Commit Graph

29 Commits

Author SHA1 Message Date
David Lesage
8e9eaffde4 CADKernel Source Code v0.01: fix Issue #66196: Compile warnings
#preflight 6087031d1bee350001fcb7be

[CL 16117408 by David Lesage in ue5-main branch]
2021-04-26 15:07:15 -04:00
Simon Tourangeau
9657bda0b2 Build fix
Remove pragma warnings that don't seem needed
#rb none
#jira none

[CL 16104206 by Simon Tourangeau in ue5-main branch]
2021-04-23 09:15:59 -04:00
Marc Audy
c9f9704699 Fix issues raised by the linux compiler
#codereview David.Lesage, JeanLuc.Corenthin

[CL 16103075 by Marc Audy in ue5-main branch]
2021-04-23 01:03:51 -04:00
David Lesage
09c095b6b1 Fix #issue 65895 Incremental Build
#rb none
#preflight 60822fb51046fb0001ae678e

[CL 16102575 by David Lesage in ue5-main branch]
2021-04-22 22:51:30 -04:00
David Lesage
a57d68c2dd Fix Issue 65876 Incremental build
#rb none
#preflight 60821bd71bee3500012c82f3

[CL 16101874 by David Lesage in ue5-main branch]
2021-04-22 21:42:34 -04:00
David Lesage
6ca4edd8c2 Fix Incremental... Issue #65835 -> #65843
#rb none
#preflight 60820ac61046fb00019bcb9a

[CL 16100720 by David Lesage in ue5-main branch]
2021-04-22 20:06:41 -04:00
David Lesage
55e2b555d9 CADKernel Source Code v0.01
The review of the source code is in progress.
#fyi jeanluc.corenthin
#rb jeanluc.corenthin
#preflight 6081e4e5e7aac100014c47ef

[CL 16098667 by David Lesage in ue5-main branch]
2021-04-22 17:31:14 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Johan Duparc
d23f2a4d7f DirectLink: linkage fix for ps4 modular build
[CL 15920727 by Johan Duparc in ue5-main branch]
2021-04-05 14:46:15 -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
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
Andrew Davidson
10bca5261b Double math ambiguity Engine fixes
#rb jeanfrancois.dube, trivial

[CL 14974758 by Andrew Davidson in ue5-main branch]
2021-01-04 07:59:22 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
JeanMichel Dignard
9f7e63cdb6 Updated Datasmith Texture Importer to use the Interchange Framework
- Datasmith will only wait on the texture import result when it needs it for another asset (ie: material).
- Added a custom texture pipeline to set the datasmith attributes on the texture node.
- Created a FAsyncResult that behaves like a TFuture but calling Get will actually tick the task graph so that we don't deadlock when trying to get the future from the game thread while it depends on a game thread task.

#rb alexis.matte, richard.talbotwatkin

[CL 14228303 by JeanMichel Dignard in ue5-main branch]
2020-09-01 11:46:40 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Richard TalbotWatkin
51d4cb3f66 Fully deprecated old MeshDescription APIs.
Prepared direct attribute access for deprecation, preferring use of APIs to access static mesh attributes.
Fixed recently merged Enterprise code to comply with new APIs.
Changed all tools to use triangle-centric iteration where possible.
Added new MeshAttributeArray APIs for querying attribute flags, and added a new Mandatory flag.
Various bug fixes.
#rb Alexis.Matte

[CL 13873755 by Richard TalbotWatkin in ue5-main branch]
2020-07-16 08:23:15 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
Richard TalbotWatkin
4884bf9d9a First pass of MeshDescription API and format refactor.
- Removed hardcoded element type arrays (Vertices, Edges, Triangles etc.). Mesh element types can now be arbitrarily added, with any number of channels.
- Mesh element containers have a much leaner format; instead of sparse arrays, they are now represented by a simple bitarray, determining whether an index is used or not. Consequently, mesh topology is now entirely described with the attribute system, e.g. edge start and end vertices, triangle vertices, etc.
- Support added for attributes of arbitrary dimensions, e.g. float[4] or int[2].
- Support added for attributes which index into another mesh element container.
- Added FMeshElementIndexer: this is an efficient container for maintaining backward references from one element type to another; for example, edges have an attribute specifying which vertices are at each end (an attribute of type FVertexID[2]). With an indexer, it is possible to look up which edges contain a given vertex, even though this is not explicitly stored. Indexers are designed to do minimal allocations and update lazily and in batch when necessary.
- Added support for preserving UV topology in static meshes. UVs are now a first-class element type which may be indexed directly from triangles.
- Added the facility to access the underlying array in an attribute array directly.
- Triangles now directly reference their vertex, edge and UV IDs. Vertex instances are to be deprecated.
- Changed various systems to be triangle-centric rather than polygon-centric, as this is faster. Triangles are presumed to be the elementary face type in a MeshDescription, even if polygons are still supported. The concept of polygons will be somewhat shifted to mean a group of triangles which should be treated collectively for editing purposes.
- Optimised normal/tangent generation and FBX import.
- Deprecated EditableMesh, MeshEditor and StaticMeshEditorExtension plugins - these are to be removed, but they still have certain hooks in place which need removing.
#rb

[CL 13568702 by Richard TalbotWatkin in ue5-main branch]
2020-05-28 10:56:57 -04:00