Commit Graph

223 Commits

Author SHA1 Message Date
sebastien hillaire
967b35ea3e Substrate - final renaming
#rb none

[CL 27593845 by sebastien hillaire in ue5-main branch]
2023-09-05 08:52:06 -04:00
james singer
01b924ffbc Ensure that PostDefault state gets set in UnrealLightmass so that lighting can be built on Mac and Linux
#jira UE-190175
[REVIEW] [at]zack.neyland
[FYI] [at]jason.walter,[at]brandon.schaefer

[CL 27127296 by james singer in ue5-main branch]
2023-08-15 19:46:37 -04:00
david harvey
bdb4199eeb Remove unnecessary WindowsHWrapper.h & MinWindows.h include - both files will be automatically included by AllowWindowsPlatformTypes.h
#jira UE-152863
#rnx
#rb Josh.Adams

[CL 26912096 by david harvey in ue5-main branch]
2023-08-08 05:50:53 -04:00
tiantian xie
86d73e2f9c fix conditon error: '&&' within '||' for TextureMapping.cpp
#jira UE-190374
#rb aleksander.netzel

[CL 26415419 by tiantian xie in ue5-main branch]
2023-07-17 15:45:27 -04:00
joe kirchoff
f5a125d1b9 UnrealLightmass: Fix c++20 warning operator '*': deprecated between enumerations and floating-point types
#rnx

[CL 25747880 by joe kirchoff in ue5-main branch]
2023-06-01 19:05:04 -04:00
ionut matasaru
3d7c0e8440 UBT: Removed deprecated TargetInfo::bUseMallocProfiler toggle in Source/Programs.
#jira UE-141779
#rb Joe.Kirchoff
#rb Johan.Berg
#preflight 64380aea7a00790bfd116430

[CL 25101875 by ionut matasaru in ue5-main branch]
2023-04-19 04:15:59 -04:00
jonathan bard
445819563c Lightmass build fix
#rb trivial
#rnx
#jira UE-178458

[CL 24409453 by jonathan bard in ue5-main branch]
2023-02-24 16:39:19 -05:00
jonathan bard
9f597de169 * Fixed bad tangent space computations for various landscape utilities (static lighting, Nanite...) : mimic what is done in the vertex shader when reconstructing the normal's Z in order to avoid quantization issues
* Also factorized lots of redundant code in landscape for accessing weightmap/heightmap data

#rb don.boogert
#preflight 63f8b80aa134e0b05998c7a3

[CL 24403600 by jonathan bard in ue5-main branch]
2023-02-24 12:42:35 -05:00
christopher waters
6a4206d490 Removing bad Launch include paths from programs.
[CL 24328631 by christopher waters in ue5-main branch]
2023-02-20 17:39:13 -05:00
christopher waters
58121254d2 Fixing various compilation issues.
[CL 24326753 by christopher waters in ue5-main branch]
2023-02-20 16:45:58 -05:00
josh adams
1610c3bee3 UnrealArch/UnrealArchitectures changes
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
 - UnrealArch is a single architecture, expandable enum-like struct
 - There is no more concept of "no/default architecture", there is always a valid active architecture when building
 - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
 - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
 - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
 - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
 - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)

#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471

[CL 23829977 by josh adams in ue5-main branch]
2023-01-24 09:30:28 -05:00
Tim Smith
b8ba7e3884 Change mention of "UnrealHeaderTool" to "This app" in comment.
#rb self
#rnx
#preflight 63c57ab02e714f64ade3bbab

[CL 23730156 by Tim Smith in ue5-main branch]
2023-01-16 11:43:11 -05:00
Charles deRousiers
338b5c153b Merge BlendMode and BlendModeStrata to reduce code divergence, and ease maintenance.
#rb sebastien.hillaire
#jira none
#preflight 63c03173c77f50e3b47ed2bd

[CL 23683231 by Charles deRousiers in ue5-main branch]
2023-01-13 14:19:13 -05:00
Yujiang Wang
0b34e55bfc CPULM: Put the hash of UnrealLightmass executable into Swarm channel names to avoid getting stale Swarm cache content from a different build
#preflight 639ce69e0a671525500c9eeb

[CL 23542019 by Yujiang Wang in ue5-main branch]
2022-12-16 16:57:03 -05:00
Charles deRousiers
9f9607a23f Add IsThinSurface on root node for flagging surface with thin shell (i.e., hollow interrior).
The defines a clear semantic for how thickness of a bottom layer should be handled with Strata. This CL only pipes the data for the various parts. A following CL will add a thickness property on the root node.

#rb none
#jira none
#preflight 638672dd4004f73f62ea9600
#fyi sebastien.hillaire

[CL 23324261 by Charles deRousiers in ue5-main branch]
2022-11-30 02:10:42 -05:00
joe kirchoff
3ed2a97d33 Remove full path to public Core headers
#rnx
#rb bryan.sefcik
#preflight 63644885c53af2f47f8c4e82

[CL 22977768 by joe kirchoff in ue5-main branch]
2022-11-04 00:01:26 -04:00
David Lesage
94436c29d9 #jira UE-168041: fix comments in UnrealLightmass
#9696
#rb none
#preflight 6356ea940313c24974f85c7a

[CL 22734719 by David Lesage in ue5-main branch]
2022-10-24 15:58:06 -04:00
yujiang wang
aba16650b3 StaticLighting: Prevent UnrealLightmass from being compiled in configurations other than Debug and Development. Also check the Lightmass executable with Development configuration specifically since the editor can default to DebugGame
#preflight 633b13f36b10157eac5d6357

[CL 22322280 by yujiang wang in ue5-main branch]
2022-10-03 20:40:20 -04:00
juan canada
6abdfed969 Replace references to UE4 with UE5
#rb yujiang.wang
#jira UE-111789
#preflight 6321984aa514fd1e3714da25

[CL 22008154 by juan canada in ue5-main branch]
2022-09-14 11:33:12 -04:00
Sebastien Hillaire
903239dd70 Fixed some checks for Strata and lightmass.
#rb none
#jira UE-161014
#preflight https://horde.devtools.epicgames.com/job/6308b7dc744536d79bb1ac8e
#fyi charles.derousiers, yujiang.wang

[CL 21588325 by Sebastien Hillaire in ue5-main branch]
2022-08-26 08:42:45 -04:00
fabian giesen
66608b8b78 Lightmass LightingMesh.cpp fix
The 2D tri/AABB intersect was using FMath::{Min,Max} to compute AABBs which doesn't actually work (needs componentwise min/max) and is now deprecated; update to use appropriate min/max.

#rb none
#preflight 62d89b4b185da2495f16c3b2

[CL 21197125 by fabian giesen in ue5-main branch]
2022-07-20 22:12:02 -04:00
bryan sefcik
06f6cf2700 Added IWYU pragmas.
#preflight 62d018faa6141b6adfe93e82

[CL 21090145 by bryan sefcik in ue5-main branch]
2022-07-14 09:41:39 -04:00
steve robb
dbe6f4a18d Allow formatting strings to be binary-compatible char types, not only exact types.
#jira UE-132142
#rb devin.doucette
#preflight 62bd5018a3568e30662ad3b4

#ROBOMERGE-OWNER: steve.robb
#ROBOMERGE-AUTHOR: steve.robb
#ROBOMERGE-SOURCE: CL 20890364 via CL 20890433 via CL 20890478
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20892157 by steve robb in ue5-main branch]
2022-06-30 07:58:27 -04:00
Wei Liu
72cb7559c9 Implement proper support for togglable stationary direct lighting on mobile and delete 'bake stationary as static' path.
This change makes HQ and LQ lightmaps to have unified lighting content and now they differ only in encoding.

#jira UE-154008, UE-151380

#rb Dmitriy.Dyomin, Yujiang.Wang
#preflight 62b5270d0a3bb5ca13d79900

[CL 20806454 by Wei Liu in ue5-main branch]
2022-06-23 23:24:24 -04:00
Juan Canada
960c9cd2fb Fixed Lightmass wrong string formatting
#jira UE-151144
#GitHub 9153
#rb yujiang.wang
#9153
#preflight 627a576e937a047d622b5a8b

[CL 20121586 by Juan Canada in ue5-main branch]
2022-05-10 08:32:22 -04:00