This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
Use Perf trace for context switches and stack sampling on PS4 and PS5.
#rb Ionut.Matasaru
#ROBOMERGE-SOURCE: CL 17277312 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v858-17259218)
[CL 17277323 by martins mozeiko in ue5-release-engine-test branch]
All games now use Engine Oodle for runtime decompression
Oodle in Engine can load an older Oodle DLL for encoding packages to keep making the same binary data
#rb dan.thompson,devin.doucette
#ROBOMERGE-SOURCE: CL 16879404 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16879428 by charles bloom in ue5-release-engine-test branch]
Fix typo where double slash were used
#rnx
#rb trivial
#preflight 60d1fe1fbe81e80001837c38
#ROBOMERGE-SOURCE: CL 16744965 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16744987 by danny couture in ue5-release-engine-test branch]
- This will make maintenance for multiple platforms a lot easier (i.e. just preflight)
- Will be easy to get callstack and debug since it will be compiled on the machine it is debugged on
- Easier to try out modifications on mimalloc itself
- Fix mimalloc compilation under Clang 10
- Fix mimalloc inconsistent usage of MI_ENCODE_FREELIST define
- Fix mimalloc inconsistent usage of _WIN32 define
- Implement MacOS and Unix -mimalloc command-line switch
- Some MacOS changes were contributed by Will.Damon
#rb Brandon.Schaefer, Will.Damon
#preflight 60b4ea613c6c4e000158233e
#rnx
[CL 16512512 by danny couture in ue5-main branch]
- The mirage specific code is disabled behind the define UE_USE_VIRTUALBULKDATA, this means that some code paths in Texture/Mesh are much more complex than they need to be as we support both old and new paths. Once the system has been turned on and confirmed to cause no issues then this will be stripped out.
- SavePackageUtilities.cpp, SavePackage.cpp and SavePackage2.cpp are editgrates rather than integrations as those files have changes in DevCooker that we don't want to bring over immediately.
- Also includes a prototype system for storing bulkdata in a sidecar file in the workspace domain rather than in the .uasset/.umap file which although has been discontinued as part of mirage, will have applications for future work for non-virtualized projects and/or text based assets.
#rb Patrick.Finegan (all changes have been reviewed when submitted to Dev-Cooker)
#tests Cooking and running ShooterGame/Frosty and other sample programs using megascan assets
#rnx
#preflight 608be50d870cf400013ff99d
[CL 16167285 by paul chipchase in ue5-main branch]
Avoid activating any external profiler by default as this could cause slowdown depending on which profiler gets randomly activated
#rb Martin.Ridgers
[CL 15861416 by danny couture in ue5-main branch]