Commit Graph

106 Commits

Author SHA1 Message Date
Andrew Rodham
4ad1b987fc Improved progress reporting in the editor
FScopedSlowTask has been refactored to better allow for nesting of slow operations. This allows us to cascade nested scopes and provide accurate feedback on slow tasks. FScopedSlowTasks now work together when nested inside sub functions. Break up long functions that contain calls to multiple nested FScopedSlowTasks with FScopedSlowTask::EnterProgressFrame().

Example Usage:
void DoSlowWork()
{
    FScopedSlowTask Progress(2.f, LOCTEXT("DoingSlowWork", "Doing Slow Work..."));
    // Optionally make this show a dialog if not already shown
    Progress.MakeDialog();

    // Indicate that we are entering a frame representing 1 unit of work
    Progress.EnterProgressFrame(1.f);

    // DoFirstThing() can follow a similar pattern of creating a scope divided into frames. These contribute to their parent's progress frame proportionately.
    DoFirstThing();

    Progress.EnterProgressFrame(1.f);
    DoSecondThing();
}

This addresses TTP#338602 - NEEDS REVIEW: Editor progress bars nearly always just show 100%, don't offer useful indication of progress

[CL 2322391 by Andrew Rodham in Main branch]
2014-10-08 04:42:34 -04:00
Gil Gribb
c107c9fcd3 UE4 - turn on RHI thread by default for platforms that support it
[CL 2317540 by Gil Gribb in Main branch]
2014-10-02 13:30:36 -04:00
Matt Kuhlenschmidt
019f0bed7c - Fix movie player shutdown potentially unregistering a rendering tickable on the game theread
- Fixed movie player holding on to slate widgets when no movie is playing

[CL 2314779 by Matt Kuhlenschmidt in Main branch]
2014-09-30 15:44:12 -04:00
Josh Adams
15c95bb978 - Fixed the crash when failing to connect to a fileserver and ICU trying to localize the message, using data loaded from the server [ttp 345594]
[CL 2309075 by Josh Adams in Main branch]
2014-09-24 20:02:40 -04:00
Mark Satterthwaite
61ccbd05fe Call FPlatformMisc::LoadPreInitModules() before LoadModuleChecked("SlateRHIRenderer") so that on OS X you don't then end up trying to unload SlateRHIRenderer after OpenGLDrv has been shutdown which immediately crashes deleting any outstanding SlateRHI textures. This is the only obvious, sensible solution to TTP #346989.
#codereview michael.trepka, Robert.Manuszewski

[CL 2305404 by Mark Satterthwaite in Main branch]
2014-09-22 09:43:40 -04:00
Max Preussner
121fccd2ab Code and documentation cleanup pass
- removed dummy UClasses (no longer needed)
- removed file header comments (not used)
- removed duplicated function documentation in cpp files
- documentation cleanup, punctuation, spelling etc.
- pragma once include guards (now work on all platforms)
- relative public includes (are auto-discovered by UBT)
- fixed too many/too few line breaks
- deleted empty files
- missing override
- NULL to nullptr

[CL 2305058 by Max Preussner in Main branch]
2014-09-21 20:35:48 -04:00
Chris Gagnon
e72b9061e0 Viewport changes to suport new input mode API on playercontroller.
#codereview nick.atamas, matt.kuhlenschmidt

[CL 2303119 by Chris Gagnon in Main branch]
2014-09-18 17:01:00 -04:00
Robert Manuszewski
3144ce46a8 Removing references to MakeCommandlet from code
[CL 2302207 by Robert Manuszewski in Main branch]
2014-09-18 04:05:01 -04:00
Bob Tellez
d2d64d2122 UE4: Fixed a typo in the GameplayAbilities config
[CL 2300444 by Bob Tellez in Main branch]
2014-09-16 21:07:55 -04:00
Matt Kuhlenschmidt
fb76f6393e Fix constant FName initialization in places that execute often
[CL 2294154 by Matt Kuhlenschmidt in Main branch]
2014-09-11 16:48:17 -04:00
Ben Marsh
fd40f753ef Missing string change before submit.
[CL 2293811 by Ben Marsh in Main branch]
2014-09-11 11:19:13 -04:00
Ben Marsh
1b251d38a1 Add the project name to the compile-on-startup dialog.
[CL 2293809 by Ben Marsh in Main branch]
2014-09-11 11:19:00 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Ben Marsh
31618620c1 Include module names in dialog for recompiling on startup, and don't allow continuing if they are an incorrect version.
[CL 2292600 by Ben Marsh in Main branch]
2014-09-10 12:43:07 -04:00
Leigh Swift
0fe305cd88 Fix for PreInit disabling log backlog when not editor to include programs not compiling against Engine
[CL 2290786 by Leigh Swift in Main branch]
2014-09-09 12:18:29 -04:00
Marcus Wassmer
d3267165c0 Merge UE4-ShooterGame -> UE4
#codereview john.pollard,jeff.campeau,ryan.gerleve

[CL 2289995 by Marcus Wassmer in Main branch]
2014-09-09 12:12:38 -04:00
Ben Marsh
7e47a9d047 Remove virtual function to return .uproject extension from IProjectManager.
[CL 2289650 by Ben Marsh in Main branch]
2014-09-08 13:51:36 -04:00
Ben Marsh
d591804587 Move hot reload functionality from Core into the HotReload module. Precursor to removing assumptions about IS_MONOLITHIC and supporting hybrid monolithic configurations.
[CL 2286426 by Ben Marsh in Main branch]
2014-09-05 12:46:22 -04:00
Gil Gribb
2138564178 UE4 - RHI Thread implementation for XB1
[CL 2284612 by Gil Gribb in Main branch]
2014-09-04 11:35:18 -04:00
Gil Gribb
9978428b65 UE4 - RHI thread prototype (PS4 only so far)
[CL 2283021 by Gil Gribb in Main branch]
2014-09-03 10:52:00 -04:00
Chris Babcock
55b443e503 Move GUseThreadedRendering Android override out of LaunchEngineLoop into new FPlatformMisc AllowRenderThread
#Android
#codereview Josh.Adam,Gil.Gribb

[CL 2282240 by Chris Babcock in Main branch]
2014-09-02 19:18:22 -04:00
Keith Judge
915e6963be Flush the log when suspending the game, so we don't end up with truncated logs on disk.
[CL 2281459 by Keith Judge in Main branch]
2014-09-02 10:05:32 -04:00
Daniel Wright
f5238f04e1 Distance Field AO improvements
* Distance field building is now asynchronous and stored in the DDC separately from static mesh data.
* Added OcclusionMaxDistance and Contrast properties to Movable sky light
* Using the GBuffer normal instead of the generated distance field normal, fixes artifacts on two-sided materials and between modular pieces.  Also saves about .7ms / 4.5ms
* Points in the distance field are only considered 'inside' the mesh if > 50% of all rays traced hit a backface.  Most meshes can have a valid distance field generated with this heuristic.  Meshes without a distance field representation can receive occlusion.
* Fortnite two-sided foliage with world position offset animation works fine now
* Using the resulting bent normal for diffuse lighting, improves consistency in occluded corners
* Resulting bent normal is also used to occlude skylight specular using an approximate cone-cone intersection, prevents leaking where SSR is not available
* Fixed stationary skylights not getting lightmap mixing
* Reflection captures now work with the movable skylight, which adds its diffuse contribution to IndirectIrradiance so their lightmap mixing works
* Added new show flag to visualize mesh distance fields, which ray traces through the distance fields and gives a sense of their shape

[CL 2276435 by Daniel Wright in Main branch]
2014-08-28 13:54:31 -04:00
Dmitry Rekman
674a831107 Removing unnecessary modules from servers/programs.
- Do not try to load ALAudio and SteamController on Linux servers (TTP #344970).
- Do not load HeadMountedDisplay on all platform servers.

#codereview Nick.Whiting, JJ.Hoesing, Josh.Adams

[CL 2276426 by Dmitry Rekman in Main branch]
2014-08-28 13:49:44 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00