#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3315219 on 2017/02/21 by Steve.Robb
Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr.
Change 3315285 on 2017/02/21 by Steve.Robb
Explicitly pass string builder into code generation functions.
Change 3315341 on 2017/02/21 by Ben.Marsh
UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines.
Change 3315350 on 2017/02/21 by Ben.Marsh
Fix shared resource files not being rebuilt if the version header changes.
Change 3315823 on 2017/02/21 by Ben.Marsh
UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class.
Change 3315826 on 2017/02/21 by Ben.Marsh
UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts.
Change 3315857 on 2017/02/21 by Ben.Marsh
UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects.
Change 3315942 on 2017/02/21 by Ben.Marsh
UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere.
Change 3316236 on 2017/02/22 by Maciej.Mroz
#jira UE-42045
Nativization
Fixed Warning: TEnumAsByte is not intended for use with enum
Change 3316253 on 2017/02/22 by Robert.Manuszewski
Fixes for the async log file writer hangs and crashes.
- potential fix for the logging system hang when running out of disk space while flushing log
- fix for unexpected concurrency assert when flushing the log buffer to disk
Change 3316293 on 2017/02/22 by Steve.Robb
GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple.
Change 3316342 on 2017/02/22 by Maciej.Mroz
Nativization: Wrappers (stubs) required only by other wrappers are properly generated.
#codereview: Mike.Beach
Change 3316344 on 2017/02/22 by Maciej.Mroz
Fixed crash in nativized Odin
Async loading properly handles nativized structs.
Change 3316359 on 2017/02/22 by Steve.Robb
GitHub #3287 : Ignore #pragma in USTRUCTs
#jira UE-42248
Change 3316389 on 2017/02/22 by Matthew.Griffin
Switched Installed Engine Filters to multiline properties to make them more readable
Added Oodle to list of excluded plugins
#jira UE-42030
Change 3316392 on 2017/02/22 by Ben.Marsh
UBT: Split out FileReference/DirectoryReference classes into their own file.
Change 3316394 on 2017/02/22 by Ben.Marsh
UBT: Move FileReference/DirectoryReference extension methods into the appropriate file.
Change 3316411 on 2017/02/22 by Ben.Marsh
UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code.
Change 3316446 on 2017/02/22 by Ben.Marsh
UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging.
Change 3316575 on 2017/02/22 by Ben.Marsh
UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup.
Change 3318481 on 2017/02/22 by Steve.Robb
Use of FMath::IsPowerOfTwo in check.
Static assert to ensure that an inline set allocator will have a hash size of a power of two.
Change 3318496 on 2017/02/22 by Steve.Robb
Fix for TSet visualizers.
Change 3318919 on 2017/02/23 by Steve.Robb
Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them.
#jira UE-42178
Change 3318942 on 2017/02/23 by Steve.Robb
Removal of a redundant insertion which can cause problems on reallocation of the map.
Change 3319010 on 2017/02/23 by Ben.Marsh
UBT: Fix exception when a file that was previously part of the working set is deleted.
Change 3319134 on 2017/02/23 by Robert.Manuszewski
Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread.
Change 3319249 on 2017/02/23 by Matthew.Griffin
Added a function to check if running with debug game libs instead of checking command line in multiple places
Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug'
Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs
Removed -Shipping argument from VCProject generation as it's not used anymore
Change 3319253 on 2017/02/23 by Maciej.Mroz
#jira UE-41846
New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies.
Change 3319591 on 2017/02/23 by Ben.Marsh
Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter.
Change 3320357 on 2017/02/23 by Steven.Hutton
Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons.
Change 3320361 on 2017/02/23 by Steven.Hutton
Performance improvements subsequent to the recent database changes.
Change 3320446 on 2017/02/23 by Steven.Hutton
adding my temporary performance tracker class - reports to a private slack channel with add crash performance data.
Change 3320479 on 2017/02/23 by Ben.Marsh
Fix CIS errors.
Change 3320576 on 2017/02/23 by Jin.Zhang
Update CrashReporter to use AWS
Change 3320742 on 2017/02/23 by Jin.Zhang
Merging crash caching
Change 3321119 on 2017/02/24 by Robert.Manuszewski
DLL injection protection support for non-monolithic builds
Change 3323308 on 2017/02/27 by Matthew.Griffin
Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future
Change 3323423 on 2017/02/27 by Chad.Garyet
Adding a script to check and warn about csproj targeted .net versions being mismatched
#JIRA UE-39624
Change 3323442 on 2017/02/27 by Ben.Marsh
UBT: Output an error if an engine module references a game module.
Change 3323743 on 2017/02/27 by Ben.Marsh
PR #3303: Resolved PVS scan issues (Contributed by projectgheist)
Change 3323748 on 2017/02/27 by Ben.Marsh
Convert whitespace to tabs.
Change 3324851 on 2017/02/28 by Chris.Wood
Add Odin symbol locations to engine config for MDD on CR server.
NotForLicensees
Change 3324979 on 2017/02/28 by Gil.Gribb
Fixed bad merge of priority change in the EDL.
Change 3326889 on 2017/03/01 by Steven.Hutton
Update to buggs controller to generate faster queries.
Change 3326910 on 2017/03/01 by Robert.Manuszewski
Removing legacy #if from PackageFileSummary.
Change 3327118 on 2017/03/01 by Gil.Gribb
UE4 - Fixed race that resulted in a memory leak when reading compressed paks.
Change 3327633 on 2017/03/01 by Gil.Gribb
UE4 - Added a cvar to control the pak precacher thottle.
Change 3327674 on 2017/03/01 by Steve.Robb
Unified boilerplate between all generated code files.
Change 3328544 on 2017/03/01 by Chris.Wood
CrashReportProcess.config update (CRP v1.2.17)
Tweaks to a few values.
Update website URL to explicitly point to old, non-cloud site on devweb-02.
Change 3328714 on 2017/03/01 by Chris.Wood
Correct CRP config regression. Point website at new cloud site. Still v1.2.17
Change 3329192 on 2017/03/02 by Matthew.Griffin
Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build
Change 3329285 on 2017/03/02 by Ben.Marsh
UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired.
Change 3330636 on 2017/03/02 by Ben.Marsh
UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files.
Change 3331262 on 2017/03/03 by Robert.Manuszewski
Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements)
- Improved GC multithreading
- Improved BeginDestroy performance
- Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled)
- A few improvements to AddReferencedObjects functions
- Misc improvements to GC code
- Garbage Collector now properly handles clusters which had their objects marked as pending kill
- Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled)
Change 3331285 on 2017/03/03 by Robert.Manuszewski
A few fixes for the previous check-in.
Change 3332001 on 2017/03/03 by Ben.Marsh
UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file.
Change 3332022 on 2017/03/03 by Ben.Marsh
Update documentation for where to find the BuildConfiguration settings.
Change 3332031 on 2017/03/03 by Ben.Marsh
Remove documentation for Windows XP support; it has been removed in the 4.16 release.
Change 3332256 on 2017/03/03 by Ben.Marsh
UBT: Add support for generating a UDN page containing module and target settings.
Change 3332458 on 2017/03/03 by Ben.Marsh
UBT: Improvements to generated documentation.
Change 3332459 on 2017/03/03 by Ben.Marsh
Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files.
Change 3332460 on 2017/03/03 by Ben.Marsh
UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs.
Change 3332899 on 2017/03/06 by Robert.Manuszewski
Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor)
#jira UE-42548
Change 3332955 on 2017/03/06 by Maciej.Mroz
Nativization distinguishes client and server platform:
- Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config)
- Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct.
- Wrappers (for unconverted BPs) are created only when they are directly called.
- Fortnite dedicated server can be nativized
Change 3332990 on 2017/03/06 by Ben.Marsh
UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference.
Change 3333032 on 2017/03/06 by Ben.Marsh
Documentation for build tools
Change 3333037 on 2017/03/06 by Ben.Marsh
Add a build step to extract UAT and UBT documentation from XML comments.
Change 3333089 on 2017/03/06 by Ben.Marsh
UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first.
Change 3333651 on 2017/03/06 by Gil.Gribb
UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only.
Change 3335236 on 2017/03/07 by Ben.Marsh
UGS: Set the sync changelist separately to the compatibility changelist.
Change 3335261 on 2017/03/07 by Gil.Gribb
UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands.
Change 3335740 on 2017/03/07 by Gil.Gribb
maybe fix static analysis warning
Change 3335945 on 2017/03/07 by Steve.Robb
Move FFindInstancedReferenceSubobjectHelper code out of header.
Add map/set property support to allow instanced members of these container types to be handled during CPFUO.
https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html
Change 3336693 on 2017/03/07 by Ben.Marsh
UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.
Change 3336694 on 2017/03/07 by Steve.Robb
Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash.
Fixes to types which relied on implicit conversions when calling GetTypeHash.
Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail.
#jira UE-42441
Change 3336698 on 2017/03/07 by Steve.Robb
Hardcoded endpoint handling replaced with a generic string.
Obsolete .proto and .java code generation removed.
Change 3336811 on 2017/03/07 by Wes.Hunt
Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning.
Change 3336973 on 2017/03/08 by Steve.Robb
Fix for missing GetTypeHash in a plugin.
Change 3336996 on 2017/03/08 by Steve.Robb
Significant refactor of code generation, to try and make data flow more apparent.
Change 3337571 on 2017/03/08 by Steve.Robb
CIS fixes for missing GetTypeHash functions.
Non-unity fix.
Change 3337588 on 2017/03/08 by Gil.Gribb
UE4 - Fixed obscure check with flushing rhi resources.
Change 3337620 on 2017/03/08 by Steve.Robb
WITH_HOT_RELOAD_CTORS macros removed.
UseVTableConstructors config option removed.
Change 3339369 on 2017/03/09 by Steve.Robb
GetTypeHash overload for nn::account::Uid.
Change 3339464 on 2017/03/09 by Daniel.Lamb
Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages.
#jira UE-42583
#test Editor + Cook + Run shootergame
Change 3339465 on 2017/03/09 by Maciej.Mroz
Fixed serialization issue, after UserDefinedEnum was used in EnumProperty.
Change 3339469 on 2017/03/09 by Maciej.Mroz
Fixed Nativization problem, when default value is passed as non-const reference.
Change 3340178 on 2017/03/09 by Daniel.Lamb
Added support for in memory only packages. The Cooker ignores these and added core functions to recognize these packages.
Other systems will need to add support where nessisary.
Change 3341002 on 2017/03/10 by Maciej.Mroz
Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included.
Change 3341076 on 2017/03/10 by Steve.Robb
Fix for FBakedTextureSourceInfo move semantics.
#jira UE-42658
Change 3341160 on 2017/03/10 by Gil.Gribb
UE4 - Fix hazard with SetMaterialUsage from a thread.
Change 3341409 on 2017/03/10 by Steve.Robb
Reduction of the generated code size for StaticRegisterNatives functions.
Change 3341523 on 2017/03/10 by Steve.Robb
Code generation simplified.
Change 3341800 on 2017/03/10 by Ben.Marsh
UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it.
Change 3342034 on 2017/03/10 by Ben.Marsh
Fix compiler setting not being loaded correctly into the Windows target settings dialog.
#jira UE-42746
Change 3342041 on 2017/03/10 by Ben.Marsh
Fix -ErrorOnEngineContentUse not being set in the cooker options correctly.
Change 3342094 on 2017/03/10 by Steve.Robb
Fix to deteministic name order during code generation.
Change 3342251 on 2017/03/10 by Daniel.Lamb
Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages.
#thanks Tim.Hagberg
#test None
Change 3342961 on 2017/03/13 by Robert.Manuszewski
Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed.
#jira FORT-38977
Change 3343022 on 2017/03/13 by Steve.Robb
GetTypeHash fixes for FUniqueNetIdLive.
#jira UE-42788
Change 3343448 on 2017/03/13 by Steve.Robb
Compiled-in defer object order fixed.
Debuggability of the deferred registration map improved.
#jira UE-42828
[CL 3345747 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3167010 on 2016/10/19 by Dmitriy.Dyomin
Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
#jira UE-36397
Change 3166824 on 2016/10/18 by Alexis.Matte
Fix re-import of mesh material assignment regression
#jira UE-37479
Change 3166821 on 2016/10/18 by Alexis.Matte
Make sure the old asset are build correctly
#jira UE-37461
Change 3166740 on 2016/10/18 by Lina.Halper
Fix crash with hide name when bone buffer doesn't exist due to slave component
#jira: UE-37467
Change 3166737 on 2016/10/18 by Jeff.Campeau
Fix double release in PhysX if there's an exception during shutdown
#jira UE-37058
Change 3166733 on 2016/10/18 by Chris.Babcock
Add missing MultiviewOVR functions for Android deferred
#jira UE-37401
#ue4
#android
Change 3166719 on 2016/10/18 by Richard.TalbotWatkin
Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint
Change 3166701 on 2016/10/18 by Daniel.Wright
Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
#jira UE-37317
Change 3166549 on 2016/10/18 by Alexis.Matte
Make sure the vertex paint circle brush is display when painting
#jira UE-37462
Change 3166459 on 2016/10/18 by Mitchell.Wilson
Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
#jira UE-37471
Change 3166435 on 2016/10/18 by Mitchell.Wilson
Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
#jira UE-29718
Change 3166363 on 2016/10/18 by Mitchell.Wilson
copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
Rebuilt lighting for shootergame levels and added build data for each level.
#jira UE-37435
Change 3166342 on 2016/10/18 by Rolando.Caloca
UE4.14 - Fix for crash on splines with decals
#jira UE-36864
Change 3166315 on 2016/10/18 by Ori.Cohen
Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.
#JIRA UE-21572, UE-37429
Change 3166274 on 2016/10/18 by Peter.Sauerbrei
deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
#jira UE-37034
Change 3166238 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
Copied from Dev-Sequencer CL# 3166218
#jira UE-37470
Change 3166209 on 2016/10/18 by Daniel.Lamb
Fixed issue with launch on marking packages as dirty.
#test Cook shooter game
#jira UE-37455
Change 3165901 on 2016/10/18 by Jamie.Dale
Fixed Clang error caused by missing return type
#jira UE-37421
Change 3165774 on 2016/10/18 by Steve.Robb
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
Copied from CL# 3165739.
#jira UE-37249
#jira UE-37243
Change 3165457 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
#jira UE-37420
Change 3165444 on 2016/10/17 by Max.Chen
Sequencer: Fix reset view range so that it's a no-op when the range is negative.
#jira UE-37412
Change 3165257 on 2016/10/17 by Keli.Hlodversson
Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
#jira UE-37432
Change 3165225 on 2016/10/17 by Nick.Darnell
Strategy Game - No longer overrides the engine default iOS build machine to use.
Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.
#jira UE-37001
Change 3165110 on 2016/10/17 by Michael.Trepka
Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script
#jira UE-36939
Change 3165107 on 2016/10/17 by Mitchell.Wilson
Resolve CIS content warnings in Shooter Game.
#jira UE-30791
Change 3165001 on 2016/10/17 by Alexis.Matte
Bump the static mesh build version to force a rebuild.
#jira UE-37262
Change 3164928 on 2016/10/17 by Ben.Marsh
GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.
Change 3164914 on 2016/10/17 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
Copy from Dev-Sequencer
#jira UE-35285
Change 3164896 on 2016/10/17 by Ben.Marsh
UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.
Change 3164892 on 2016/10/17 by Jamie.Dale
Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText
#jira UE-36977
Change 3164886 on 2016/10/17 by Jamie.Dale
Fixed issues propagating property changes when editing Blueprints
- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.
#jira UE-36977
Change 3164884 on 2016/10/17 by Jamie.Dale
We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor
#jira UE-36977
Change 3164843 on 2016/10/17 by Ben.Marsh
UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.
#jira UE-37386
Change 3164823 on 2016/10/17 by Daniel.Lamb
Fixed warning about shader compiler stalling.
#test Cook Shootergame
#jira UE-37393
Change 3164805 on 2016/10/17 by Alexis.Matte
Remove the skinxx import workflow for static mesh
#jira UE-37262
Change 3164803 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting on all template projects
#jira UE-37317
Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash
#jira UE-37029
Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed crash debugging blueprints in a networked game session
- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.
#jira UE-37360
Change 3164711 on 2016/10/17 by Chris.Wood
Added char limit to user description in Crash Report Client
[UE-37377] - Limit description field size in Crash Report Client
#jira UE-37377
Change 3164706 on 2016/10/17 by Alexis.Matte
Fix fbx scene re-import of staticmesh loosing there materials
#jira UE-37032
Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt
Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone
#jira UE-37300
Change 3164686 on 2016/10/17 by Alexis.Matte
Remove unwanted re-import setting option in both mesh editor.
#jira UE-36640
Change 3164622 on 2016/10/17 by Dan.Oconnor
Duplicating 3153975 and 3155758 in 4.14
#jira UE-36938
Change 3164620 on 2016/10/17 by Robert.Manuszewski
UE4 - Critical fix for task graph memory leak.
(re-implementing CL #3159689 by Gil.Gribb)
#jira UE-37382
#fyi Gil.Gribb
Change 3164557 on 2016/10/17 by Mitchell.Wilson
Rebuilt lighting in code and bp first person template.
#jira UE-37317
Change 3164370 on 2016/10/17 by Chris.Wood
Fix broken application path in Crash Report Client app restart code.
[UE-36429] - Send and Restart from Crash Reporter does nothing
#jira UE-36429
Change 3164329 on 2016/10/17 by Dmitriy.Dyomin
Fixed: Shader compile error using Point Lights Nvidia Shield
#jira UE-25671
Change 3164219 on 2016/10/16 by Max.Chen
Fix CDO Constructor errors
Copy from Dev-Sequencer
#jira UE-36787
Change 3164173 on 2016/10/16 by Zachary.Wilson
Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections
#jira UE-29618
Change 3164171 on 2016/10/16 by Benjamin.Hyder
Re-Saving TM-Noise to update camera position
#jira UE-29618
Change 3164169 on 2016/10/16 by Benjamin.Hyder
Updating TM-Noise map to include VectorVoronoi noise material
#jira UE-29618
Change 3164022 on 2016/10/15 by zachary.wilson
Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node
#jira UE-29618
Change 3163970 on 2016/10/15 by Benjamin.Hyder
updating shading model for skeletal mesh example in TM-SSS_Fullres
#jira UE-29618
Change 3163961 on 2016/10/15 by Benjamin.Hyder
adding animated skeletal mesh example to TM-SSS_Fullres
#jira UE-29618
Change 3163958 on 2016/10/15 by Benjamin.Hyder
adding diffuse example to TM-SSS_Fullres
#jira UE-29618
Change 3163728 on 2016/10/14 by Tyler.Cole
Prep build scripts for WEX MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163718 on 2016/10/14 by Tyler.Cole
Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163715 on 2016/10/14 by Tyler.Cole
Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163711 on 2016/10/14 by Tyler.Cole
Prep build scripts for Orion MCP in UE4 Release-4.14 stream.
#jira NONE-0
Change 3163698 on 2016/10/14 by Michael.Trepka
Fixed a CoreAudio crash on unpause
#jira UE-37126
Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt
Disable versioning info in project badge by default
#jira UE-37335
Change 3163485 on 2016/10/14 by Michael.Trepka
Add one more RPATH entry on Mac to support launching staged builds
#jira UE-36799
Change 3163479 on 2016/10/14 by Michael.Trepka
A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store
#jira UE-25742
Change 3163465 on 2016/10/14 by Daniel.Lamb
Fix issue with cook command from editor was trying to package also.
#test Cook command in editor
#jira UE-36796
Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt
Fixed selected section highlight and vertex color view modes not working.
#jira UE-37308
Change 3163450 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.
#jira UE-37055
Change 3163400 on 2016/10/14 by Benjamin.Hyder
Updating Lighting setttings inTM-SSS_Fullres
#jira UE-29618
Change 3163392 on 2016/10/14 by Benjamin.Hyder
Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials
#jira UE-29618
Change 3163336 on 2016/10/14 by Mike.Beach
Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3163335 on 2016/10/14 by Max.Chen
Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.
Copy from Dev-Sequencer
#jira UE-35342
Change 3163230 on 2016/10/14 by Richard.TalbotWatkin
Duplicated from //UE4/Release-4.13, CL 3111897
When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building
Change 3163155 on 2016/10/14 by Benn.Gallagher
Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
#jira UE-37332
Change 3163146 on 2016/10/14 by Marc.Audy
Properly add/remove wind sources when activated/deactivated
#jira UE-37289
Change 3163135 on 2016/10/14 by Phillip.Kavan
[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.
Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).
Additional changes (for release branch):
- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.
#jira UE-35259
Change 3162999 on 2016/10/14 by Ben.Marsh
QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.
Change 3162988 on 2016/10/14 by Thomas.Sarkanen
Fix socket editing on meshes
Feature was inadvertently removed with the Persona refactor.
#jira UE-37313 - Create Mesh Socket is missing
Change 3162938 on 2016/10/14 by Ben.Zeigler
Merging CL 3162934 to //UE4/Release-4.14
#jira UE-37044 Fix crash when loading map that has null actors in the actor list
Change 3162900 on 2016/10/14 by Dmitriy.Dyomin
Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
#jira UE-37312
Change 3162864 on 2016/10/14 by Yannick.Lange
VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
#jira UE-37050 #jira UE-37272
Change 3162761 on 2016/10/14 by Jack.Porter
Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel
#jira UE-36863
Change 3162724 on 2016/10/14 by Max.Chen
Sequencer: Fix time dilation in level sequence player
Copy from Dev-Sequencer
#jira UE-37277
Change 3162617 on 2016/10/13 by Jeff.Campeau
Fix Windows XP compilation issues.
- Block Win10 SDK includes
- Remove unused Win10 SDK path collecting
- Fix extraneous includes
- Add 32b atomic option for certain stats
#jira UE-36909
Change 3162503 on 2016/10/13 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
Merged from Dev-Sequencer CL# 3160995
#jira UE-37248
Change 3162470 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and saved levels in StrategyGame.
#jira UE-36913
Change 3162466 on 2016/10/13 by Michael.Trepka
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#jira UE-37088
Change 3162458 on 2016/10/13 by Keli.Hlodversson
When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
#jira UE-37292 Game does not exit when exited through SteamVR UI
Change 3162421 on 2016/10/13 by Mitchell.Wilson
Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
#jira UE-36913
Change 3162420 on 2016/10/13 by Marc.Audy
Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
#jira UE-37071
Change 3162406 on 2016/10/13 by Ben.Marsh
Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.
#jira UE-37269
Change 3162382 on 2016/10/13 by Ben.Marsh
UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.
Change 3162314 on 2016/10/13 by Ben.Marsh
Add PhysX build job to 4.14 branch.
Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt
Ensure FBX scene import data object is not garbage collected during import
#jira UE-35606
Change 3162270 on 2016/10/13 by Ben.Marsh
UBT/Editor: Improved integration for Visual Studio "15".
* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
* Added support for enums in UBT XML configs
* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...
#jira UE-37176
#jira UE-36872
Change 3162236 on 2016/10/13 by Mike.Beach
Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.
#jira UE-37224
Change 3162225 on 2016/10/13 by Alex.Delesky
#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.
Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)
Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt
Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.
#jira UE-37278
Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt
Fix mac build
#jira UE-36885
Change 3162025 on 2016/10/13 by Daniel.Wright
Compile fix
#jira UE-37246
Change 3162009 on 2016/10/13 by Daniel.Wright
[Copy] Fixed movable lights getting assigned a shadowmap channel
#jira UE-37246
Change 3161963 on 2016/10/13 by Jon.Nabozny
Enable PrimaryActorTick.bCanEverTick in necessary Samples.
The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).
#jira UE-36888
Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt
Added guard and more logging for crash when reimporting textures
#jira UE-37263
Change 3161865 on 2016/10/13 by mason.seay
Making the name more user friendly for test asset
#jira UE-29618
Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt
Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
- Made the keybindings setting a proper developer settings object
#jira UE-36885
Change 3161854 on 2016/10/13 by Daniel.Wright
[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
#jira UE-37204
Change 3161743 on 2016/10/13 by Lauren.Ridge
Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift
#jira UE-37245
Change 3161694 on 2016/10/13 by Michael.Dupuis
#jira UE-37001 Perform manual migration of UICurve to proper config category
Change 3161689 on 2016/10/13 by Thomas.Sarkanen
Fixed failing detachment automation test
The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.
#jira UE-37160 - Detachment automation tests failing
Change 3161685 on 2016/10/13 by mason.seay
Test content for retargeting animation
#jira UE-29618
Change 3161423 on 2016/10/13 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira UE-37119
Change 3161394 on 2016/10/13 by Mitchell.Wilson
Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
#jira UE-37256
Change 3161363 on 2016/10/13 by Jamie.Dale
Fixing mangled English translations
#jira UE-36128
Change 3161319 on 2016/10/13 by Benn.Gallagher
Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
#jira UE-37254
Change 3161310 on 2016/10/13 by Martin.Wilson
Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled
#jira UE-35149
Change 3161303 on 2016/10/13 by Jurre.deBaare
Crash when using merge actor on static meshes that have been affected by simplygon
#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
#jira UE-36880
Change 3161166 on 2016/10/13 by Jack.Porter
Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps
#jira UE-37131
Change 3161161 on 2016/10/13 by Thomas.Sarkanen
Fixed override materials hanging around when setting skeletal meshes
#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are
Change 3161160 on 2016/10/13 by Thomas.Sarkanen
Fix crash changing preview skeletal mesh with bone selected
Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.
#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash
Change 3160882 on 2016/10/12 by Mike.Beach
Mirroring CL 3158790 from Dev-BP
Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).
#jira UE-37033
Change 3160863 on 2016/10/12 by Lauren.Ridge
Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it
#jira UE-35685
Change 3160855 on 2016/10/12 by Jeff.Campeau
Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.
#jira UE-36909
Change 3160844 on 2016/10/12 by Marcus.Wassmer
Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv)
#jira UE-37162
Change 3160749 on 2016/10/12 by Daniel.Wright
[Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser.
#jira UE-37231
Change 3160748 on 2016/10/12 by Daniel.Wright
[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
#jira UE-37231
Change 3160747 on 2016/10/12 by Daniel.Wright
[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
#jira UE-37231
Change 3160727 on 2016/10/12 by Mitchell.Wilson
Updating minimum iOS version to iOS 8 for all samples and templates
#jira UE-37022
Change 3160655 on 2016/10/12 by Chad.Taylor
Merging VR loading screen fixes from Dev-VR
#jira UE-36741
Change 3160643 on 2016/10/12 by Keli.Hlodversson
Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.
#jira UE-36440
Change 3160641 on 2016/10/12 by Mike.Beach
Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.
#jira UE-37055
Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt
Missed change from CL 3159889
#jira UE-35503
Change 3160518 on 2016/10/12 by Ryan.Gerleve
Fix assert when adding a new sublevel.
#jira UE-37148
Change 3160439 on 2016/10/12 by Ben.Marsh
Fix support for Visual Studio "15" preview 5.
#jira UE-37227
Change 3160363 on 2016/10/12 by Daniel.Lamb
Fix for skip editor content flag being passed throught o UAT.
#jira UE-37223
Change 3160277 on 2016/10/12 by Mieszko.Zielinski
Manually recreated CL#3159909 #UE4
Original comment:
---
Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4
Lack of those test has been reported licencees as source of some crashes
#jira UE-37209
Change 3160120 on 2016/10/12 by Chris.Babcock
Fix x86 and x86_64 libpng libraries for Android
#jira UE-37192
#ue4
#android
Change 3160080 on 2016/10/12 by Matthew.Griffin
PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
#jira UE-36945
Change 3160063 on 2016/10/12 by Gareth.Martin
Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
#jira UE-36933
Change 3160045 on 2016/10/12 by Ryan.Gerleve
Fix some issues with manipulating sublevels in the editor.
#jira UE-36901, UE-36932
Change 3160044 on 2016/10/12 by Gareth.Martin
Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
- This should fix the crash that caused it to be commented out
#jira UE-37152
Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh
#jira UE-36985
Change 3159965 on 2016/10/12 by Ben.Zeigler
#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager
Change 3159957 on 2016/10/12 by Robert.Manuszewski
Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.
#jira UE-35570, UE-35511, UE-35570, UE-35924
Change 3159921 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3153485 from Dev-Build
Removed GUBP from Automation Tool Mono solution
Change 3159919 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3150017 from Dev-Build
Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html
Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt
Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game
#jira UE-37112
Change 3159903 on 2016/10/12 by Ben.Zeigler
#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen
Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt
Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.
#jira UE-36814
Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt
Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI
#jira UE-35503
Change 3159888 on 2016/10/12 by Ben.Zeigler
#jira UE-36849 DataTable::LoadStructData allocating wrong size
Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory
Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt
Guard against crash in Fcanvas drawing
#jira UE-36496
Change 3159886 on 2016/10/12 by Ben.Zeigler
#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
Fix it so pending kill component templates do not end up in import table, they will fail to import
Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint
Change 3159885 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
Including source for additional programs to Installed Build
#jira UE-36668
#jira UE-37072
Change 3159853 on 2016/10/12 by Matthew.Griffin
Duplicating CL#3148611 from Dev-Build
Added list of Dependant modules to EULA check
#jira UE-29432
Change 3159385 on 2016/10/11 by Nick.Shin
make emscripten for physx use gMask like windows and xbox does
emsdk doesn't like:
union {
U32 u;
F32 f;
} bla;
it seems, floats are 64 bits on browsers...
stream: release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159384 on 2016/10/11 by Nick.Shin
manually submitting HTML5 PhysX libs
recompiled to fix the NaN warnings
stream: Release-4.14
#jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings
Change 3159210 on 2016/10/11 by Ben.Marsh
Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.
[CL 3175266 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2714591 on 2015/10/02 by Ben.Marsh
Initial branch of files from Engine-Main (//UE4/Engine-Main) to Dev-Platform (//UE4/Dev-Platform)
Change 2916715 on 2016/03/21 by Daniel.Lamb
First pass at splitting out build cook run into into seperate scripts.
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3059693 on 2016/07/21 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3061151 on 2016/07/22 by Niklas.Smedberg
Fast ASTC texture compression, using ISPC.
#jira UE-32308
Change 3061428 on 2016/07/22 by Peter.Sauerbrei
Back out changelist 3061151 as it wasn't approved for submission
Change 3061970 on 2016/07/22 by Steve.Cano
Adding AdMob interstitital ad support for Android, including Blueprint functions
#jira UE-33286
#ue4
#android
Change 3062160 on 2016/07/22 by Mark.Satterthwaite
Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
#jira UE-33355
Change 3062770 on 2016/07/24 by Brent.Pease
UE-32397 Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
Change 3063227 on 2016/07/25 by Dmitry.Rekman
Update hlslcc cross-compile after libc++ change.
Change 3063314 on 2016/07/25 by Jeff.Campeau
Xbox One DLL loading
Receipts can be read back by request for target info
Change 3063329 on 2016/07/25 by Mark.Satterthwaite
CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
#jira UE-33600
#jira UE-33028
#jira UE-27879
#jira UE-25802
Change 3063492 on 2016/07/25 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
Change 3063729 on 2016/07/25 by Dmitry.Rekman
Linux: enable XGE on all platforms.
#tests Cross-compiled a number of Linux targets on Windows.
Change 3063732 on 2016/07/25 by Dmitry.Rekman
Fixed formatting (spaces->tabs) in previous change.
Change 3063750 on 2016/07/25 by Daniel.Lamb
Added code to dump the cook modification delegate loads to log.
Fixed the memory usage output log.
#test cook paragon.
Change 3063804 on 2016/07/25 by Daniel.Lamb
Added cookpartialgc additional commandline option to uat.
#test UFE
Change 3064008 on 2016/07/25 by Mark.Satterthwaite
For non-shipping builds conditionally bind a default uniform buffer in Metal and report an error if the slot was unbound, if our validation layer is enabled attempt to report the shader source in question. This relies on the shader compiler providing accurate information about uniform buffer bindings and won't fix all occurances of bad uniform usage (if a buffer is bound but too short the result will be GPU restarts or an error in Apple's validation layer - we can't detect this case) but will help debug the typical error of leaving an active slot unbound.
#jira FORT-27685
Change 3064141 on 2016/07/25 by Jeff.Campeau
Rebuild vpxmd.lib with delayed codegen disabled (fixes linker warning building Win64).
Change 3065024 on 2016/07/26 by Nick.Shin
Change filetype
remove exclusive check out bit
requested by or.coheni & nick.penwarden
Change 3065274 on 2016/07/26 by Jonathan.Fitzpatrick
DirectoriesToAlwaysStageAsUFS now properly filters out *.uasset and *.umap files
This prevents the bug where cooked assets get trampled by staging their uncooked version on top of them during the UFS step
Added a file filter to DirectoriesToAlwaysStageAsUFS for uasset and umap.
Change 3066338 on 2016/07/27 by Mark.Satterthwaite
Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
#jira UE-33779
Change 3066789 on 2016/07/27 by Daniel.Lamb
Realtime mode does not save any packages anymore unless they are ready.
#test cookontheside, cookbythebook shooter game
Change 3066847 on 2016/07/27 by Jeff.Campeau
Fix define
#2634
#jira UE-33813
Change 3068868 on 2016/07/28 by Mark.Satterthwaite
Extend hlslcc's handling of switch-statements to allow implict casts from scalar bool, half & float as HLSL itself permits while also making sure it errors if the expression input is not scalar. This fixes shader compile errors in UT.
Change 3070040 on 2016/07/29 by Dmitry.Rekman
Delete Nadzorca.
Change 3070947 on 2016/07/29 by Jeff.Campeau
Perforce C++ API 2015.2 (includes debug libraries)
Change 3073707 on 2016/08/02 by Daniel.Lamb
Derived data cache commandlet runs resolve string asset references to load any string asset refereced packages from the map.
Also process async results from shaders being compiled so they can have their memory resources released.
#test DerivedDataCache commandlet shootergame.
Change 3076613 on 2016/08/03 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3076668 on 2016/08/03 by Brent.Pease
Back out changelist 3076613
Change 3077157 on 2016/08/04 by Daniel.Lamb
Fixed up DLC staging so that it stages to the proper mount point.
Fixes up include engine content in DLC staging paths.
#test Made up shooter game DLC
Change 3077191 on 2016/08/04 by Daniel.Lamb
More smartly process async shader compilation if we are waiting for it.
#test cook on the side shooter game cook by the book shooter game.
Change 3077412 on 2016/08/04 by Mark.Satterthwaite
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3077958 on 2016/08/04 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
Change 3079503 on 2016/08/05 by Mark.Satterthwaite
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079737 on 2016/08/05 by Jeff.Campeau
Add support for delay load DLLs on Xbox One
Turn off warnging for missing PDBs to match VCToolchain.cs
Change 3081005 on 2016/08/08 by Mark.Satterthwaite
Fix-up Metal device name on AMD for macOS 10.12 which reports it correctly and enable tiled reflections on Intel from macOS 10.12 too as they now work.
Change 3081557 on 2016/08/08 by Daniel.Lamb
File-> Package saves all packages before starting packaging.
#test File package first person template
Change 3082215 on 2016/08/09 by Lee.Clark
PS4 - Added 4k profile
Change 3082412 on 2016/08/09 by Daniel.Lamb
Fixed cook on the fly server not handling cook requests.
#test Cook on the fly shooter game.
Change 3082955 on 2016/08/09 by Dmitry.Rekman
Linux: convert existing Strcat() uses to Strncat().
- Strcat() does not check destination size so can silently corrupt memory. While this was not observed, this conversion removes this concern altogether.
Change 3083772 on 2016/08/10 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Checking in PS4CrashHandler files so we have a copy in Perforce rather than just on the server.
- Taken from \\devweb-02 and removed all the unused files/dependencies.
- Created a publish profile pointing to \\devweb-02\Sites\PS4Services\PS4CrashHandlerDev so I'm not writing over the existing deployed crash handler.
- Moved all code in the Page_Load event to inside the check for the HTTP method (POST) otherwise GET'ing the page from a browser will generate crash folders that hang around forever.
Change 3085450 on 2016/08/11 by Lee.Clark
PS4 - Fix mediaplayer pipeline allocation
Change 3086360 on 2016/08/11 by Michael.Trepka
Fixed a non-unity build error in Mac UnrealFrontend
Change 3087224 on 2016/08/12 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Refactor PS4 Crash Handler site
- Removed CoreDumpHandler. Processing dump files is handled directly by an async thread within the aspx process.
- Separated configuration values into their own class. Currently set to output to a testing directory, rather than the actual crash reporter landing zone.
- Added a debug upload page to allow manual submission of .orbisdmp/.txt settings files, accessible by GET'ing Default.aspx.
- Added logging. Logs self-delete after 30 days.
Testing required before we switch to the new system.
#jira UE-34504
#jira OR-26886
Change 3087626 on 2016/08/12 by Dmitry.Rekman
PR #2689: Fix copying/duplicating failing on Linux (UE-34586).
- Contributed by Web-eWorks.
Change 3087991 on 2016/08/12 by Mark.Satterthwaite
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088790 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Hook new PS4 crash handler up to the crash reporter website.
- Removed indentation from generated crash context XML file. The crash reporter process does manual XML parsing which doesn't correctly handle whitespace at the start of lines.
- Switched the final output folder to match the one the crash reporter process is watching.
- Hide upload form on a config variable.
#jira UE-34504
#jira OR-26886
Change 3089060 on 2016/08/15 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Change PS4 crash handler log file extension to ".ps4chlog", otherwise the crash reporter site attaches the wrong log file to the crash report.
Allowed showing of debug upload form via "Default.aspx?showform=1" query string.
#jira UE-34504
#jira OR-26886
Change 3089089 on 2016/08/15 by Mark.Satterthwaite
Duplicated changes to AppleMovieStreamer from CL #3088149.
#jira UE-34315
Change 3089460 on 2016/08/15 by Mark.Satterthwaite
Duplicate CL #3080971:
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3089465 on 2016/08/15 by Mark.Satterthwaite
For Metal shader translation retain more precision for float constants -1.0f >< 1.0f by emitting them in scientific notation - prevents Hammersley constant amongst others from being flushed to 0.
Change 3089902 on 2016/08/15 by Daniel.Lamb
Changed the next compiling ID to the correct compiling ID.
#test Cook
Change 3089903 on 2016/08/15 by Daniel.Lamb
Cooker monitors config useage during cook and uses those settings to invalidate cooked content instead of all config settings.
Change 3090114 on 2016/08/16 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Minor change to PS4 settings text on crash handler site.
Change 3090949 on 2016/08/16 by Nick.Shin
WebSocketNetDriver crash fix
filled in missing chunk of code that calls PacketHandler's "packet modifiers"
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
#code.review john.pollard john.barrett
Change 3091265 on 2016/08/16 by Brent.Pease
Add IOS support to HarfBuzz
Change 3091267 on 2016/08/16 by Brent.Pease
Add references to fix mono build
Change 3091291 on 2016/08/16 by Nick.Shin
CIS warning fix
#jira UE-25492 HTML5 Client cannot connect to Windows Server
#jira UE-30880 WinServer crashes when NetDriver is set to WebSocket and Client attempts to connect via websocket
Change 3091781 on 2016/08/17 by Joe.Barnes
UE-33640: Exposed UPrimitiveComponent::IsAnyRigidBodyAwake() to Blueprints.
Change 3092687 on 2016/08/17 by Daniel.Lamb
Added support for using binned allocator in cooker instead of tbb.
#test Cook shootergame.
Change 3093867 on 2016/08/18 by Mark.Satterthwaite
Use a read/write mutex to protect access to Metal's internal shader pipeline caches so that parallel threads can progress in the common case where new shaders are not being compiled.
Change 3093950 on 2016/08/18 by Mark.Satterthwaite
Change the Mac GPU identification code to cope with AMD's new naming scheme on 10.12.
Change 3093951 on 2016/08/18 by Mark.Satterthwaite
More SCW threads on Mac - they work now.
Change 3093960 on 2016/08/18 by Mark.Satterthwaite
Increase the default number of command-buffers on Mac because bigger games overflow the current limit of 64 per queue.
Change 3096493 on 2016/08/22 by Jeff.Campeau
Use Xbox version of DirectX include.
Change 3097509 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor PS4 Symbol Publish
- Moved the SymStore task from Win.Automation to BuildGraph.Automation, and made it more generic.
- The specifics of uploading symbols are now implemented in the platform tool chain, alongside StripSymbols().
- Re-generated the build graph schema file.
- Removed the old PS4 symbols upload path in the package step.
Modified OrionBuild.xml to publish symbols for all PS4 dev, test and shipping config builds of OrionClient.
Change 3097635 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Refactor Age Symbols task in UAT.
- Moved the AgeStore task from Win.Automation to BuildGraph.Automation and made it more generic.
- Symbol server directory structure is now defined by the platform tool chain, which the common task uses to clean out old symbols.
- Added a "filter" parameter to prevent age tasks deleting symbols from unrelated builds in shared symbol servers.
Modified OrionBuild.xml to age both the Windows and PS4 symbol stores.
Change 3097713 on 2016/08/23 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Enable new PS4 crash handler server
- Created live deployment profile and applied the required config file changes.
Change 3099214 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix compile error in PS4 tool chain. For some reason, this only breaks ocassionally. Maybe we're alternating between the 2013 and 2015 C# compilers depending on what initiates the build (e.g. Visual Studio vs GenerateProjectFiles)?
Change 3099222 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [+]
Added PS4 support for FPlatformMisc::MessageBoxExt using the MsgDialog library.
- Note, only one and two button message dialogs are supported (limitation of MsgDialog).
Change 3099260 on 2016/08/24 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Better PS4 exit function. Calls quick_exit instead of abort when we've not asserted. Allows for a "cleaner" forced exit without generating a crash dump.
Change 3101192 on 2016/08/25 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3101944 on 2016/08/25 by Daniel.Lamb
Ask to save the current level when we are using launch on.
Change 3102036 on 2016/08/25 by Nick.Shin
check for minimum expected size upon data received from network
#jira UE-13657 - HTML5 plugin OnRawRecieve overflow
Change 3102115 on 2016/08/25 by Brent.Pease
- Fix small errors that probably only show up in the mac mono build
#code.review peter.sauerbrei
Change 3102747 on 2016/08/26 by Jeremiah.Waldron
Re-submitting OnlineSubsystemGameCircle with TPS permission for Amazon SDK
- Also fixed the plugin to remove any related files from the final package when IAP is disabled or GameCircle support itself is disabled with the plugin still enabled
- Added support for new AlreadyOwned IAP response code as well which is already used for GooglePlay and IOS
Change 3102900 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3103130 on 2016/08/26 by Brent.Pease
UE-24679 - Enable the ability to change ports for a firewall to pass them through rsync
Change 3103225 on 2016/08/26 by Daniel.Lamb
Fixed issue with warning which would cause crash.
Change 3103425 on 2016/08/26 by Dmitry.Rekman
Enable offscreen GL rendering without X.
- Added new video subsystem to SDL that is uses EGL to initialize the context.
- Most windoing functions stubbed.
- Also added a new test case to TestPAL for easier debugging.
Change 3104743 on 2016/08/29 by Brent.Pease
Support remote offline metal shader compilation
Change 3105051 on 2016/08/29 by Brent.Pease
UE-2382 - TASK: MobleMVP: iOS: Add ability to view iOS device console output in the editor UFE
- IOS Automation will now create a thread to collect the console logs from the device and send them to C# Console output while the app is running on device
- Made ProcessResult an interface (IProcessResult) which ProcessResult implements. This allows platforms to provide their own implementation if needed.
- Moved the RunLoop related parts of CoreFoundation into MobileDevice.cs
Change 3105053 on 2016/08/29 by Brent.Pease
- IOS dll's as part of the last check-in
Change 3106853 on 2016/08/30 by Jeff.Campeau
Implement FD3D11DynamicRHI::RHICreateComputeFence to prevent memory overwrite
Change 3107361 on 2016/08/30 by Dmitry.Rekman
Renderer: changes to allow postproc delegates.
Change 3107362 on 2016/08/30 by Dmitry.Rekman
Plugin with a CUDA postproc example.
- Linux version only. Runs under a headless GL too (without X).
- Disabled during cross-compilation, can be compiled natively only.
- CUDA kernel should be compiled separately, CMakefile with compilation attached (can be used to generate VStudio projects as well).
- To test the output, run under the debugger, interrupt and set global variable GSaveTheOutput to 50 (this will write out kernel output buffer 50 times as .bmp files into working directory).
Change 3107913 on 2016/08/31 by Daniel.Lamb
Fixed loading of cooked content in the editor.
Change 3107916 on 2016/08/31 by Daniel.Lamb
Added error case when shader compilation fails to notify shader.
#test Cook shooter game.
Change 3108080 on 2016/08/31 by Josh.Adams
- Fixed PS4Automation compile errors
Change 3109077 on 2016/08/31 by Brent.Pease
Fix C# debug builds by specifying x64 and add reference to MobileDeviceInterface
Change 3110086 on 2016/09/01 by Dmitry.Rekman
Fix race condition in PThread runnable (UE-35074).
- Instead of relying on busy-wait, join the threads. This prevents race between PostRun() (executed in the context of the thread) and FPThreadRunnableThread() destructor (see UE-34909).
- Do not use an invalid value for pthread_t, since there's none.
Change 3110172 on 2016/09/01 by Dmitry.Rekman
Fixed a crash exiting VR Preview on Windows GL4 (UE-28708).
- PR #2188 submitted by ardneran.
Change 3110313 on 2016/09/01 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3111134 on 2016/09/01 by Dmitry.Rekman
UBT: prevent mono from hanging on Ctrl-C.
- Sometimes Ctrl-C can cause thread creation to fail. Without this change, UBT would lock up.
Change 3111171 on 2016/09/01 by Brent.Pease
Move all C# projects to use the x64 Platform for consistency with other changes made to move to the x64 Platform
Change 3111177 on 2016/09/01 by Dmitry.Rekman
Fix Linux build on systems without CUDA (UE-35460).
Change 3111548 on 2016/09/02 by Luke.Thatcher
[PLATFORM] [PS4] [!]
Fix for PS4 iterative deployment.
- Changes in Dev-Mobile broke the deployment manifests, as PS4 was now using the wrong filename when creating delta and obsolete file lists.
Change 3111863 on 2016/09/02 by Dmitry.Rekman
Better fix for build without CUDA (UE-35460).
Change 3112738 on 2016/09/02 by Mark.Satterthwaite
Fix the pausing particles on Metal - one line bug in the Metal query implementation meant that the first query wouldn't return the correct result for no good reason.
#jira UE-34989
Change 3114579 on 2016/09/06 by Chris.Babcock
Fix Vulkan include path in NDK check (contributed by geediiiiky)
#jira UE-35490
#github #2758
#ue4
#android
Change 3115115 on 2016/09/06 by Jeff.Campeau
Calculate buffer size for paks using the bitwindow override as needed
Change 3115600 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [PS4] [~]
Make the crash dump handler registration much earlier, to catch crashes in early engine init.
- Fixed up places in FGenericCrashContext::SerializeContentToBuffer which used the command line. If we crash early, the command line may not have been initialized yet.
- Added a GetNoInit function to FThreadHeartBeat to avoid creating the heart beat thread if we crash early, and the thread doesn't exist yet.
Tested by calling abort() immediately inside int main(), and we get a valid crash dump that the crash handler service can consume.
Change 3115676 on 2016/09/07 by Luke.Thatcher
[PLATFORM] [~]
Dev-Platform integration fix for original CL 3064888 in //Orion/Release-29.1
Add .exe and .dll to windows symbol upload file filters.
Change 3115811 on 2016/09/07 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3115944 on 2016/09/07 by Michael.Trepka
Implemented IsGamepadAttached() for Mac
Change 3115948 on 2016/09/07 by Michael.Trepka
Don't try to restore Help menu item on Mac if MenuBlock does not contain it
Change 3116200 on 2016/09/07 by Jeff.Campeau
Fix parameter ordering
Change 3117660 on 2016/09/08 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3117728 on 2016/09/08 by Michael.Trepka
Copy of CL 3117698 by Mike.Fricker
Fixed regression with editor's Simulate mode where cursor would teleport back to the center of the viewport after every click
- This bug was introduced in CL 3075932 from a borderless window cursor handling fix that was needed for games that capture the cursor
Change 3117797 on 2016/09/08 by Peter.Sauerbrei
Shader Resource compression
Change 3117988 on 2016/09/08 by Brent.Pease
- Solutiion generator will now pick x64 instead of AnyCPU for the default platform configuration
- Fix what I think was a merge error in BuildGraph.cs
Change 3118296 on 2016/09/08 by Daniel.Lamb
Fixed crash with launch on. Couldnt' correctly detect previous generated ini settings.
#test launch on QA game
#jira UE-35741
Change 3118438 on 2016/09/08 by JohnHenry.Carawon
Fix UAT compilation on Linux
#UE-35745
Change 3118934 on 2016/09/08 by Jeff.Campeau
Shader compression setting based on target platform instead of cooking host platform.
#jira UE-35753
Change 3120190 on 2016/09/09 by Ben.Marsh
Add missing Platform attribute to build script for Dev-Platform.
[CL 3120378 by Josh Adams in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2792706 on 2015/12/07 by Terence.Burns
Rebuild lightmaps automation changes
- Sync and Build binary files for execution
- Much improved error handling
- Email notification support added.
#Note - This should massively simplify the batch script we use to rebuild lightmaps.
#rb none
#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.
Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt
Added settings to toggle on and off display of Ping and FPS values.
Server FPS will be disabled before ship
#rb none #test pc/ps4 golden path, pie
Change 2791827 on 2015/12/05 by Marcus.Wassmer
Fix texture memory leak. Fixes automation using too much memory.
#rb Brad.Angelcyk
#codereview bob.ferreira
#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring
fixed PS4 compiling
#rb:Michael.Noland
#test:not
Change 2791014 on 2015/12/04 by Martin.Mittring
nicer cvar help for r.PS4ContinuousSubmits
#rb:Olaf.Piesche
#code_review:Marcus.Wassmer
#test:PC
Change 2791011 on 2015/12/04 by Martin.Mittring
fixed compile error when disabling ENABLE_TEXTURE_TRACKING
#rb:Olaf.Piesche
#test:run Paragon on PC
Change 2790848 on 2015/12/04 by Martin.Mittring
missing changes
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2790840 on 2015/12/04 by Martin.Mittring
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2791585 on 2015/12/04 by Michael.Noland
Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
#rb None
#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh
Change 2791244 on 2015/12/04 by Ryan.Brucks
Submitting all my Paragon Content before the new Agora Branch.
Change 2791240 on 2015/12/04 by Marcus.Wassmer
Bump to .061 patch and new pub tools to pass cert
#rb non
#test compile ps4
Change 2791132 on 2015/12/04 by ryan.brucks
RenderToTextureMacros: fixed issue with polygon index being +1 on accident
Change 2790747 on 2015/12/04 by Terence.Burns
Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.
#rb None
#tests Run through the Rebuild Lightmaps UAT script process.
Change 2790589 on 2015/12/04 by Bart.Bressler
- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.
#rb sam.zamani
#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session
Change 2790418 on 2015/12/04 by James.Golding
Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
#rb none
#tests none
Change 2790333 on 2015/12/04 by James.Golding
Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
#rb martin.wilson
#codereview jurre.debaare
#tests Built HLOD meshes in the editor
Change 2790292 on 2015/12/04 by Olaf.Piesche
Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes
#rb marcus.wassmer
#tests Editor, PIE
Change 2790003 on 2015/12/04 by James.Golding
Fix possible crash in ALODActor::RemoveSubActor
#rb keith.judge
#codereview jurre.debaare
#tests Generated HLOD proxy in editor
Change 2789998 on 2015/12/04 by James.Golding
we now use an enum similar to UE4 with Fatal, Error, Warning, Display, Log, Verbose, and VeryVerbose
Log will only go to the log file unless -verbose is passed on the command line
reduced some of the output from UAT to be Log only
[CL 2631062 by Peter Sauerbrei in Main branch]