state, and GetPayload will never fill other backends due to the inefficiency of the existing backend framework.

The filesystem backend does not cache any state in memory, which makes requests for individual payloads less efficient than if it cached a mapping of cache payload key to raw hash after the first request for a cache key.

The HTTP, S3, and pak file backends are not implemented for the new interface.

The backends do not implement ICacheStore::CancelAll() because the existing backend framework provides WaitForQuiescence to wait for completion of async requests, and the implementation of ICacheStore by those backends works with that mechanism.

The non-leaf backends (hierarchical, async put, etc.) do not update stats from the ICacheStore functions.

#rb Zousar.Shaker
#rnx
#preflight 60899f35d324590001b47517

[CL 16148296 by Devin Doucette in ue5-main branch]
2021-04-28 16:22:18 -04:00
Marc Audy
0cbbc781ca Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
This represents UE4/Main @ 15709114

[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -04:00
Devin Doucette
6394ccc1cd DDC: Added TryToPrefetch to check multiple keys for existence and prefetch the data into a fast cache backend
#rb Zousar.Shaker

[CL 15422719 by Devin Doucette in ue5-main branch]
2021-02-16 17:24:48 -04:00
Devin Doucette
9010b3e1a5 DDC: Return a status from PutCachedData
The async put backend now uses this new status to avoid calling CachedDataProbablyExists after every put, which has a high cost for certain backends.

#rb Zousar.Shaker
#fyi Joakim.Lindqvist, Stefan.Boberg

[CL 15000972 by Devin Doucette in ue5-main branch]
2021-01-06 14:18:01 -04:00
danny couture
0655582bd0 Fix stutters in the game-thread while streaming texture mips from DDC.
This will fix a good bunch of ForceRebuildPlatformData in UTexture2D::UpdateStreamingStatus because of the Boot DDC telling it has some mips cached effectively preventing other cache layers from receiving them.
When the Boot DDC is disabled after the editor boot, all the mips will go into oblivion, and nobody will have them anymore, causing stutters in the game-thread while streaming because a second full rebuild is now required.

Any DDC that plans on disappearing should never be alone in the cache hierarchy and should give other levels the opportunity to properly cache data before its disapperance.

#rb Francis.Hurteau, Devin.Doucette, Andrew.Grant

[CL 14268431 by danny couture in ue5-main branch]
2020-09-08 10:50:47 -04:00
andrew grant
e224300cc3 Moved some DDC debug options into a common class that can be provided to a backend to simulate certain behavior.
E.g.

'-ddc-local-missrate=50' simulates a 50% miss rate of keys on the local backend,
'-ddc-shared-misstypes=AnimSeq' simulates misses for any AnimSeq key. Use + to combine keys. E.g. AnimSeq+Audio

Memory DDC, FileSystemDDC and S3DDC support these options as do the classes that wrap other backends (e.g. AsyncPut).

#tests lots of warm and cold DDC
[at]ben.marsh [at]josh.engebretson [at]devin.doucette

#ROBOMERGE-SOURCE: CL 12458693 via CL 12462167 via CL 12464485 via CL 12464606
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v672-12450963)

[CL 12464717 by andrew grant in Main branch]
2020-03-26 20:55:39 -04:00
andrew grant
3cc86b3d2f Optimizations for DDC access on remote / slow drives.
If a filesystem node is not available not prompt the user and optionally retry incase they need to mount a drive or start VPN

Fiilesystem nodes now perform a speed test using a selection of 'DDC sized' files to determine a classification (local, fast, ok, slow).

Add a new 'ConsiderSlowAt' property to the 'Filesystem' DDC node type. If latency to the node is >= this value then the node will be marked as slow which disables touch'ing and reduces file stats

Interface Changes

- Add the concept of a speed class to nodes
- Add GetName to nodes for better debugging / logging
- WouldCache query that allows caches to opt of of consideration early and avoid async tasks being created.
- Create a new 'FileBackedDerivedDataBackend' class that's the for the memory/boot backend and future classes
- TryToPrefetch interface functions for future use

Behavior Changes

- Moved parameter parsing into FileSysteDerivedDataBackend as things were getting out of hand
- FileSystemDerivedDataBackend now performs a speed test using 'DDC sized' files in separate directories and applies a classification
- Slow locations turn off touching of data on read
- Slow locations always return true for CachedDataProbablyExists. It's faster just to try to read and fail
- If the shared DDC is not available the user is prompted incase they need to mount it.

[at]ben.marsh [at]josh.engebretson
#rb swarm
#tests lots of PIE runs with / without this option


#ROBOMERGE-SOURCE: CL 12387516 via CL 12387517 via CL 12396622
#ROBOMERGE-BOT: (v671-12333473)

[CL 12396757 by andrew grant in Release-Engine-Staging branch]
2020-03-24 19:12:36 -04:00
nick darnell
7fb5ae96d7 Changing the DDC interface to use TArrayView instead of TArray for placing data into the DDC.
Updating the ArrayView with new comparison operators to have greater replacement for what TArray provides.

#rb Marc.Audy, Steve.Robb


#ROBOMERGE-OWNER: nick.darnell
#ROBOMERGE-AUTHOR: nick.darnell
#ROBOMERGE-SOURCE: CL 11843381 via CL 11843463 via CL 11843492
#ROBOMERGE-BOT: (v656-11643781)

[CL 11879995 by nick darnell in Main branch]
2020-03-03 14:33:45 -05:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
Stefan Boberg
1f813eb516 Copying //UE4/Dev-Core to Main (//UE4/Main)
#rb many

[CL 9405827 by Stefan Boberg in Main branch]
2019-10-03 16:26:48 -04:00
Robert Manuszewski
2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Ben Zeigler
24a8d60723 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3173153 on 2016/10/25 by Graeme.Thornton

	Pak signing changes
	 - Integrated into EDL loader
	 - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.

Change 3173531 on 2016/10/25 by Steven.Hutton

	Removing unused j query packages.

Change 3174743 on 2016/10/26 by Gil.Gribb

	UE4 - fixed COTF with EDL

Change 3177896 on 2016/10/28 by Steve.Robb

	TSharedPtr and TSharedRef aliasing constructors.
	Removal of static_asserts for TSharedPtr<UObject>.

Change 3180343 on 2016/10/31 by Steve.Robb

	Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.

Change 3181382 on 2016/11/01 by Steve.Robb

	Visual Studio debugger visualizers for delegates.

Change 3182738 on 2016/11/02 by Graeme.Thornton

	Re-enable signed archive reader so non-pakpreacher based reads still get signature checked

Change 3183420 on 2016/11/02 by Steve.Robb

	Fix to TIsZeroConstructType for TScriptDelegate.

Change 3184872 on 2016/11/03 by Robert.Manuszewski

	Fixing memory stomps in SSL certificate initialization (found with mallocstomp)

Change 3184873 on 2016/11/03 by Robert.Manuszewski

	Adding thread safety checks to async loading code

Change 3185535 on 2016/11/03 by Ben.Zeigler

	Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.

Change 3186636 on 2016/11/04 by Graeme.Thornton

	AES encryption integrated into EDL system
	Pak signing and AES encryption now configurable by ini files rather than magical text files

Change 3186637 on 2016/11/04 by Graeme.Thornton

	Configured pak signing and encryption in ShooterGame for reference

Change 3186639 on 2016/11/04 by Graeme.Thornton

	Encryption changes for Orion
	* Move pak signing keys into new INI format
	* Add AES key and enable INI file encryption

Change 3186661 on 2016/11/04 by Graeme.Thornton

	Change unrealpak command line params to accept AES key as a separete parameter

Change 3186670 on 2016/11/04 by Robert.Manuszewski

	Adding a null check before using a package pointer in Linker code

	#jira UE-38237

Change 3186775 on 2016/11/04 by Graeme.Thornton

	Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
	 - PS4 and Mac fixes. Other platforms might need fixing too!

Change 3186823 on 2016/11/04 by Graeme.Thornton

	Fixed an incorrect size check in the EDL pak signing code

Change 3186925 on 2016/11/04 by Graeme.Thornton

	Allow UnrealPak to read encryption settings from project ini files

Change 3189885 on 2016/11/08 by Graeme.Thornton

	Static analysis warning fix

Change 3190015 on 2016/11/08 by Robert.Manuszewski

	Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread

Change 3190253 on 2016/11/08 by Chris.Wood

	Improved MDD performance for on the CR server.
	[UE-37566] - Improve MDD performance on CR server

	Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
	Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.

Change 3192993 on 2016/11/10 by Robert.Manuszewski

	Thread Heartbeat will no longer report the same hang multiple times.

Change 3193111 on 2016/11/10 by Robert.Manuszewski

	Minor change in the condition that detects the same hangs - allow the same callstacks from different threads

Change 3193168 on 2016/11/10 by Steve.Robb

	TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.

Change 3193171 on 2016/11/10 by Steve.Robb

	Easier debugging of FPendingRegistrantInfo map.

Change 3193188 on 2016/11/10 by Steve.Robb

	TAutoPointer deprecated.

Change 3193796 on 2016/11/10 by Graeme.Thornton

	Fix pak creation failure when no pak signing keys are supplied

Change 3194524 on 2016/11/11 by Graeme.Thornton

	Another static analysis warning fix

Change 3195119 on 2016/11/11 by Steve.Robb

	TAutoPtr deprecated.
	Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
	Some large headers moved into .cpp files.

Change 3196582 on 2016/11/14 by Gil.Gribb

	UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.

Change 3196878 on 2016/11/14 by Steve.Robb

	TScopedPointer deprecated.

Change 3198061 on 2016/11/15 by Steve.Robb

	Class array is no longer regenerated when saving UClasses.

Change 3198065 on 2016/11/15 by Robert.Manuszewski

	Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.

Change 3198199 on 2016/11/15 by Robert.Manuszewski

	Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.

Change 3199954 on 2016/11/16 by Graeme.Thornton

	Removing USING_SIGNED_CONTENT

Change 3200221 on 2016/11/16 by Chris.Wood

	CrashReportProcess code cleanup - removing unused using directives

Change 3200232 on 2016/11/16 by Chris.Wood

	Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
	UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives

	InvalidCrashReports now saved to S3 instead of local folder
	Removed option tosync MinidumpDiagnostics from Perforce
	Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
	Added improved logging to Slack with option to monitor MDD performance
	Added hourly log folders to MDD logs
	Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)

Change 3200382 on 2016/11/16 by Robert.Manuszewski

	Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).

Change 3200562 on 2016/11/16 by Gil.Gribb

	UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.

Change 3201093 on 2016/11/16 by Ben.Zeigler

	#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
	Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.

Change 3201736 on 2016/11/17 by Steve.Robb

	Strtoi64 platform and TCString functions.

	#fyi robert.manuszewski

Change 3201938 on 2016/11/17 by Ben.Woodhouse

	Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.

	Commandline:
	p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp

	#fyi robert.manuszewski

Change 3203757 on 2016/11/18 by Robert.Manuszewski

	Removing debug code from async loading code.

Change 3203927 on 2016/11/18 by Robert.Manuszewski

	Fixing comments in the async loading code.

Change 3204851 on 2016/11/18 by Steve.Robb

	Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.

Change 3204854 on 2016/11/18 by Steve.Robb

	UEnumProperty.

Change 3205027 on 2016/11/18 by Ben.Zeigler

	Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
	Add Get() to TSubclassOf so it matches our other wrappers
	Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
	Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf

Change 3206334 on 2016/11/21 by Ben.Zeigler

	#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
	#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
	Cook finishes but game is still crashing in some cases, so I might adjust this after other testing

Change 3206353 on 2016/11/21 by Ben.Zeigler

	Fix EnumProperty to handle EDL preload dependencies properly

Change 3206625 on 2016/11/21 by Ben.Zeigler

	Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient

Change 3206937 on 2016/11/21 by Ben.Zeigler

	#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
	Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
	Correctly save enum tag for enum properties, it was being set but not serialized

Change 3207002 on 2016/11/21 by Ben.Zeigler

	#jira UE-38799
	Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
	Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
	If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
	We should generally outlaw non-transient objects with transient outers, it does not do what people expect.

Change 3207032 on 2016/11/21 by Ben.Zeigler

	#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do

[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
Andrew Grant
6eb7c49d93 Removed DDC cache size warning (per Gil should not be a warning)
#lockdown Nick.Penwarden

[CL 2993375 by Andrew Grant in Main branch]
2016-05-27 17:10:50 -04:00
Andrew Grant
a572d8e23f Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2870336 on 2016/02/17 by Marc.Audy

	Continued splitting up Orion Build
	* Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild
	* Cook server data only once for both Windows and Linux (windows reuses Linux server data)
	* Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client
	#jira UEB-580
	#rb Ben.Marsh
	#tests Preflight and generated Windows Client and Server work to play game

Change 2870026 on 2016/02/17 by Wes.Hunt

	Don't allow array shrinking when removing the corruption wrapper trailer.
	#rb none
	Updating CIS Counter

Change 2869725 on 2016/02/17 by Dmitry.Rekman

	More analytics and QoS stats added for 0.19.

	#rb none
	#tests Ran Windows client and Linux server on compatible content.

Change 2869705 on 2016/02/16 by Ryan.Gerleve

	Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays.
	This is the engine support for fixing OR-6817, towers not respawning when rewinding replays.

	#rb john.pollard
	#tests golden path, replays, ps4 nomcp

Change 2869644 on 2016/02/16 by Jason.Bestimt

	#ORION_DEV - Merge MAIN (0.18) at CL# 2869635

	#Tests:none
	#RB:none

Change 2869586 on 2016/02/16 by Marcus.Wassmer

	Fix texturestreaming RHI flushes.
	#rb none
	#test goldenpath
	#codereview Gil.Gribb

Change 2869279 on 2016/02/16 by Lukasz.Furman

	fixed minion hit reaction directions
	#orion OR-13953
	#rb Mieszko.Zielinski
	#tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers
	#codereview Dan.Youhon

Change 2869277 on 2016/02/16 by Wes.Hunt

	During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks.
	#rb daniel.lamb
	#tests local windows cooks, preflight PS4 cooks

Change 2869132 on 2016/02/16 by Mieszko.Zielinski

	Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4

	#rb Lukasz.Furman
	#test none required

Change 2868981 on 2016/02/16 by Wes.Hunt

	remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used.
	This was requested by NickP.
	#rb none
	#tests local windows cooks

Change 2868975 on 2016/02/16 by Wes.Hunt

	Don't submit DDC usage stats for zero-sized events.
	#rb none
	#tests local windows cook

Change 2868956 on 2016/02/16 by Jason.Bestimt

	#ORION_DEV - Merge MAIN (0.18) at CL# 2868926

	#RB:none
	#Tests:none

Change 2868889 on 2016/02/16 by Max.Chen

	Sequencer: Only allow transport control binding when editing level editor sequencers.

	#rb none
	#tests none

Change 2868663 on 2016/02/16 by David.Ratti

	downgrade warning to display

	#rb none
	#tests compile

Change 2868624 on 2016/02/16 by Marcus.Wassmer

	Re-Enable Defrag validation for devgeneral
	#rb none
	#test none

Change 2868493 on 2016/02/16 by Benn.Gallagher

	Added a few more stats to morph target updates to try and narrow down hitches
	#rb Bruce.Nesbit
	#tests pie, -game Win64

Change 2868445 on 2016/02/16 by Dmitry.Rekman

	Linux: report crashes due to stack overflow (OR-14519).

	- Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread.
	- Force process spawning to use vfork() when no pipes are needed.
	- Ignore all signals except explicitly handled.
	- Prevent signals from being raised while another one is handled.
	- Added "debug threadrecurse" and "debug threadstackoverflow" to test that.

[CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
Matthew Griffin
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]
2016-01-07 08:17:16 -05:00