This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
todo: hdr decode at runtime when astc hdr not supported
needs to figure out why ARM Encoder is much slower than ISPC, use ARM only for HDR Textures might be a good compromise.
#jira UE-119388
#ROBOMERGE-AUTHOR: yangke.li
#ROBOMERGE-SOURCE: CL 17441496 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17441499 by yangke li in ue5-release-engine-test branch]
#ROBOMERGE-OWNER: robert.millar
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 16362667 via CL 16362689 via CL 16362713 via CL 16362729
#ROBOMERGE-BOT: (v804-16311228)
#ROBOMERGE-CONFLICT from-shelf
[CL 16363649 by robert millar in ue5-release-engine-staging branch]
Add a default project setting for the build target and binary configuration selection.
Removed 'platformtarget' menu and exposed 'target' and 'flavor' menus (flavor is only used for android now but will also work if other platforms add their own flavors).
Setting -distribution now forces packaging with shipping.
#jira UE-108788, UE-113086, UE-101662
#rb ben.marsh, josh.adams
[CL 16148683 by nuno leiria in ue5-main branch]
- Removed ModifyCreateProcParams., it wasn't useful enough
- Split up ExtraProjectBuilds into EngineCustomBuilds and ProjectCustomBuilds, so that engine/Epic specified custom builds don't dirty up the project packaging settings, and the ini system won't cause future additional builds to be lost
- Fixed up a couple of tooltips to indicate compression settings are used for Pak and IoStore
#rb brian.white
[CL 15135998 by Josh Adams in ue5-main branch]
- Improvements for ExecuteBuild - mostly around project selection, where it will give you options, cache last used project, etc
- Added search/replace modifier to the {....} syntax in the build spec (useful mainly for inivalue basically)
- Editor now just runs -command=ExecuteBuild -build=XYZ instead of parsing the XYZ build params and running UAT directly
- Deleted old #if 0'd code. Can go back in p4 history to find it later.
- Setup VisualStyles in Turnkey so that the project selector looks good on HiDPI
#rb self/turnkey
[CL 15014143 by Josh Adams in ue5-main branch]
- Copied the quick launch platform items over to the Play menu, and now will repalce the Play button (which would change for Simulate/PIE/etc) to also do the quick launch on if that was the last one selected (using platforms large icon)
- Use Turnkey SDK installation availability info so that the Platforms menu can choose to show the proper SDK installation options that match what is supported by the studio
- Pass the -project path to Turnkey so a platform can check if a project has up-to-date prerequisites (like certain options need to be set in platform settings, etc)
- Use the platform icon to show warning/question to indicate status of SDK, with less text labels after the platform name in the Turnkey menu
- Added LoadSettingsForPlatform to ProjectPackgingSettings to be able to easily load packaging settings for another platform
#rb matt.kuhlendschmidt,rolando.caloca
[CL 14931974 by Josh Adams in ue5-main branch]