#ROBOMERGE-AUTHOR: jon.nabozny
#ROBOMERGE-SOURCE: CL 18343803 via CL 18375135 via CL 18375389
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18375409 by jon nabozny in ue5-release-engine-test branch]
For each pixel it shows the worst case missing mip level in all of the virtual textures sampled at that pixel.
Useful to analyze where late virtual texture page streaming is happening.
#rb ben.ingram
#preflight 615b5ecb255462000117288c
#lockdown michal.valient
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17716764 via CL 17979410 via CL 18366649 via CL 18366731
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18366789 by jon nabozny in ue5-release-engine-test branch]
This was missed when removing the AtmosphericFog.
#rb Arciel.Rekman, Jian.Ru
#jira FORT-411963
#ROBOMERGE-OWNER: sebastien.hillaire
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 17964483 in //UE5/Release-5.0/... via CL 17964598
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 17964608 by sebastien hillaire in ue5-release-engine-test branch]
* Use a shader code hash instead of sorting by shader pointer in CalculateBasePassMeshStaticSortKey()
* Added a serial number to UPrimitiveComponent, which is generated in OnRegister() and then used in FPrimitiveArraySortKey as an extra sort key.
Contributed by andrewtop-cruise.
#github 7934
#github 8273
#preflight 61128303afd67e0001e7a14b
#rb Arciel.Rekman
#ROBOMERGE-SOURCE: CL 17150851 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17150861 by yuriy odonnell in ue5-release-engine-test branch]
Reduced root page size from 128kb to 32kb
Page allocation size is no longer rounded up when using fixed sized allocation (r.Nanite.Streaming.DynamicRootPages=0)
Removed the ClusterPageHeaders resource and embedded its data directly into pages
Renamed SOAStrides to PageConstants
#preflight 61041cd35b2fb800011aa2c2
#ROBOMERGE-SOURCE: CL 17007430 via CL 17007443
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 17007446 by rune stubbe in ue5-release-engine-test branch]
- Refactored RDG to support free-threaded execution of passes.
- Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.
#rb christopher.waters
#ROBOMERGE-SOURCE: CL 16838717 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16838724 by zach bethel in ue5-release-engine-test branch]
- Add material errors to the HLSL material translator to disallow attempting to use Thin Translucents or Modulate blend mode in the After Motion Blur translucency pass.
#rb sebastien.hillaire
#ROBOMERGE-SOURCE: CL 16704227 via CL 16704249
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16704256 by jamie hayes in ue5-release-engine-test branch]
Clean up atmospheric fog and have it instaciate a sky atmosphere by default instead
AtmosphericFog now inherits from SkyAtmosphere and looks vaguely similar. Serialisation is handled with a serialisation enum + ue5 version.
"ClassRedirects" could not be used because parameters are not compatible and also due to different serialisation on both component.
So instead Skyamtosphere now has a bool bIsAtmosphericFog (false by default).
AtmosphericFog component now inheriting from Skyatmosphere is setting that to true so that serialisation can be properly handled for both cases : pure Skyatmosphere or SkyAtmosphere replacing a AtmosphericFog with loading/saving. This also supports StaticLightingGUID once converted, see USkyAtmosphereComponent::Serialize.
SkyAtmosphere aerial perspective is now properly gated behind the base pass vertex shader designed for that using BASEPASS_SKYATMOSPHERE_AERIALPERSPECTIVE.
Removed all AtmosphericFog related render code.
Renamed a bunch of shader permutation.
UActorFactoryAtmosphericFog is removed so that the actor is no longer visible and instanciable from menu (existing actors in levels are still created correctly)
UAtmosphericFogComponent is made notplaceable.
ShooterGame compiled and ran succesfuly.
Colton Daniels (QA) will upate reference screneshot in a later CL.
#rb Charles.derousiers, Marc.Audy, Kevin.Ortegren
[CL 16455741 by Sebastien Hillaire in ue5-main branch]