Commit Graph

9 Commits

Author SHA1 Message Date
Mike Beach
9c1629fae7 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 4064755)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3873313 by Nick.Atamas

	Merging CL 3834212 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a

	Merging CL 3805354, CL 3822769, CL 3827454, CL 3831789
	//UE4/Partner-Google-VR/Engine/...
	to //Tasks/UE4/Dev-VR-4.19a/Engine/...

Change 3873330 by Nick.Atamas

	Merging CL 3835373 using //UE4/Dev-VR=>//Tasks/UE4/Dev-VR-4.19a

	Merging CL 3777058
	//UE4/Partner-Google-VR/Engine/...
	to //Tasks/UE4/Dev-VR-4.19a/Engine/...

	and fixing up QAARApp to work with latest ARCore changes.

Change 3873791 by Nick.Atamas

	Merging //UE4/Dev-Main@3866324 to Dev-VR (//UE4/Dev-VR) to get missing files and fixing CIS.

Change 3933769 by Keli.Hlodversson

	Remove unused IStereoRendering::GetCustomPresent
	#jira UEVR-1083

Change 3935219 by Nick.Atamas

	QAARApp re-write.

Change 3935664 by Mike.Beach

	Oculus SI 1.23 changes

Change 3941505 by Joe.Graf

	Made the send & recv buffer sizes for the BackChannel plugin configurable
	Added send & recv counters for tracking the amount of transmission data

Change 3944003 by Joe.Graf

	Added -buildscw to the CMake build command lines for editors to match what XCode is doing on Mac

Change 3945189 by Douglas.Copeland

	Saving Material with Use w/ Static Lighting Flag set to resolve Engine warnings

Change 3945245 by Douglas.Copeland

	Resaving QA_MeshTypes asset to resolve warnings produced by missing info

Change 3945266 by Douglas.Copeland

	Updating TM-HMDNodes LevelBP WallofGets to use PxielDensity instead of ScreenPercentage. Resolving Engine warnings

Change 3947785 by Mike.Beach

	Oculus changes to Android core count - only count usable cores not deadicated to the OS, etc.

Change 3951763 by Joe.Graf

	Fixed thread ordering bug with remote session frame compression

Change 3952242 by Joe.Graf

	Saved about 20-25% of the cpu time for compressing jpeg when performing the cpu swizzle

Change 3954571 by Keli.Hlodversson

	* Add FXRRenderBridge base class containing common code from different CustomPresent implementations.
	* Create a default implementation of UpdateViewportRHIBridge in FXRRenderTargetManager by adding  GetActiveRenderBridge_GameThread.
	** The default implementation now handles calling View->SetCustomPresent instead of making it up to the custom present (now XRRenderBridge) implementation (it already had to handle when the custom present was null.)
	* Remove unused member variable ViewportRHI from RHICustomPresent.

	#jira UEVR-1081

Change 3954572 by Keli.Hlodversson

	* Apply XRRenderBridge and XRRenderTargetManager changes to the SteamVR plugin
	* Move duplicated methods into an already existing BridgeBaseImpl class
	#jira UEVR-592

Change 3954573 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to Oculus plugin
	#jira UEVR-590

Change 3954575 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to OSVR
	#jira UEVR-595

Change 3954578 by Keli.Hlodversson

	* Apply XRRenderBridge refactor to GoogleVR
	#jira UEVR-594

Change 3954596 by Keli.Hlodversson

	Add file missing from cl#3954572

Change 3957882 by Jeff.Fisher

	UEVR-1100 bLockToHmd false doesn't work correctly
	-CameraComponent can now tell the LateUpdateManager to store, correctly buffered, the fact that we don't want to do late update this frame.  DefaultXRCamera checks that flag before applying the late upate to the camera.
	#jira UEVR-1100
	#review-3956168

Change 3957945 by Jeff.Fisher

	Fix for Oculus begin/end frame problem after XRRenderBridge refactor.
	-The 'Frame' lifetime in the frame was not long enough, so it was null by the time GetActiveRenderBridge_GameThread was called.  NextFrameToRender is the same value, but has a long enough lifetime.
	#review-3957897

Change 3958760 by Dongsik.Seo

	Adding UseCameraRotation feature to StereoPanorama plug-in.
	To enable this feature, use console command
	SP.UseCameraRotation 7
	Simply add numbers to mark axis to use. 1 = Pitch, 2 = Yaw, 4 = Roll
	7 means all axis (1+2+4)
	#review-3958756 @Joe.Conley

Change 3959347 by Douglas.Copeland

	Fixing spelling errors in test displays

Change 3964331 by Jason.Bestimt

	Merging CL 3959979 from 4.19 to Dev-VR + uplugin change from CL 3954046

	GoogleARCore Plugin fixes for Unreal 4.19.1 hotfix:

	Fixed the crash in Acquire/Release UGoogleARCorePointCloud.
	Fixed the issue that multiple line trace channel doesn't work correctly.
	Fixed the issue the passthrough camera texture has blue and red channel swapped when building against gles 3.1
	Fixed the issue that UGoogleARCorePointCloud::GetPoint doesn't return position in world space.

Change 3967485 by Ryan.Vance

	Removed the exlude rect, we want to clear stencil on the entire surface.

Change 3968028 by Zak.Parrish

	Nuking contents of existing FaceARSample, to be replaced by the one from Release-4.19.

Change 3968114 by Zak.Parrish

	Adding in the new version of FaceARSample from Release-4.19 #rb none

Change 3978381 by Mike.Beach

	Mirroring CL 3969503 from 4.19

	Only triggering new Blueprint event, OnMotionControllerUpdated, from the game thread (causing a assert/crash when triggered from the render thread and the component has been destroyed on the main thread).

	#jira UE-55445

Change 3981160 by Joe.Graf

	Merged the BackChannel unit test fix over from Owl

Change 3981705 by Mike.Beach

	[WIP] MR Calibration - Expose a config setting that will alter the tracking origin type used to calibrate (eye vs. floor).

	#jira UE-55220

Change 3981898 by Joe.Graf

	Added support for Apple hardware accelerated image conversion to JPEG, TIFF, PNG, and HEIF
	Added a Blueprint latent action to perform the conversion in the background

Change 3981910 by Joe.Graf

	WIP AR texture support so that other systems can interact with the camera data

Change 3982102 by Joe.Graf

	Pull request: Update CMakefileGenerator.cs for CLion
	Fixed an issue in the PR and added cleanup for the macro errors that result in FOO()= definitions

	#jira: UE-57103

	GitHub #4619

Change 3982883 by Joe.Graf

	Added a CLionGenerator for consistency
	Fixed editor preferred source code accessor parsing in the project file generator
	Added code to detect the bad assumption of the project name always being UE4 and stripped that off in the CLionSourceCodeAccessor

	#jira UE-54801

Change 3983687 by Joe.Graf

	Fixed the lack of platform checks for adding a framework in the Apple image utils plugin causing a Switch compile error

Change 3984325 by Jeff.Fisher

	UEVR-1141 PSVR - fix morpheus on pc render target scaling
	-Hard coding the target size. Perhaps the old method broke with the pixel density change.
	#review-3983261

Change 3984563 by Joe.Graf

	Temporarily disabled ConvertToHEIF on Mac until the build machines are updated to XCode 9.3

Change 3985213 by Zak.Parrish

	Removing a ton of excess art assets that were taking up lots of space and possibly throwing warnings. We weren't going to use them anyway. #rb none

Change 3985577 by Joe.Graf

	WIP support for the Apple Vision API to perform computer vision tasks on images

Change 3985654 by Joe.Graf

	Fixed missing forward declaration hidden by unity files

Change 3990596 by Mike.Beach

	Adding a delegate for handling when the active XR system modifies the tracking space origin, and a API function for getting a transform between floor and eye space.

	#jira UE-55220

Change 3990788 by Mike.Beach

	Attempted CIS fix (fallout from CL 3990596)

Change 3990824 by Ryan.Vance

	Re-submitting 4.19.1 hotfox 3968537

Change 3995804 by Jeff.Fisher

	Merging cl 3995785
	//UE4/Dev-VR-Seal/Engine/Source/...
	to //UE4/Dev-VR/Engine/Source/...

	UEVR-1148 bLockToHmd change breaking qagame entry level xr camera behavior
	-Fixing late update when no camera component is in use.
	-The camera component's bLockToHMD==false behavior is supposed to be that hmd motion is ignored, meaning we should not do a late update.  This behavior is being applied TO the XRCamera system FROM the camera component, but the camera component can go away or be switched at any time.  We want the default to be do apply hmd motion and late update, so disabling late update needs to be a positive setting applied each frame.
	#review-3995764

Change 3999842 by Nick.Whiting

	Exposing Apple ARKit function library as public for our buddies down under.

Change 4005541 by Joe.Graf

	UE-57541 Blacklisted TVOS since it also defines PLATFORM_IOS as 1

	#jira UE-57541

Change 4006308 by Jason.Bestimt

	#DEV_VR - Hopeful fix for possible unity issue

Change 4006543 by Joe.Graf

	Added code to be more correct on setting face blendshapes

Change 4007508 by Jason.Bestimt

	#LUMIN - Adjusting automation tests.
	- Moved QA specific content test into QA Game
	- Wrapped controller not found to only happen on device

Change 4007515 by Jason.Bestimt

	#LUMIN - Disabling privilege warning except on device

Change 4007552 by Jason.Bestimt

	#LUMIN - Wrapping LuminTargetPlatform internals that require WITH_ENGINE

Change 4008585 by Joe.Graf

	Added virtual curves for the head rotation information from the FaceAR's face tracking for streaming via LiveLink

	#jira: UE-57830

Change 4008604 by Mike.Beach

	MR - Making the chroma key material easier to customize & switch out. Updating the calibration to let you set whatever params you've exposed in the video processing material (removing hardcoded params for old chroma keying material).

	#jira UEVR-1153

Change 4009396 by Jason.Bestimt

	#DEV-VR - Removing warning about stat on different threads (CL 4009124)

Change 4009514 by Joe.Graf

	Added a weighted moving average method to the modify curve anim node

Change 4010125 by Jason.Bestimt

	#DEV-VR - Integrating 0.12 changes from Dev-VR-Seal to Dev-VR

Change 4010434 by Jason.Bestimt

	#DEV-VR - Fix for Lumin Haptic Test include

Change 4010945 by Jeff.Fisher

	QAHapticTests build fix
	-removed unused bad include

Change 4011002 by Nick.Atamas

	Fixed Android compilation.

Change 4011220 by Nick.Atamas

	- Adding visualization for boundary polygons.
	 - Adding support for vertical planes.

Change 4011298 by Mike.Beach

	MR - Revamping the VideoProcessing/ChromaKeying material so that it:
	  1) Better extracts luminance from the image
	  2) Utilizes despill to remove chroma bleed from the scene
	  3) Leverages the generated despill mask to add back in a faux bounce

	#jira UEVR-1153

Change 4011858 by Keli.Hlodversson

	Move ExecuteOn(RHI|Render)Thread from Oculus plugin into XRThreadUtils.{h|cpp} inside the HMD module
	Use TFunction and TFunctionRef instead of std::function as arguments. (Depends on the changes in CL#3987166: Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.)
	-- Ref for methods that guarantee the function has been invoked before returning, TFunction for *_NoWait, as the function may not get execured until later when RHI is in a separate thtread and not bypassed.

	#jira UE-57380

Change 4011956 by Keli.Hlodversson

	Fix missing includes after CL#4011858

Change 4012096 by Joe.Graf

	Disabled building AppleVision on Mac until there's a good solution for older Mac OSes

Change 4012294 by Jason.Bestimt

	#DEV-VR - Adding dependency on LuminRuntimeSettings to MagicLeap module.  Hopefully, this will fix the generated files not being found

Change 4012390 by Jason.Bestimt

	#DEV-VR - Misc fixes for static code analysis issues

	- Guards around GEngine usage
	- Fix from Rolando for uint32 -> uint64 + shifting warning
	- Redundant if checks

Change 4013426 by Jason.Bestimt

	#DEV-VR - Guarding RestoreBaseProfile so we don't crash on exit

	#JIRA: UE-57960

Change 4014661 by Ryan.Vance

	Initial support for omni-directional stereo captures.
	https://developers.google.com/vr/jump/rendering-ods-content.pdf

Change 4015561 by Jason.Bestimt

	#DEV-VR - Moving MLSDK out of thirdparty directory to fix static code analysis issue

Change 4016202 by Jason.Bestimt

	#DEV-VR - Integrated CL 2685 from Seal depot

	#JIRA: UEVR-1157

Change 4016448 by Jason.Bestimt

	#DEV-VR - Adding LuminRuntimeSettings as dependent modules for anything that references the MLSDK

Change 4016457 by Ryan.Vance

	#jira UE-58018

	Cleaning up compiler errors/warnings.

Change 4017246 by Jason.Bestimt

	#DEV-VR - Potential fix for UE-58043 where metal asserts that it should be in the render thread rather than either the render thread OR RHI Thread

	#JIRA: UE-58043

Change 4018571 by Joe.Graf

	Added a remapping of curve values in a range to the modify curve anim node

Change 4018991 by Joe.Graf

	Wrapped vertical plane detection in a if iOS 11.3 check since ARKit 1.5 is only availabe from 11.3 on

	#jira: UE-57999

Change 4019068 by Joe.Graf

	Changed how Apple Vision support is enabled in code

	#jira: UE-57552

Change 4019194 by Joe.Graf

	Added a console command to change where Face AR is publishing LiveLink curve data "LiveLinkFaceAR SendTo=192.168.1.1"

Change 4019648 by Keli.Hlodversson

	Work around build failures caused by missing virtual destructor warnings.

	Reverting back to Oculus' original method of implementing own RHICommand wrapper around TFunctions and TFunctionRefs (using overloaded inline functions and templates to reduce code duplication.)

Change 4019871 by Joe.Graf

	Changed the __IPHONE_11_3 to the raw numeric value

Change 4020121 by Keli.Hlodversson

	Fix parameter types to match header declarations.

Change 4020127 by Keli.Hlodversson

	Remove dllimport/export macros from cpp file.

Change 4020621 by Joe.Graf

	Wrapped the Apple ARKit plane geometry building in a #if IOS_11_3 check

Change 4020910 by Joe.Graf

	Refactored how ARKit support #define to make it easy to wrap individual features by ARKit version

Change 4020952 by Joe.Graf

	Added checks to make sure PLATFORM_IOS and PLATFORM_TVOS are defined to 0 on non-Apple platforms when checking for ARKit

Change 4021116 by Jason.Bestimt

	#DEV-VR - Integrating CL 4005915 from Dev-Core to remove plugin modules that aren't supported on target platform

Change 4021320 by Joe.Graf

	Fixed warnings resulting from unity builds hiding them

Change 4021738 by Chad.Garyet

	- adding lumin filters
	- changing defaults for platforms back to true, this was brought over erroneously.
	#jira none

	#ROBOMERGE: Dogma, Nightlies

Change 4021898 by Chad.Garyet

	added missing bits from the ue4main script
	#jira none

	#ROBOMERGE: Dogma, Nightlies

Change 4022583 by Joe.Graf

	Added functions for checking ARKit version availability at runtime

Change 4022610 by Joe.Graf

	Added checks for ARKit 1.0 availability when creating the AR session to prevent calling invalid selectors on older iOSes

Change 4022616 by Joe.Graf

	Added support for enabling the ARKit 1.5 autofocus setting

Change 4022650 by Joe.Graf

	Defaulted autofocus for AR to on

Change 4023026 by Joe.Graf

	Changed the ARKit video overlay to use the new availability api

Change 4023124 by Joe.Graf

	Switched another version check in the ARKit overlay code to use the faster version

Change 4023489 by Ethan.Geller

	[Dev-VR] #jira none fix AudioMixerModuleName for Lumin. #fyi nick.whiting, jason.bestimt

Change 4023995 by Nick.Atamas

	Properly deprecated the bitfield for plane detection mode.

	#jira UE-57842

Change 4024992 by Jason.Bestimt

	#DEV-VR - Adding SupportPlatforms to MagicLeapAnalytics plugin

Change 4025702 by Jason.Bestimt

	#DEV-VR - Fix for loading ML libraries even when the MLSDK is not present

	#JIRA: UE-58033

Change 4026639 by Mike.Beach

	Removing innocuous Oculus error that did not match up with the rest of the code - it is handled/acceptable when Frame_RenderThread has been reset.

	#jira UE-58001

Change 4026949 by Mike.Beach

	MR - Making a few fixes to the lens undistortion and how it interacts with the MRC component...
	  - Switching to a 16bit displacement map instead of a 32bit UV map (updating the materials accordingly)
	  - Using the OpenCV focal ratio to scale the aspect ratio to avoid stretching from the undistortion
	  - Adding CVar commands to enable/disable pieces of the undistortion
	  - Changing the default undistortion cropping to be uncropped
	  - Removing the need for the 'EnableMapping' material parameter

	#jira UE-55195

Change 4027147 by Jason.Bestimt

	#DEV-VR - Fix for UE-58043 (more call sites where it should be Render OR RHI thread)

	#JIRA: UE-58043

Change 4027301 by Mike.Beach

	Updating the MRCalibration project's ini so it doesn't error on packaging.

Change 4027469 by Mike.Beach

	MR Calibration - Setting StartInVR to true, so when we package the app, we don't have to manually enable it.

Change 4027957 by Mike.Beach

	As part of renaming the MR plugin, first renaming the root folder to be MixedRealityCaptureFramework.

	#jira UE-57782

Change 4029182 by Keli.Hlodversson

	Revert back to not enqueuing RHI tasks when RHI is not on a separate thread. Oculus code depends on being able to call ExecuteOnRHIThread from code potentially called from within other calls to ExecuteOnRHIThread.

	#jira UE-58079

Change 4029687 by Dragan.Jerosimovic

	Boy rig and pose asset mb files, maps and masks

Change 4030059 by Mike.Beach

	As part of renaming the MR plugin, renaming the inner module to be MixedRealityCaptureFramework.

	#jira UE-57782

Change 4030296 by Charles.Egenbacher

	#LUMIN Copying from Dev-Incoming-Staging to Dev-VR

Change 4030593 by Jason.Bestimt

	#DEV-VR - Merging olaf test maps to Dev-VR

Change 4031042 by Keli.Hlodversson

	Allow executing ExecuteOnRHIThread* on the RHI thread. Enables simplifying destructors that can either be invoked on the RHI or Render thread.
	#jira UE-58239

Change 4031046 by Keli.Hlodversson

	Use the new XRThreadUtils functions in the HMD module for executing tasks on the RHI thread
	#jira UE-58238

Change 4032593 by Mike.Beach

	As part of renaming the MR plugin, renaming the inner module to be MixedRealityCaptureCalibration.

	#jira UE-57782

Change 4033911 by Jason.Bestimt

	#DEV-VR - Fix to LuminToolChain to allow it use a custom strip executable (android instead of gcc)

Change 4034087 by Mike.Beach

	Renaming the MR plugin to be the 'MixedRealityCaptureFramework' plugin.

	#jira UE-57782

Change 4034253 by Joe.Graf

	Made the Apple Vision plugin use version checking consistent with ARKit

Change 4034543 by Joe.Graf

	Added availability checks for the Apple Image Utils plugin similar to ARKit

	#jira: UE-57541

Change 4034548 by Joe.Graf

	Fixed the implicit conversion in the head rotation curves from the face ar feed causing the values to be 0

Change 4034577 by Jason.Bestimt

	#DEV-VR - Removing MAC Custom Metal present (fixes Mac with -game rendering all black)

Change 4034605 by zak.parrish

	Checking in test case for head rotation tracking - minor temporary change to AnimBP #rb none

Change 4034686 by Jason.Bestimt

	#DEV-VR - Integrating (most of) CL 3980919 to disable instances of deprecation warnings caused by building for ios11

	#JIRA: UE-58046

Change 4034799 by Joe.Graf

	Added base types for detecting images in a AR session

Change 4034820 by Joe.Graf

	Added a friendly name to UARCandidateImage objects

Change 4035010 by Joe.Graf

	Added support for handling ARImageAnchor notifications from ARKit

Change 4035355 by Mike.Beach

	[WIP] MR - Renaming some classes to reflect the plugin's new name.

	#jira UE-57782

Change 4035464 by Joe.Graf

	Added orientation to the ARCandidateImage object to pass to the detection system

Change 4035524 by Mike.Beach

	[WIP] MR - More renaming of some classes to better match the plugin's new name.

	#jira UE-57782

Change 4035606 by Mike.Beach

	[WIP] MR - More renaming of some classes to better match the plugin's new name.

	#jira UE-57782

Change 4035918 by Mike.Beach

	[WIP] MR - Renaming the MrcFramework module's source files to better match the plugin's new name.

	#jira UE-57782

Change 4035976 by Mike.Beach

	[WIP] MR - Renaming some more files and classes to better match the MRC framework's new name.

	#jira UE-57782

Change 4036044 by Ryan.Vance

	#jira UEVR-377

	Adding support for ISR Translucency.

Change 4036069 by Ryan.Vance

	We can remove the last word PrimitiveVisibilityMap masking for ISR since the maps are always the same size between views.

Change 4036073 by Chance.Ivey

	Fixed select blocks on LuminSamplePawn and GesturesAndTotem map to reflect recent changes. Fixes #JIRA UE-58328 #rb none

Change 4036307 by Mike.Beach

	[WIP] MR - Renaming the MRC calibration files to better match the MRC framework's new name.

	#jira UE-57782

Change 4036314 by Mike.Beach

	[WIP] MR - Renaming some more calibration classes to better match the MRC framework's new name.

	#jira UE-57782

Change 4036319 by Charles.Egenbacher

	#LUMIN this is an out-of-date version of the lumin sample. Nuking.

Change 4036396 by Charles.Egenbacher

	#LUMIN Adding the up to date version of the LuminSample.

Change 4036485 by Sorin.Gradinaru

	UE-57773 Disable Thermals Message

	#4.20
	#iOS

	Add in the Remote Session App BP an Execute Console Command node immediately after Event Begin Play, disabling all on-screen messages, for all builds.

Change 4036695 by Jason.Bestimt

	#DEV-VR - Adding Lumin case to PrecompileTargetType check

Change 4037110 by Jason.Bestimt

	#DEV-VR - Extra deprecated macro guards around HarfBuzz includes

	#JIRA: UE-58046

Change 4037443 by Jason.Bestimt

	#DEV-VR - Merging CL 4028003 from Partners-Google

Change 4037490 by Jason.Bestimt

	#DEV-VR - Integrating CL 4028922 from Partners-Google (+ assignment guarding)

Change 4037691 by Jason.Bestimt

	#DEV-VR - Swapping order of comparrison operator to deal with const error

Change 4037892 by Joe.Graf

	Added UTexture2D to CGImage conversion in Apple Image Utils plugin

Change 4037894 by Joe.Graf

	Changed the name of a property to make it clearer as to what it is and to have fewer things named similar in the same system

Change 4037901 by Joe.Graf

	Added support for configuring which images you'd like detected during a AR session

Change 4037906 by Jason.Bestimt

	#DEV-VR - Fixing buckled logic for =operator (derp)

Change 4038293 by Mike.Beach

	[WIP] MR - Moving the calibration setup/level/content into its own project, and out of the MR plugin.

	#jira UE-57782

Change 4038403 by Joe.Graf

	Added the name from the candidate image when creating the Apple side representation

Change 4038488 by Mike.Beach

	[WIP] MR Calibration - Moving calibration specific files to the MRCalibration project, out of the plugin (followup to CL 4038293). This makes the MRCalibration project a code project now.

	#jira UE-57782

Change 4038776 by Chance.Ivey

	Updates to Fix for Gestures change. Affects #JIRA UE-58328, though other non-content issues may cause packaging to fail #rb none #fyi Nick.Whiting

Change 4038877 by Mike.Beach

	[WIP] MR - Renaming assets to better match the new plugin name.

	#jira UE-57782

Change 4039097 by Joe.Graf

	Fixed the public include path warnings in the Apple* plugins I added

Change 4039106 by Joe.Graf

	Worked around a bad compile time assert that blocked valid FString::Printf debug code

Change 4039209 by Jeff.Fisher

	Fixing one build script paths

Change 4039275 by Jeff.Fisher

	More include path fixes.

Change 4039415 by Joe.Graf

	Added support for remote session sending AR camera image data to be rendered on the host like we do for AR on device

Change 4039471 by Joe.Graf

	Added a file I missed when adding to the remote session plugin

Change 4039473 by Joe.Graf

	#ifdef-ed some code out until the linkage can be fixed

Change 4040249 by Mike.Beach

	[WIP] MR - Moving some more asset files that aren't needed for the MRC plugin

	#jira UE-57782

Change 4040365 by Mike.Beach

	Fixing a compiler issue in the MRCalibration project, since moving MRC files there (WITH_OPENCV is not defined for the project).

	#jira UE-57782

Change 4040455 by Mike.Beach

	Moving the few remaining methods that were calibration specific, sprinkled through the MRC plugin.

	#jira UE-57782

Change 4041404 by Mike.Beach

	Fixing an issue with BP async nodes - making it so their wrapped function can be renamed and redirected.

Change 4041406 by Mike.Beach

	MR - Splitting the Mrc video util library so that the BP functions needed for calibration aren't exposed to users.

	#jira UE-57782

Change 4042110 by Jason.Bestimt

	#DEV-VR - Stopping spew for ML eye tracking when not on platform

	#JIRA: UE-58365

Change 4042407 by Joe.Graf

	Disabled HEIF compression on Mac

	#jira: UE-58479

Change 4042727 by Jason.Bestimt

	#DEV-VR - Fix for Android compiling without version 24

Change 4042861 by Olaf.Piesche

	#jira UE-57784

Change 4043105 by Mike.Beach

	Exposing a way for programmers to strip save game headers from save data, and get to the tagged object serialization portion.

	#jira UE-58389

Change 4043120 by Mike.Beach

	MR - Loading the base save data, even if we're unable to fully construct the original save object class.

	#jira UE-58389

Change 4043401 by Mike.Beach

	New Oculus poke-a-hole material, in support on SI 1.25. Checking in to alleviate QA contention for testing the rest of SI 1.25.

	#jira UEVR-1143

Change 4043424 by Mike.Beach

	Oculus SI 1.24/1.25 - Engine rendering changes

	#jira UEVR-1143

Change 4043495 by Mike.Beach

	CIS fix - Missing files needed for the Oculus SI 1.24/25 Vulkan changes.

	#jira UEVR-1143

Change 4043642 by Zak.Parrish

	Changes to FaceARSample: added in support for JoeG's smoothing algorithm, also refactored calibration to use the new Modify Curves node. Added some more comments to the AnimBp to make it easier to read. #rb none

Change 4045638 by Zak.Parrish

	Some minor updates to FaceARSample content. Mostly refactoring for new ModifyCurve stuff.

Change 4046003 by Jason.Bestimt

	#DEV-VR - Fix for bEnableAlphaChannelInPostProcessing reading in as false for LuminSample

	bEnableAlphaChannelInPostProcessing translates to r.PostProcessing.PropagateAlpha in ini files

	#JIRA: UE-58523

Change 4046548 by Jules.Blok

	Fix SetInstancedEyeIndex() ignoring the left eye.

	#jira UE-54044

Change 4046859 by zak.parrish

	Checking in the new rig from 3Lateral - this prevents the eyelashes from separating

Change 4047060 by Nick.Whiting

	Wrapping -norhithread in PLATFORM_LUMIN to prevent the ML plugin from always disabling RHI threading.

	#jira UEVR-1192

Change 4047667 by Mike.Beach

	CIS fix - removing uneeded line from bad merge.

Change 4047673 by Mike.Beach

	More CIS fixes for fallout from recent rendering merge.

Change 4048227 by Rolando.Caloca

	VR - vk - Some Vulkan merge conflicts resolved

Change 4048421 by Jason.Bestimt

	#DEV-VR - Converting OwnerName to EventName in UpdateSceneCaptureContent_RenderThread call

Change 4048423 by Jason.Bestimt

	#DEV-VR - Fixing mediandk version check

Change 4048452 by Rolando.Caloca

	VR - Merge fix

Change 4048530 by Rolando.Caloca

	VR - Merge fix

Change 4048607 by Jason.Bestimt

	#DEV-VR - Probable repair of Mr Mesh post merge

Change 4048794 by Rolando.Caloca

	VK - Fix mobile from merge

Change 4048972 by Jeff.Fisher

	Fixing MeshReconstructor merge problems.

Change 4049969 by Ryan.Vance

	Fixing missing shader assert.

Change 4050831 by Ryan.Vance

	Merge clean up. This is still needed to build w/ vulkan on Lumin.

Change 4050854 by Ryan.Vance

	Merge clean up.
	We need GetAllocationHandle for the ML Vulkan custom present sRGB workaround.

Change 4051495 by Jason.Bestimt

	#DEV-VR - Adding Android, Quail, Linux vulkan include clauses

Change 4052528 by Zak.Parrish

	Changing defaultEngine.ini for the higher res version of Gremlin

Change 4052880 by Ryan.Vance

	Merge clean up.
	Now with more Lumin

	#jira UE-58645

Change 4052991 by zak.parrish

	Update to FaceTrackingMap2 for proper camera positioning

Change 4053139 by Nick.Whiting

	Fixing Lumin Vulkan platform header

Change 4053352 by Mike.Beach

	On PC (in editor), not enabling ML stereo by default. Waiting for it to be enable by the EnableStereo() call (like we do for Oculus/SteamVR).

	#jira UE-57991

Change 4053644 by Nick.Whiting

	Fix for build break by wrapping bStereoDesired in !PLATFORM_LUMIN

Change 4054329 by Jason.Bestimt

	#DEV-VR - Resave of GoogleARCorePassthroughCameraMaterial.uasset

	#JIRA: UE-58689

Change 4054785 by Mike.Beach

	Fixing a MRCalibration BP compilation error from the latest merge - was using a deprecated variable which was no longer exposed to BPs.

Change 4055466 by Jules.Blok

	Suppress SteamVR submission errors after they've been logged once.

Change 4055500 by Jason.Bestimt

	#DEV-VR - MrMeshComponent fix for unsupported pixel format

	#JIRA: UE-58759

Change 4055761 by Ryan.Vance

	#jira UE-58729

	There's a single frame where the TLV textures are not initialized when using FCanvasTileRendererItem on startup.

Change 4056008 by Mike.Beach

	Fixing bad merge from Main.

Change 4056616 by Nick.Whiting

	Changing UBT configs to use Lumin-specific config files

	#jira UE-58760

Change 4056969 by Keli.Hlodversson

	MRCalibration: Set r.SceneRenderTargetResizeMethod to "Grow" to avoid cycling the scene render target size on every frame causing a flicker

	#jira  UE-58191


Change 4057356 by Jason.Bestimt

	#DEV-VR - Guard around JNI function for Lumin

Change 4059353 by Nick.Whiting

	Fix for shadow variable warnings on Linux

	#jira UE-58843

Change 4060158 by Rolando.Caloca

	DVR - vk - Temporarily add backbuffer delay/extra copy blit on android

	#jira UE-58859

Change 4060432 by Mike.Beach

	Fix for shadow variable warnings on Linux

	#jira UE-58843

Change 4060520 by Rolando.Caloca

	VR - Proper fix for r.Vulkan.DelayAcquireBackBuffer=0
	- Restore Android to not delay

	#jira UE-58859

Change 4060587 by Nick.Whiting

	Fix for minimum iOS version being set to iOS 8 on MRCalibration, which was causing CIS warnings

	#jira UE-58762

Change 4061277 by Jeff.Fisher

	UE-58861 //UE4/Dev-VR - Compile UE4Game Lumin - ERROR: MLSDK is not specified; cannot use Lumin toolchain.
	-Overriding HasAnySDK to setup the MLSDK.

Change 4061308 by Jason.Bestimt

	#DEV-VR - Work around of UE-58864 crashing when mousing over project launcher with only a Lumin device plugged in

	#JIRA: UE-58864

Change 4062111 by Ryan.Vance

	#jira UE-58875

	Fixing audio compilation failure.

Change 4064091 by Jason.Bestimt

	#DEV-VR - Disabling ML Plugin with the editor when bIsVDZIEnabled is off

	#JIRA: UE-58954

Change 4064554 by Jason.Bestimt

	#DEV-VR - Removing ML haptic tests when not on the platform

	#JIRA: UE-58966

Change 4064755 by Jeff.Fisher

	UE-58970 Dev-VR - Incremental UE4Editor Linux - Referenced directory 'D:\Build\AutoSDK\HostWin64\Lumin\0.12\lib\linux64' does not exist.
	-Removed linux from magicleap plugin whitelists, we have no sdk for linux.
	#review-4064614

	#jira UE-58970

[CL 4064889 by Mike Beach in Main branch]
2018-05-10 14:17:01 -04:00
Ben Marsh
7ce4c05fda Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3851142 by Robert.Manuszewski

	When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it.

Change 3853797 by Ben.Marsh

	BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc...

	Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option.

Change 3857540 by Graeme.Thornton

	Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed

Change 3860062 by Steve.Robb

	Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example).

Change 3860138 by Steve.Robb

	Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters.

Change 3860273 by Steve.Robb

	Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors.

Change 3863203 by Steve.Robb

	Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.).

	See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html

Change 3864588 by Graeme.Thornton

	Crypto Keys Improvements
	 - Removed UAT command line params for encryption. Centrally configured by the editor settings now.
	 - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata
	 - Minor refactoring of UAT encryption processing to use the new cryptokeys json file
	 - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>"
	 - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks

Change 3864691 by Robert.Manuszewski

	Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever.

Change 3864744 by Robert.Manuszewski

	Added the ability to get the actual filename of the log file FOutputDeviceFile writes to.

Change 3864816 by Graeme.Thornton

	TBA: Minor formatting improvements to textasset commandlet

Change 3868939 by Graeme.Thornton

	TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory

Change 3869031 by Graeme.Thornton

	TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log

Change 3871802 by Steve.Robb

	Class cast flags and property flags are now visible in the debugger.

Change 3871863 by Robert.Manuszewski

	Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.

Change 3874413 by Steve.Robb

	Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections.
	TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement.

Change 3874457 by Ben.Marsh

	When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests.

	The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes.

Change 3876435 by Robert.Manuszewski

	Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever

Change 3878762 by Robert.Manuszewski

	Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.

Change 3878850 by Robert.Manuszewski

	SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance.

Change 3881331 by Graeme.Thornton

	TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter

Change 3886983 by Ben.Marsh

	UGS: Fix notification window not expanding to fit long captions.

Change 3887006 by Ben.Marsh

	UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10.

Change 3887500 by Ben.Marsh

	UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names).

	Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style.

Change 3887513 by Ben.Marsh

	UGS: Fix badge text drawing outside the clipping bounds.

Change 3888010 by Josh.Engebretson

	Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path
	#jira none

Change 3888418 by Ben.Marsh

	UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing.

Change 3889457 by Steve.Robb

	GitHub #4457 : Display abbreviations properly when converting FNames to display string

	#jira UE-54611

Change 3889547 by Ben.Marsh

	UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description.

	Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this:

	[Badges]
	+DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1")

	The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked.

Change 3889726 by Ben.Marsh

	UGS: Fix description badges that don't have any associated URL.

Change 3889995 by Ben.Marsh

	UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead.

Change 3890007 by Ben.Marsh

	UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious.

Change 3890057 by Ben.Marsh

	UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly.

Change 3891069 by Robert.Manuszewski

	Fixing a crash in MallocBinned2 when running with malloc profiler enabled.

Change 3891084 by Steve.Robb

	Back out changelist 3881331 because it's causing cook errors.

Change 3891100 by Ben.Marsh

	UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows:

	[//UE4/Main/Samples/Games/ShooterGame.uproject]
	Message=:alert:  Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15.

	A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert:

Change 3891346 by Steve.Robb

	TSharedPtr::operator bool, and some usage of it.

Change 3891787 by Steve.Robb

	Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack().

Change 3892379 by Ben.Marsh

	UGS: Fix notification window containing the group fix for each build type.

Change 3892400 by Ben.Marsh

	UGS: Shrink the size of the alert panel.

Change 3892496 by Ben.Marsh

	UGS: Dim badges for changes which aren't eligable for syncing.

Change 3893932 by Steve.Robb

	Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205.

Change 3895872 by Ben.Marsh

	UGS: Show the stream name in tab labels by default.

Change 3896366 by Ben.Marsh

	UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges.

	Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show.

Change 3896367 by Ben.Marsh

	UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel.

Change 3896425 by Ben.Marsh

	UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations.

Change 3896461 by Ben.Marsh

	UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file:

	[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject]
	StatusPanelColor=#dcdcf0

Change 3899530 by Ben.Marsh

	Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section.

Change 3901164 by Ben.Marsh

	UGS: Add a class to store all the resources for the status panel.

Change 3901165 by Graeme.Thornton

	TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written

Change 3901301 by Ben.Marsh

	UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes.

Change 3902454 by Ben.Marsh

	UGS: Fix logo not being redrawn in the correct position when starting to sync.

Change 3903416 by Ben.Marsh

	UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'.

Change 3904154 by Josh.Engebretson

	Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad)
	#jira UE-55442

Change 3904648 by Ben.Marsh

	UGS: Remove files from the workspace that are excluded by the sync filter.

	The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter.

	#jira UE-47335

Change 3905442 by Steve.Robb

	Change of the ConvertFromType() multi-bool return value to a more descriptive enum.
	Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change.

Change 3905629 by Ben.Marsh

	UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely.

Change 3906447 by Steve.Robb

	Rename EConvertFromTypeResult enumerators.

Change 3906574 by Steve.Robb

	Crash fix for container conversion failure during tagged property import.

Change 3909255 by Daniel.Lamb

	Fixed issue with DLCpackaging crashing on windows
	#jira UE-42880
	#test EngineTest windows

Change 3909270 by Steve.Robb

	Seek instead of skipping bad properties byte-by-byte.

Change 3909324 by Steve.Robb

	Use switch statement instead of repeated if/else.

Change 3909525 by Ben.Marsh

	UGS: Use the StudioEditor target when syncing content-only Enterprise projects.

Change 3911754 by Daniel.Lamb

	Fix for building pak patches.

	#jira UE-55340

Change 3911942 by Robert.Manuszewski

	Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one.

Change 3913067 by Ben.Marsh

	UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter.

Change 3913209 by Ben.Marsh

	UGS: Fix incorrect target name when compiling Enterprise projects.

Change 3917358 by Steve.Robb

	Fix for GetLen(FString).

Change 3919610 by Ben.Marsh

	Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around.

	CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file.

Change 3921002 by Ben.Marsh

	UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects).

Change 3921008 by Ben.Marsh

	UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line.

Change 3921906 by Steve.Robb

	New interpolation functions for quaternions.

	https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html

Change 3921978 by Graeme.Thornton

	TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it.

Change 3924520 by Graeme.Thornton

	UnrealPak: Improve encryption summary log messages

Change 3924522 by Graeme.Thornton

	UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames

Change 3924604 by Graeme.Thornton

	UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys.

Change 3924638 by Graeme.Thornton

	Crypto: Improvements to parsing of old fashioned encryption.ini settings:
	 - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
	 - Signing keys will emit an error when they are too long (>64bytes)
	 - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues

	#jira UE-55080

Change 3924747 by Steve.Robb

	Fix for degrees.

Change 3925459 by Chad.Garyet

	Adding check to not to attempt to delete autosdk workspace if it doesn't already exist.

Change 3926703 by Ben.Marsh

	BuildGraph: Include the path to the XML file when displaying an XML parse error.

Change 3926917 by Ben.Marsh

	UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles).

	Set the solution name using an entry in BuildConfiguration.xml as follows:

		<ProjectFileGenerator>
			<MasterProjectName>UE4_Main</MasterProjectName>
		</ProjectFileGenerator>

Change 3927683 by Graeme.Thornton

	UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file.

Change 3928111 by Ben.Marsh

	UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in.

Change 3928926 by Ben.Marsh

	BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties.

Change 3931041 by Graeme.Thornton

	TBA: Add option to textasset commandlet to also include engine content in a resave

Change 3931043 by Graeme.Thornton

	TBA: Redirect some more FArchive members in FArchiveProxy

Change 3931913 by Ben.Marsh

	UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync.

	#jira UE-47368

Change 3932419 by Ben.Marsh

	UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first.

	#jira UE-33541

Change 3932483 by Ben.Marsh

	PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic)


Change 3932624 by Ben.Marsh

	UGS: Add an error dialog when trying to clean the workspace before closing the editor.

	#jira UE-42308

Change 3932679 by Ben.Marsh

	UGS: Add the date/time to the end of the sync log.

	#jira UE-33540

Change 3932705 by Ben.Marsh

	UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.

	#jira UE-53182

Change 3933318 by Ben.Marsh

	UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.

	#jira UE-33535, UE-53914

Change 3933840 by Graeme.Thornton

	TBA: When loading assets, only use structured archive adapters for exports when loading text files.

Change 3936040 by Ben.Marsh

	UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.

	Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.

	#jira UE-52870

Change 3940230 by Robert.Manuszewski

	Fixes for FilenameToLongPackageName crashes when runnign commandlets

Change 3940240 by Graeme.Thornton

	Automated cycling of encryption and signing keys

Change 3940243 by Graeme.Thornton

	UAT: CryptoKeys automation script

Change 3940321 by Ben.Marsh

	UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.

Change 3940538 by Ben.Marsh

	UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.

Change 3941285 by Gil.Gribb

	UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
	#jira none

Change 3942404 by Graeme.Thornton

	Pak Signing:
	 - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
	 - Format the signedarchivereader output to match the pak precacher
	 - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
	 - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
	 - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.

Change 3942825 by Ben.Marsh

	UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.

Change 3942839 by Ben.Marsh

	UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.

Change 3943153 by Ben.Marsh

	Use the correct logical processor count in ParallelExecutor.

Change 3943210 by Ben.Marsh

	UGS: Add an option to the editor arguments window that allows prompting before launching the editor.

Change 3943329 by Ben.Marsh

	UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.

Change 3944294 by Ben.Marsh

	UGS: Prompt for confirmation before removing any files from the workspace.

Change 3945283 by Ben.Marsh

	UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.

Change 3945325 by Ben.Marsh

	PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)


Change 3947359 by Graeme.Thornton

	TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.

Change 3947360 by Graeme.Thornton

	TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.

Change 3949431 by Graeme.Thornton

	TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks

Change 3950843 by Ben.Marsh

	UBT: Add a better error if an XML config file is corrupt.

Change 3952504 by Steve.Robb

	GitHub #4545 : UE-55924: CaseSensitive token recognition

	#jira UE-55961
	#jira UE-55924

Change 3952707 by Graeme.Thornton

	Make RandInit(...) log message verbose

Change 3954694 by Ben.Marsh

	BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.

	To define a Macro, use the syntax:

		<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
			<Log Message="First message" If="$(PrintFirstMessage)"/>
			<Log Message="Second message" If="$(PrintSecondMessage)"/>
			<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
		</Macro>

	To expand a macro, use the syntax:

		<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>

	An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.

	Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.

Change 3954695 by Ben.Marsh

	PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)


	#jira UE-56283

Change 3954961 by Ben.Marsh

	UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.

	#jira UE-56040

Change 3955785 by Steve.Robb

	GitHub #4546 : Don't discard errors from zlib inflate

	#jira UE-55969

Change 3955940 by Steve.Robb

	Redundant and confusing macro check removed.

Change 3956809 by Ben.Marsh

	Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.

Change 3959590 by Steve.Robb

	Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.

Change 3959864 by Robert.Manuszewski

	Increasing the size of permanent object pool to fix warnings in cooked ShooterGame

	#jira UE-56001

Change 3960956 by Steve.Robb

	New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.

Change 3963628 by Ben.Marsh

	UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.

Change 3964349 by Ben.Marsh

	Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.

Change 3964821 by Ben.Marsh

	Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.

Change 3965269 by Ben.Marsh

	Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.

Change 3966554 by James.Hopkin

	#core Removed redundant cast

Change 3966558 by James.Hopkin

	#core Removed redundant casts and changed some MakeShareables to MakeShared

	#robomerge #fortnite

Change 3966754 by Ben.Marsh

	Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.

Change 3967397 by Ben.Marsh

	Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.

Change 3967664 by Ben.Marsh

	Update UGS solution to use Visual Studio 2017.

Change 3967838 by Ben.Marsh

	Couple of fixes to conform scripts.

Change 3968767 by Ben.Marsh

	Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.

Change 3968771 by Ben.Marsh

	Fix compiled-in engine path being subject to macro expansion.

	#jira UE-56504

Change 3968886 by Robert.Manuszewski

	Merging 3914301:

	Remove any references we had added to the GGCObjectReferencer during Init

Change 3968978 by Steve.Robb

	FString->FName fixes for module names in HotReload.

Change 3969019 by Steve.Robb

	Minor refactor of property skipping logic in SerializeTaggedProperties().

Change 3969041 by Steve.Robb

	Simplification of Build.version filename construction.

Change 3969049 by Steve.Robb

	Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.

	This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().

	#jira UE-52405

Change 3969120 by Ben.Marsh

	Enable errors for using undefined identifiers in conditional expressions by default.

Change 3969161 by Ben.Marsh

	Remove log line that should only be included in the log.

Change 3969216 by Steve.Robb

	Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
	This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.

	#jira UE-52405

Change 3969346 by Steve.Robb

	Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.

Change 3969598 by Ben.Marsh

	Fix warning from VS2017.

Change 3971101 by Graeme.Thornton

	TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.

Change 3971407 by Ben.Marsh

	UBT: Fix exception when enumerating toolchains if the directory does not exist yet.

Change 3971523 by Graeme.Thornton

	Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching

Change 3971613 by Ben.Marsh

	Fix Lightmass non-unity compile errors.

Change 3971649 by Ben.Marsh

	Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.

Change 3971829 by Ben.Marsh

	Fix deprecated header warning from PVS Studio.

Change 3972503 by Ben.Marsh

	Changes to build failure notifications:

	* Only people that submitted between builds with different error messages will be included on emails by default.
	* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
	* Anyone that starts a build will be included on all failure emails.

Change 3972732 by Ben.Marsh

	Changes to ensure notification messages are stable.

Change 3972810 by Ben.Marsh

	Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.

Change 3973331 by Ben.Marsh

	Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.

Change 3973343 by Ben.Marsh

	PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)


Change 3973820 by Ben.Marsh

	Fix incorrect error message when unable to find Visual C++ install directory.

Change 3974295 by Robert.Manuszewski

	Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.

Change 3975336 by Robert.Manuszewski

	CIS fix after the last merge from main

Change 3976999 by Ben.Marsh

	Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.

	This should cause CIS to better errors for compiling Odin editor.

Change 3977934 by Ben.Marsh

	UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.

Change 3977953 by Ben.Marsh

	UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.

Change 3978544 by Ben.Marsh

	UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.

Change 3978780 by Ben.Marsh

	Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.

Change 3979313 by Ben.Marsh

	UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.

Change 3980499 by Ben.Marsh

	UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.

Change 3980890 by Ben.Marsh

	UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.

Change 3981495 by Ben.Marsh

	Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.

	#jira UE-54343

Change 3982157 by Ben.Marsh

	Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.

Change 3982239 by Ben.Marsh

	Update tooltip directing users to install Visual Studio 2017 instead of 2015.

Change 3983395 by Graeme.Thornton

	Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file

Change 3983523 by Graeme.Thornton

	Backwards compatibility for pak files with compressed chunk offsets

Change 3983769 by Ben.Marsh

	UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.

Change 3984529 by Ben.Marsh

	BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.

Change 3984557 by Ben.Marsh

	BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.

Change 3986520 by Ben.Marsh

	Remove hacks to uniquify response file name on Android and Linux.

Change 3987166 by Steve.Robb

	Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.

Change 3989061 by Graeme.Thornton

	TBA: Text asset loading/saving work
	 - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
	 - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
	 - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.

Change 3989109 by Graeme.Thornton

	TBA: TextAsset commandlet emits a warning when binary package determinism fails

Change 3990823 by Ben.Marsh

	UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.

Change 3990832 by Ben.Marsh

	UGS: Make the schedule window resizable.

Change 3991569 by Steve.Robb

	GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message

Change 3991970 by Steve.Robb

	Fix for 4096 char limit on FParse::Value.

Change 3992222 by Steve.Robb

	Advice added to the coding standard for using default member initializers.

Change 3993675 by Ben.Marsh

	UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.

Change 3994199 by Ben.Marsh

	UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.

	In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.

	Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx

Change 3994243 by Ben.Marsh

	UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.

Change 3994260 by Ben.Marsh

	UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.

Change 3994350 by Ben.Marsh

	UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.

Change 3995159 by Ben.Marsh

	UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.

	Indend to re-introduce this functionality through the manual 'clean workspace' operation.

Change 3995169 by Ben.Marsh

	UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.

Change 3995228 by Ben.Marsh

	UGS: Update recently opened projects list when editing project for an existing tab.

Change 3995312 by Ben.Marsh

	UGS: Stop showing all dialogs in the taskbar.

Change 3995929 by Robert.Manuszewski

	Completely rewritten FReferenceChainSearch class used by 'obj refs' command.

	- 3+ times faster
	- Uses the same code as GC to track all the references down
	- Actually reports all reference chains properly
	- Less code that is more readable than the previous version

Change 3995981 by Ben.Marsh

	UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.

Change 3996113 by Ben.Marsh

	UGS: Fix crash upgrading config files from older versions.

Change 3997990 by Ben.Marsh

	UGS: Prevent error when syncing an empty workspace.

Change 3998095 by Ben.Marsh

	UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.

	Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.

Change 3998264 by Ben.Marsh

	UGS: Fix exception when switching projects in-place.

Change 3998643 by Ben.Marsh

	Fix shared DDC not being used for installed engine builds.

	#jira UE-57631

Change 4000266 by Ben.Marsh

	UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:

	    UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]

	The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.

Change 4000293 by Ben.Marsh

	Add a compression flag that allows selecting compressor without using the default platform implementation.

Change 4000315 by Ben.Marsh

	Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.

Change 4000610 by Ben.Marsh

	UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.

Change 4000627 by Ben.Marsh

	UBT: Include enabled plugin info in the UBT log.

Change 4000793 by Ben.Marsh

	UBT: Remove some member variables from VCEnvironment that don't need to be stored.

Change 4000909 by Ben.Marsh

	UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.

Change 4001923 by Ben.Marsh

	UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.

	At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.

Change 4001927 by Ben.Marsh

	Fixes for compiling against the Windows 10 SDK.

Change 4002439 by Robert.Manuszewski

	Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of  TFastReferenceCollector

Change 4003508 by Ben.Marsh

	UGS: Fix new workspaces not having the correct owner and host set.

Change 4003622 by Ben.Marsh

	UGS: Add support for "skipped" as a build result.

Change 4004049 by Robert.Manuszewski

	Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy

Change 4005077 by Ben.Marsh

	UGS: Update version number.

Change 4005112 by Ben.Marsh

	UBT: Reduce number of times a target has to be constructed while generating project files.

Change 4005513 by Ben.Marsh

	UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.

Change 4005516 by Ben.Marsh

	UBT: Add warnings whenever a module adds an include path or library path that doesn't exist

Change 4006168 by Ben.Marsh

	CIS fixes.

Change 4006236 by Ben.Marsh

	UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.

Change 4006266 by Ben.Marsh

	UGS: Swap around the new workspace/existing file boxes on the open project dialog.

Change 4006552 by Ben.Marsh

	If staging fails because a restricted folder name is found, include a list of them in the error message.

Change 4007397 by Steve.Robb

	Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.

Change 4007458 by Ben.Marsh

	UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.

Change 4009343 by Ben.Marsh

	UGS: Set the rmdir option on new workspaces by default.

Change 4009501 by Ben.Marsh

	UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.

Change 4009509 by Ben.Marsh

	UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.

Change 4010543 by Ben.Marsh

	Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).

Change 4010553 by Ben.Marsh

	UAT: Include platform groups in restricted folder names when staging.

Change 4012030 by Ben.Marsh

	UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.

Change 4012204 by Chad.Garyet

	- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
	- Create directory for sqlite db if it doesn't exist
	#jira none

Change 4014209 by Brandon.Schaefer

	New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows

	#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills

Change 4015606 by Brandon.Schaefer

	Missed a code project that needed updating for new Breakpad changes for Mac

Change 4017795 by Robert.Manuszewski

	GC assumption verification should now be 3-4x faster.

	- Refactored Disregard For GC to use TFastReferenceCollector
	- Move both Disregard For GC and Cluster verification code to separate source files

Change 4020381 by Ben.Marsh

	Add link to the new official doc page for UnrealGameSync.

Change 4020665 by Ben.Marsh

	UBT: Prevent plugins being precompiled if they don't support the current target platform.

Change 4021829 by Ben.Marsh

	Update message about downloading a new version of Visual Studio.

Change 4022063 by Ben.Marsh

	UBT: Suppress toolchain output when generating project files.

Change 4023248 by Ben.Marsh

	Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().

	(Also fix an exception within the exception handler, if GError has not been created yet)

Change 4025759 by Ben.Marsh

	Fix universal CRT include paths not being added to compile environment for VS2015.

Change 4026002 by Ben.Marsh

	UBT: Check the old registry locations for the Windows SDK installation directory.

Change 4026068 by Ben.Marsh

	UBT: Use the correct compiler version in the error message for not having the UCRT.

Change 4026181 by Ben.Marsh

	Fix DebugGame editor configurations not enumerating modules correctly.

	#jira UE-58153

Change 4026285 by Ben.Marsh

	UBT: Add additional logging for enumerating Windows SDKs.

Change 4026708 by Ben.Marsh

	UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.

Change 4029404 by Ben.Marsh

	Remove incorrect include paths to fix CIS warnings.

Change 4031517 by Steve.Robb

	Fix for UHT errors not being clickable in the Message Log.

	#jira UE-58173

Change 4031544 by Ben.Marsh

	Fix errors building asset catalog for IOS due to modifying shared build environment.

	#jira UE-58240

Change 4032227 by Ben.Marsh

	BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.

Change 4032262 by Ben.Marsh

	BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.

Change 4032288 by Ben.Marsh

	Remove UFE from the BuildEditorAndTools script.

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

Change 3848581 by Robert.Manuszewski

	Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.

	#jira UE-49446

Change 3864743 by Steve.Robb

	Fix for buffer overrun when copying a context string.
	Fix for being unable to link to MallocLeakDetection.
	Fix to prefix for FMallocLeakDetection::ContextString.
	New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
	Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.

	#jira UE-54612

Change 3865020 by Graeme.Thornton

	TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions

Change 3869550 by Josh.Engebretson

	New SymGen and SymUpload tasks (ShooterGame usage example)
	Example C# symbolicator (using saved crash and data router formats)
	Updates for stack walking and crash runtime xml on Windows/Mac

Change 3905453 by Steve.Robb

	USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.

Change 3910012 by Ben.Marsh

	UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.

Change 3920044 by Graeme.Thornton

	TBA: Text asset loading

	* Added a structured archive layer to FLinkerLoad
	* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
	* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
	* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
	* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
	* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.

Change 3921587 by Steve.Robb

	Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
	Fixes for various misuses.

	#jira UE-55681

Change 3942873 by Ben.Marsh

	UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.

Change 3944629 by Graeme.Thornton

	Merging back a couple of fixes from Fortnite
	 - Extra parenthesis around some calculations in the pakprecacher
	 - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
	 - Added documentation for build script crypto options

Change 3945381 by Ben.Marsh

	Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.

Change 3968969 by Steve.Robb

	Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.

Change 3969417 by Ben.Marsh

	Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.

	Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".

Change 3972443 by Ben.Marsh

	Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.

Change 3977198 by Ben.Marsh

	Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.

Change 3979632 by Ben.Marsh

	Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.

	* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
	* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
	* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.

Change 3981738 by Ben.Marsh

	Move utility classes for filtering files and matching wildcards into DotNETUtilities.

Change 3983888 by Steve.Robb

	Warning C4868 disabled, about evaluation order of braced initializer lists.

	https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html

Change 3984019 by Steve.Robb

	FString::Printf formatting argument checking added.
	Vararg support for FText::Format.
	All remaining usage fixed.

Change 3985502 by Steve.Robb

	Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.

Change 3985999 by Graeme.Thornton

	TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
	 - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA

Change 3986461 by Ben.Marsh

	Fixup lots of platforms not adding response files as a prerequisite.

	This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.

Change 3990081 by Ben.Marsh

	Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.

	Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).

Change 3996714 by Chad.Garyet

	UGSRestAPI, conversion of UGS to use it.

	#jira none

Change 4008287 by Ben.Marsh

	UBT: Change the engine to use the Windows 10 SDK by default.

	Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.

	The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).

Change 4008516 by Chad.Garyet

	- Adding support for both SQLite and MsSql
	- API now reads from only MsSql, but writes to both
	- Added support for POST to CIS for badges
	- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB

	#jira none

Change 4010296 by Chad.Garyet

	Moving SQLite db initilization into Application_Start.  An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
	#jira none

Change 4024045 by Ben.Marsh

	Set the list of supported target platforms for OnlineSubsystemGameCircle.

	#jira UE-57887

Change 4031014 by Ben.Marsh

	UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.

[CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Peter Sauerbrei
dbc4422ee5 Copying //UE4/WEX-Staging to //UE4/Dev-Main (Source: //WEX/Main @ 3440877)
#lockdown nick.penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3437481 on 2017/05/12 by Brian.Zaugg@Brian.Zaugg_A4140_WexDevMain

	#wex - Put the change to sort the CookedAssetRegistry back in.

	#jira WEX-5841

	Back out changelist 3437412

Change 3437412 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Back out change to CookedAssetRegistry, which turned out to be unnecessary.

	#jira WEX-5841

	Back out changelist 3437372

Change 3437372 on 2017/05/12 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Sort the cooked asset registry on save to fix nondeterministic cook.

	#jira WEX-5841

Change 3435902 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Removed UpgradeTrackRows from MovieScenes. It was no longer needed and was causing nondeterministic cooks.

	#jira WEX-5841

Change 3435900 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic script compilation from Dev-General.

	#jira WEX-5841

	Merging

	//Orion/Dev-General/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp

	to //WEX/Main/Engine/Source/Runtime/MovieScene/Private/MovieSceneSignedObject.cpp

Change 3435897 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic blueprint cook from Dev-Editor

	#jira WEX-5841

	Merging

	//UE4/Dev-Editor/Engine/Source/Runtime/MovieScene/...

	to //WEX/Main/Engine/Source/Runtime/MovieScene/...

Change 3435896 on 2017/05/11 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Merge in fix for nondeterministic script compilation from Dev-Framework.

	#jira WEX-5841

	Merging

	//UE4/Dev-Framework/Engine/Source/Editor/...

	to //WEX/Main/Engine/Source/Editor/...

Change 3435387 on 2017/05/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Upload Crashlytics symbols after succesful build by build machine
	#jira none

Change 3433935 on 2017/05/10 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Resaved more assets to fix nondeterministic cooks.

	#jira WEX-5841

Change 3433707 on 2017/05/10 by robomerge@ROBOMERGE_WEX_Main

	fix for thinking Android is always on WiFi even when it is on LTE
	#jira none

Change 3433634 on 2017/05/10 by peter.sauerbrei@peter.sauerbrei_WEX

	fix for loading a null object when the object is just pending kill
	not happy with this fix, but it works
	#jira WEX-6265

Change 3432228 on 2017/05/10 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Added LoadTimes.Reset console command to reset accumulated data reported by LoadTimes.DumpReport
	#jira WEX-6319

Change 3431341 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Make sure file handle is valid for flush
	#jira none

Change 3431036 on 2017/05/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Capture UE_LOG for Crashlytics (can be disabled by setting ENABLE_CRASHLYTICS_LOGGING to 0 in CrashlyticsModule.cpp)
	- Added IFileHandle::Flush() to get the full pre-init log
	#jira WEX-6311

Change 3429394 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main

	fix for missing logs when crashing in crash reporter
	#jira none

Change 3428450 on 2017/05/08 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-6248, WEX-6285
	- Converted the MonsterPit hero list over to using the new UListView-based WExpHexGrid.
	- Generalized some of the item selection logic from B_HexGrid_Heroes.
	- Removed a bunch of MonsterPit-specific cruft from the HeroIcons.

Change 3428177 on 2017/05/08 by robomerge@ROBOMERGE_WEX_Main

	fix for no symbols on the crashreport site
	#jira none

Change 3428110 on 2017/05/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Enable CL as store version for Android
	#jira WEX-5432
	#ue4
	#android

Change 3427082 on 2017/05/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Crashlytics for Android
	- also adds support for CL used as StoreVersion (requires bUseChangleListAsStoreVersion=true and environment variable IsBuildMachine=1), but
not enabled yet
	#jira WEX-5785

Change 3426577 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	another pass at deprecation warnings
	#jira none

Change 3426360 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	write out the UUID for the dSYM when generating the debug symbols
	#jira none

Change 3426356 on 2017/05/05 by robomerge@ROBOMERGE_WEX_Main

	fix for deprecation warnings on IOS
	#jira none

Change 3424160 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	fix for resetting the load status when attempting a second load of an asset
	#jira WEX-6226

Change 3423174 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	made an extra change I didn't need
	#jira none

Change 3423173 on 2017/05/04 by robomerge@ROBOMERGE_WEX_Main

	fix for crash reports from build machine builds not symbolicating
	#jira none

Change 3422009 on 2017/05/03 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: None
	- Added generic widget pooling support. Among other things, this allows us to reuse the same pool of HeroIcon widgets between all HeroLists.

Change 3421747 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	[NULL MERGE]
	make it so we are back to 100MB
	temporary fix until I can either download the symbol file or symbolicate on the server
	#jira WEX-6142

Change 3420916 on 2017/05/03 by Brian.Zaugg@brian.zaugg_8402_WexDevMain

	#wex - Resaved Entry.umap to fix nondeterministic cooks.

	#jira WEX-5841

Change 3420757 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	fix for debug symbols not showing up in the ipa
	#jira none

Change 3420620 on 2017/05/03 by robomerge@ROBOMERGE_WEX_Main

	fix for some more warnings
	#jira none

Change 3420069 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main

	fix for build warning
	#JIRA none

Change 3419305 on 2017/05/02 by robomerge@ROBOMERGE_WEX_Main

	crashreporter part 2, now sending reports to the database on successive run
	#jira WEX-5531

Change 3419050 on 2017/05/02 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-6037
	- Added support for alert-less local notifications on iOS.

Change 3418171 on 2017/05/02 by David.Nikdel@david.nikdel_WEX

	#WEX: Merging 3385512 by Aaron.McLeran minus 2 XBOX specific merge conflicts in XBoxOneTargetPlatform.cpp and libOpus.build.cs
	#JIRA: WEX-5829

Change 3412179 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main

	fix for new warnings from CrashDebugHelper in IOS
	#jira none

Change 3411573 on 2017/04/27 by robomerge@ROBOMERGE_WEX_Main

	initial crash reporter changes (pt. 1)
	* client side to generate the crash report
	* inclusion of the debug symbols in the ipa
	#jira WEX-5531

Change 3410200 on 2017/04/26 by robomerge@ROBOMERGE_WEX_Main

	update to the dSymExporter to handle IOS
	#jira none

Change 3409679 on 2017/04/26 by Rob.Cannaday@rob.cannaday_wex

	OpenSSL 1.0.2g updates from //UE4/Main
	Fixes prompt asking user to insert a disk on a removable drive
	#jira WEX-6136

Change 3408188 on 2017/04/25 by robomerge@ROBOMERGE_WEX_Main

	update to the chunk data to allow characters to have some duplicate data in their chunks
	this increases the installed size only slightly
	#jira WEX-6118
	#jira WEX-5996

Change 3405129 on 2017/04/23 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Removed ZOrder manipulations for world map region widgets and restored caching in B_MenuBars
	#jira WEX-6071

Change 3404674 on 2017/04/21 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Better Android web browser closing
	#jira WEX-5871
	#ue4
	#android

Change 3404003 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main

	revert out the lock free list change, was bleed over from a memory test
	#jira WEX-6077

Change 3403125 on 2017/04/21 by robomerge@ROBOMERGE_WEX_Main

	#WEX
	#JIRA: WEX-5669
	- Exposed binadable OnRowReleased delegate for UListView.
	- Added UListView widget resuse for the FriendsList. As is, each FriendsList instance now uses at most 16 FriendWidget's apiece.

Change 3402992 on 2017/04/20 by josh.may@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5669
	- Refactored the FriendsList to use a UListView. Instead of handling UWExpFriendWidgets directly, the UListView tracks an array of
UWExpFriendProxy objects and sets up the widgets based on what's visible.
	- Exposed a few STableViewBase functions to UListView's blueprint interface (scroll to start/end, list refreshing).

Change 3402970 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix copy-paste bug
	#jira WEX-5871

Change 3402914 on 2017/04/20 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Better behavior for Android LaunchURL
	#jira WEX-5871
	#ue4
	#android

Change 3401897 on 2017/04/20 by robomerge@ROBOMERGE_WEX_Main

	Xcode 8.3 compiler fixes
	#jira none

Change 3397963 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: josh.may
	#WEX
	#JIRA: WEX-5966
	- Added safer SAndroidWebBrowserWidget lookups. Rather than using the GetNativePtr result directly, we treat it as a key to lookup a WeakPtr
to the corresponding SAndroidWebBrowserWidget. For the future, we may want to convert the key type to an FName to make this relationship more clear.

Change 3397360 on 2017/04/18 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's
camera.  The widgets should now show up in the right locations.
	#reimplementing CL# 3371590 from Dev-Editor
	#jira None

Change 3387613 on 2017/04/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - moving Android Facebook SDK to NFL directory
	#jira OGS-636

Change 3383489 on 2017/04/06 by Peter.Sauerbrei@peter.sauerbrei_WEX

	use pngs for iconbs in the plist
	properly copy icon pngs
	#jira none

Change 3375079 on 2017/03/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add missing keycodes for Android keyboard
	#jira WEX-5777
	#android

Change 3369953 on 2017/03/29 by David.Nikdel@david.nikdel_WEX

	#Android: (from ChrisB)
	- Workaround to not having GET_ACCOUNTS permission but calling GoogleAuthUtil.getToken anyway (causes a crash)
	- We don't need this token anyway so band-aiding it out
	#JIRA: WEX-5730

Change 3369826 on 2017/03/29 by Daniel.Vogel@battle_breakers

	trimmed include to only include what is needed

	#jira none

Change 3369563 on 2017/03/29 by Allan.Bentham@allan.bentham_WEX

	Fix Android build error.
	fallout from 3358094
	#jira WEX-5193
	#rb none

Change 3368945 on 2017/03/28 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5675
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing
when changing focus between multiple EditableTextBox widgets.

Change 3368793 on 2017/03/28 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - java toolchain changes for OnlineSubsystemGoogle
	- update google auth to 9.8.0
	- update required sdk to 25
	#jira none

Change 3366529 on 2017/03/27 by Daniel.Vogel@battle_breakers

	added CSV output w/ class type
	skip /Script/ dependencies

	#jira n/a

Change 3366478 on 2017/03/27 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Updated Android newkeyboard support
	* AndroidRuntimeSetting bEnableNewKeyboard instead of commandline to enable
	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event
	#jira WEX-5675

Change 3364155 on 2017/03/24 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538
	- Removed FPlatformMisc::IsPluggedIn() and migrated the iOS/Android implementations over to FPlatformMisc::IsRunningOnBattery().
	- Fixed EBatteryState enumeration ordering in FAndroidMisc. According to Google's documentation, BATTERY_STATUS_CHARGING=2,
BATTERY_STATUS_DISCHARGING=3, BATTERY_STATUS_FULL=5, BATTERY_STATUS_NOT_CHARGING=4, BATTERY_STATUS_UNKNOWN=1.

Change 3363599 on 2017/03/24 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538
	- Added FPlatformMisc::IsPluggedIn().
	- Block battery drainage tracking when the device is plugged in.

Change 3363498 on 2017/03/24 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for archives having truncated directory names
	#jira none

Change 3363297 on 2017/03/24 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix Android password hiding
	#jira WEX-5159
	#ue4
	#android
	#rb Peter.Sauerbrei

Change 3362117 on 2017/03/23 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5538, WEX-5591
	- Added FPlatformMisc::GetBatteryLevel().
	- Added battery usage tracking to the PerformanceTrackingManger. This is tracked per SecondaryContext and accumulated whenever the
SecondaryContext changes.
	- Added BatteryTimeSpent and BatteryDelta attributes to the Perf_Menu analytics events.
	- Added OnEnterForeground and OnEnterBackground handling for performance analytics tracking. FWExpAnalytics now maintains it's own multicast
delegates for both scenarios to avoid delegate registration ordering issues (i.e. OnEnterBackground informs subscribers prior to flushing it's
AnalyticsProvider). Unfortunately, events sent during these transitions need to use the AnalyticsProvider directly to get around IsInGameThread()
checks in FWExpAnalytics. I've added notes in FWExpAnalytics explaining this.
	- Added DevicePerfBucket to the FWExpAnalytics::StartSessionAttrs().

Change 3359313 on 2017/03/22 by David.Nikdel@david.nikdel_WEX

	#WidgetComponent
	- Create a simple box proxy for cases where the widget wouldn't otherwise be visible in the editor.
	#JIRA: none

Change 3359294 on 2017/03/22 by David.Nikdel@david.nikdel_WEX

	#Engine #ActorComponents: Pasting components
	- Try to respect the pasted component's name if possible.
	- Disable tree updates while pasting (pasting 100 components generated O(100^2) node updates)
	- Scroll into view after pasting
	#JIRA: none

Change 3359262 on 2017/03/22 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5286
	- Added an ActionMapping for toggling a 4th ParticleLODBias preset (VeryLow).
	- Added editor hotkeys for switching between specific LODLevels in Cascade. As is, the hotkeys are CTRL+M for LOD0, CTRL+Comma for LOD1, CTRL
+Period for LOD3, and CTRL+Slash for LOD4.
	- Remapped the in-game ParticleLODBias hotkeys to match the hotkeys in Cascade.

Change 3358952 on 2017/03/22 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: None
	Reverted my change that reversed Cascade's LOD ordering.

Change 3358816 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	some changes to track down this rare streaming crash
	#jira WEX-5631

Change 3358544 on 2017/03/22 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for IOS 8 crash when trying to link Facebook
	addition of IOSVersionCompare to FIOSPlatformMisc
	#jira WEX-5613

Change 3358099 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX

	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini
	#jira WEX-5193

Change 3358094 on 2017/03/22 by Allan.Bentham@allan.bentham_WEX

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fix up existing JNI functions to use macro.
	Add support to generate a map file with android.
	#rb chris.babcock
	#jira WEX-5193

Change 3357775 on 2017/03/21 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5286
	- Promoted r.ParticleLODBias to a full-blown scalability setting.
	- Ensure DirectSet particle systems don't set their initial LODLevel based on LOD distances.
	- Ensure ParticleSystems get their initial LODLevel set on activation relative to the LODBias.
	- Reversed the Cascade's LOD ordering to be consistent with other systems.

Change 3352516 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: perforce is the devil
	#JIRA: none

Change 3352404 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Moving LocalMCP into the WEX folder so UGS will sync it along with everything else
	#JIRA: none

Change 3352291 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Fix for a bug in run-local-mcp-main.bat
	#JIRA: none

Change 3352242 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Change build.gradle to pull from the EPIC_BUILD_CREDENTIALS_NEXUS_* env vars and hardcode repo url for now
	#JIRA: none

Change 3352046 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: Get the stream name from P4 in the run-local-mcp-main.bat script
	- removed wex's run-release.bat (won't be necessary)
	- removed the product_version param (going off stream name now)
	#JIRA: none

Change 3351635 on 2017/03/17 by David.Nikdel@david.nikdel_WEX

	#WEX: LocalMCP changes to support release branch MCP download (still need maven to support RELEASE in addition to LATEST)
	#JIRA: none

Change 3351165 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	compile fix
	#jira none

Change 3351162 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	pull chunk 1 back out
	#jira WEX-4037

Change 3351075 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	put all of the onboarding data in the apk, iinitial windows install, IOS is still too large for now
	#jira WEX-4037

Change 3351059 on 2017/03/16 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5526
	- Added analytics events for map load times (on Chance's behalf). No info about chunk downloading yet, though.

Change 3350595 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	move some of the onboarding data in to the IPA
	#jira WEX-4037

Change 3349934 on 2017/03/16 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for splash screen disappearing on iPhone 5s and iPod Touch
	#jira none

Change 3348093 on 2017/03/15 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for iPod Touch 6 splash screen
	#jira WEX-5482

Change 3346183 on 2017/03/14 by robomerge@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for portrait only not being respected
	#jira WEX-5517

Change 3344276 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix target value 1.5 obsolete warning
	#android
	#jira: none

Change 3344177 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add new notification icons
	#jira WEX-5173
	#ue4
	#android

Change 3343706 on 2017/03/13 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Update script version for CarefullyRedist (need to use jdk1.8)
	#jira: none
	#android

Change 3342571 on 2017/03/11 by David.Nikdel@david.nikdel_WEX

	#GooglePlay #Android #IAP: compile fix
	#JIRA: WEX-5479

Change 3342524 on 2017/03/11 by David.Nikdel@david.nikdel_WEX

	#IAP #GooglePlay #Engine: Fix for possible integer overflow getting price_amount_micros out of JSON. Really we should be returning this value
(unadjusted) to C++ as a long to avoid precision loss, but converting to double until after removing micros is probably fine for all practical
currency prices.
	#JIRA: WEX-5479

Change 3340549 on 2017/03/09 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Update handling of device and advertiser IDs for Android
	- remove GetUniqueDeviceId() - deprecated
	- add GetLoginId() - uses GUID approach
	- remove fallback from GetUnqiueAdvertisingId()
	- changed CreateUserId
	- don't send Attribution and UniqueDeviceId from USERLOGIN
	#jira WEX-5461
	#ue4
	#android
	#rb Wes.Hunt

Change 3339488 on 2017/03/09 by David.Nikdel@david.nikdel_WEX

	#Engine #JSON
	- Expose FJsonObjectConverter::GetTextFromObject conversion method so this can be used elsewhere as appropriate
	#JIRA: none

Change 3338332 on 2017/03/08 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5367
	- Added background transparency support for AndroidWebBrowserWidget.

Change 3338176 on 2017/03/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Support large OBB files in APK
	- moved over since it also reduces process space used because OBB previously was mmapped
	#jira: none

Change 3336630 on 2017/03/07 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5367
	- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances. This was a fix I added in CL 3214410 that got
clobbered by the most recent engine merge. After repro'ing the crash again consistently on older devices, I figured I should readd it.
	- Added background transparency support for IOSWebViewWrapper.

Change 3331981 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Online Subsystem consistency cleanup
	- all OSS classes use the instance name passed into the CreateFactory function
	- nothing should be using the default constructor
	- OnlineSubsystemImpl requires two params now (OSS name, Instance name)
	- added GetSubsystemName to return OSS name from OnlineSubsystemNames.h
	#JIRA none

Change 3331955 on 2017/03/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Google sign-in first pass
	- discovery service query
	- user consent screen
	- token exchange for access/refresh token
	- retrieve user profile
	- logout
	#JIRA WEX-5103

Change 3331947 on 2017/03/03 by Daniel.Vogel@battle_breakers

	added GDF export support

	#JIRA n/a

Change 3331709 on 2017/03/03 by Daniel.Vogel@battle_breakers

	Added ExportDependencies to UnrealPak. It spits out a JSON of the game's package dependencies joined with size information from the PAK file.

	The format of the Json is

	array<Packages>
	   InclusiveSize
	   ExclusiveSize
	   Name
	   array<string> DirectlyReferencing
	   array<string> DirectlyReferencedBy
	   array<string> AllReferences

	allowing easy graph building and digestion of data.


	Usage example

	C:\Development\BB\WEX\Saved\StagedBuilds\WindowsNoEditor\WorldExplorers\Content\Paks\WorldExplorers-WindowsNoEditor.pak WorldExplorers WEX -
exportdependencies=c:\dvtemp\output.json -debug -NoAssetRegistryCache -ForceDependsGathering


	#JIRA n/a

Change 3329259 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch to using jpgs for icons and splash screens

Change 3329240 on 2017/03/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	remove all duplicate data from the paks

Change 3328658 on 2017/03/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for low resolution on iPad Pro
	#jira WEX-5157

Change 3326751 on 2017/03/01 by Josh.May@WEX-Main-JMAY

	#WEX
	#JIRA: WEX-5278
	- Reenable the system idle timer after FinalizeLevel has completed, as per David's feedback.
	- Added hooks for enabling/disabling the idle timer based on auto-battle being "paused" (i.e. having he options menu open).
	- Reworked the idle timer enable/disable logic for iOS to get around a silly platform limitation. As it turns out, re-enabling the system idle
timer won't reset the system-recorded idle time, meaning the idle timeout can kick-in immediately after re-enabling the idle timer after long periods
of inactivity (i.e. finishing a level with auto-battle enabled).

Change 3323981 on 2017/02/27 by Josh.May@WEX-Main-MacBookPro

	#WEX
	- Fixed a iOS startup crash. It looks like the splash image path-string was getting released prematurely in cases where the JPG splash image
doesn't exist.

Change 3323478 on 2017/02/27 by Peter.Sauerbrei@peter.sauerbrei_WEX

	check for png and then jpg for splash screens

Change 3320989 on 2017/02/24 by Chris.Babcock@Home_WEX

	Ignore AAR/JAR dependencies with scope "test"
	#android

Change 3319897 on 2017/02/23 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Last of the facebook cleanup
	- moved profile fields to common
	- added facebook profile picture to profile and friends structures
	- moved FacebookError to OnlineSubsystemFacebookTypes.h

Change 3318425 on 2017/02/22 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Remove eglSwapInterval causing S6 to freeze
	#jira WEX-5147
	#android

Change 3317974 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Java toolchain fix for Facebook SDK
	- hack per ChrisB
	@codereview Chris.Babcock

Change 3317968 on 2017/02/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook SDK for Android enabled

Change 3317216 on 2017/02/22 by David.Nikdel@david.nikdel_WEX

	#Engine: Break out cursor building from settings into UGameViewportClient::RebuildCursors so that game code can call this method after
RemoveAllViewportWidgets if we don't want to lose cursor settings.

Change 3315560 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook TPS files for iOS and Android latest SDKs

Change 3315541 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - Fixes for Facebook SDK changes
	- Fix for comment in DefaultPlatformService ini entry

Change 3315529 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Android toolchain changes

Change 3315492 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook IOS

Change 3315490 on 2017/02/21 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook Common

Change 3315283 on 2017/02/21 by Colin.Pyle@Colin.Pyle_WEX_Main

	#WEX
	#JIRA: WEX-5114, WEX-5116
	- Buttons now only respond to first finger touch events.

Change 3315045 on 2017/02/21 by Peter.Sauerbrei@peter.sauerbrei_WEX

	enable compile for size on iOS

Change 3310519 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Implement GetUniqueDeviceId for Android
	- this doesn't identify the device uniquely if reinstalled; it will show as a new device since it uses GUID stored to local file
	#android

Change 3310043 on 2017/02/17 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix bad merge related to UPL configuration variable (needed for Adjust on Android to use correct server)

Change 3310024 on 2017/02/17 by David.Nikdel@david.nikdel_WEX

	#Android #AdvertisingId
	Merging shelf CL 3195079 for Chris.Babcock

Change 3309580 on 2017/02/17 by Josh.May@WEX-Main-JMAY

	#WEX
	- Moved SOURCE_IN_LINEAR_SPACE shader #define to SlateShaderCommon.

Change 3308653 on 2017/02/17 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	ShaderCache will use up to 16 samplers
	#rb jack.porter

Change 3307584 on 2017/02/16 by Josh.May@WEX-Main-MacBookPro

	#WEX
	#JIRA: WEX-5019
	- Fixed "washed out" UMG widget coloring on iOS.

Change 3305699 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Clear for viewport instead of drawing quad on top, when scene rendering is disabled
	#rb Jack.Porter

Change 3305662 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Update invalidation panel to account for a new LayoutToRenderTransform

Change 3305615 on 2017/02/16 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Invalidation panel fixes.
	Moved geometry checks and caching from Tick to OnPaint to account for Window resize transforms.
	Updating scissor rect inside cached elements.

Change 3305019 on 2017/02/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging

Change 3301188 on 2017/02/14 by Jack.Porter@Jack.Porter_WEX_Stream

	Added support for runtime change of the Android GT and RT affinity masks at the console.
	eg  "android.DefaultThreadAffinity GT 0x1 RT 0x2". args are bitmasks for core(s) to run on, 0=all

	#rb Dmitriy.Dyomin

Change 3300968 on 2017/02/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Option for invalidation panel to cache just drawable elements instead of render data (slate.CacheRenderData=0)
	Iinvalidation panel fixes
	#rb nick.darnell

Change 3300554 on 2017/02/13 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#WEX: serialize ClientVersion as a number instead of a string of the form "CL_####"

Change 3300114 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fix for iOS build failure

Change 3300059 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	turn on PLCrashReporter for iOS

Change 3300057 on 2017/02/13 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	built PLCrashReporter for IOS

Change 3298338 on 2017/02/10 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Updated Java files that look like were missed in merge
	#rb none

Change 3295755 on 2017/02/09 by Aaron.McLeran@Wex2

	UE-41567 Fixes for duplicating sound assets

Change 3295429 on 2017/02/09 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	re-enable pak pre-cache

Change 3294463 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX

	Bump shader version, hopefully will make WEX-4517 go away...
	#rb none

Change 3294229 on 2017/02/09 by Allan.Bentham@allan.bentham_WEX

	Prevent UI materials producing encoded results.
	#jira WEX-4975
	#rb Jack.Porter

Change 3293759 on 2017/02/08 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Don't enqueue TickVideo since it is causing a hang (movies not used in WEX) DO NOT MOVE BACK
	#jira WEX-5046
	#rb Max.Preussner

Change 3291872 on 2017/02/08 by Allan.Bentham@allan.bentham_WEX

	add RGBA8 mode to mobile HDR 32bpp encoding methods. (render directly to RGBA8 scene colour target)
	r.MobileHDR32bppMode == 3 to override devices encoding mode with RGBA
	enabled in WEX for android low end devices.
	add mosaic state to android window's resolution cache conditions.
	#jira WEX-4927
	#rb chris.babcock, jack.porter

Change 3289698 on 2017/02/07 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Enabled bExplicitCanvasChildZOrder by default (saves more than 100 drawcalls in Heroes tab)
	Fixed ordering of CommanderBar image in B_HeroIcon
	Removed unique ZOrder for world map region widgets (saves more than 100 drawcalls in WorldMap)

Change 3289082 on 2017/02/06 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	#UE4 - cleaned up some dev garbage in Facebook module file

Change 3288589 on 2017/02/06 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Temporarily limit GMaxTextureSamples to 16 for Android
	#jira WEX-5051
	#rb Peter.Sauerbrei

Change 3286181 on 2017/02/03 by Tyler.Cole@tyler.cole-Z6140-stream-wex

	[Engine]
	LocalMcp run script:
	- Remove quotes from output.
	- Display progress bar when downloading artifact.
	- Output MongoDB data directory.

Change 3286118 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	[NULL MERGE]
	turn off logging in test builds in release stream

Change 3286106 on 2017/02/03 by Kevin.Abbott@WEX2017

	#LocalMCP: Fix for BAT file terribleness (the whole if command is evailuated at once so an internal SET doesn't take effect until outside the
block)

Change 3285065 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	better fix for the app name in the archive

Change 3285060 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for archive failure

Change 3284408 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	properly naming the dSYM for uploading
	#rb none

Change 3284022 on 2017/02/02 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - Facebook changes to get Windows/iOS up to date
	- Facebook user data structure gets information from proper URL request with valid public fields, stores consistently on both platforms
	-- store values in generic key value pairs
	- RequestElevatedPermissions feature that goes through external ui to grant more permissions (Windows)
	- Reorder shutdown so that sharing interface can properly register/unregister from LoginStatusChanged events

Change 3283978 on 2017/02/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	[NULL MERGE]
	potential fix for dSYM not uploading properly
	#rb none

Change 3283672 on 2017/02/02 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fix for web browser crash on Android distribution (from 4.15)
	#jira WEX-4947
	#rb none

Change 3283329 on 2017/02/02 by Tyler.Cole@tyler.cole-Z6140-stream-wex

	[Engine]
	Add support for uberjar MCPs in LocalMcp scripts.

	[WEX]
	Use uberjar when launching local MCP.

Change 3283030 on 2017/02/02 by Allan.Bentham@allan.bentham_WEX

	Fix for tangents not being avaliable in ES2 pixel shader when transformvector/transformposition nodes are used.
	#jira WEX-4517.
	#rb jack.porter

Change 3281190 on 2017/02/01 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	pull over the metal state rasterizer fix from main
	#jira WEX-4855

Change 3280541 on 2017/01/31 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	More GCM work
	- platform=ANDROID for registration URL (case-sensitive)
	- hooked up registration through FPlatformMisc like iOS
	- removed old retrigger for delegates (not needed)
	- stubbed in unregister for later
	- added notification generation on message (disabled for now)

Change 3280255 on 2017/01/31 by Michael.Noland@mnoland_T2801_WEX_Main

	Canvas: Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color
	Upgrade Notes: This does change the behavior, so K2_DrawMaterial calls with a non-white color set will now be affected by the color *if* they
use a vertex color node.  Impact is expected to be minimal because most of the materials people used with it were unlikely to include the vertex color
node.

Change 3280150 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for double add to manifests

Change 3279807 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for iOS build failure

Change 3279583 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for animation crash
	#jira WEX-4906

Change 3279310 on 2017/01/31 by Peter.Sauerbrei@peter.sauerbrei_WEX

	reduce the parallelism of the packaging step to alleviate strain on Mac

Change 3278827 on 2017/01/31 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed: Multiple UI assets appear too dark when accessed (replicated CL#3278637, 3278802 from 4.15)
	#jira WEX-4862

Change 3278558 on 2017/01/30 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-4634
	- Attempt to re-hide the navigation bar when we detect a few different events

Change 3277376 on 2017/01/30 by Peter.Sauerbrei@peter.sauerbrei_WEX

	disable pak precaching as it seems to be causing crashes

Change 3276469 on 2017/01/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Fixes for GoogleCloudMessaging
	- moved registration later to correct issues with engine not ready
	- save registration status message and token for later retrigger
	- UWExpMcpProfile::Initialize uses retrigger after binding to delegate so it gets the earlier success/fail
	- send correct platform in OnRegisteredForRemoteNotifications (Android or IOS)

Change 3276308 on 2017/01/27 by Michael.Noland@mnoland_T2801_WEX_Main

	UBT: Improved the error message when the wrong header is first in an engine file to include the wrong file name

Change 3275574 on 2017/01/27 by David.Nikdel@david.nikdel_WEX

	#WEX: performance tracking analytics tags
	- make FPerformanceTrackingChart::DumpChartToAnalyticsParams const-correct
	- Broke out the event firing code into their own functions and added scraper documentation (unsure if 100% correct, Michael please review)
	- changed #if to regular if so inner code gets compiled in all cases
	#JIRA: WEX-4838

Change 3275275 on 2017/01/27 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for missing virtual keyboard
	#jira WEX-4859

Change 3275266 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	#UE4 - Facebook iOS upgrade to 4.18
	IdentityInterface should be using proper in app dialogs now

Change 3275263 on 2017/01/27 by Josh.Markiewicz@JMARKIEWICZ_WEX_MACPRO

	Facebook SDK 4.18

Change 3274408 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for tower collision

Change 3273928 on 2017/01/26 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging

	//UE4/Release-4.15/Engine/Source/Runtime/...

	to //WEX/Main/Engine/Source/Runtime/...

Change 3273907 on 2017/01/26 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - moved parsing of LogCategory verbosity slightly sooner to occur before plugins are loaded
	- fixes plugins not printing proper log levels if initialized too early
	#rb gil.gribb

Change 3272834 on 2017/01/25 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add GoogleCloudMessaging plugin for Android

Change 3272124 on 2017/01/25 by Jamie.Dale@JamieDale_BHX-WD-7636_WEX

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while
gathering text).

	#rb Peter.Sauerbrei

Change 3272044 on 2017/01/25 by David.Nikdel@david.nikdel_WEX

	#Json: Adding MapProperty support to JsonObjectConverter
	- Only TMaps with FString keys are allowed (to match JSON spec)
	- ScheduledEvents module is dependent on this commit (at runtime, compile is ok)

Change 3272035 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when trying to pre-cache a pak file smaller than the cache granularity

Change 3271618 on 2017/01/25 by Allan.Bentham@allan.bentham_WEX

	Avoid unneeded stencil clear in mobile renderer.
	#rb jack.porter

Change 3271536 on 2017/01/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for non-unity compile failures

Change 3270865 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for another warning

Change 3270781 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	some warning fixes

Change 3270395 on 2017/01/24 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to config the default option for how Scaleboxes should perform layout, single or double.

	#rb none

Change 3270051 on 2017/01/24 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging
	#rb none

Change 3268999 on 2017/01/23 by Colin.Pyle@Colin.Pyle_WEX_Main

	#WEX
	#JIRA: WEX-4685
	- Scale boxes now default to single pass

Change 3263481 on 2017/01/19 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Enabled shader cache on Android
	Also added recorded shader cache from my play session (need to record more complete cache later)
	#rb jack.porter
	#jira WEX-4691

Change 3258935 on 2017/01/16 by David.Nikdel@david.nikdel_WEX

	#WebBrowser: Fix field initialization order warning.

Change 3258614 on 2017/01/16 by David.Nikdel@david.nikdel_WEX

	#Engine #WebBrowser:
	- LoadString literally didn't work on strings with line breaks in them due to our forwarding of the request content via the headers (wut?).
Cef barfed trying to parse header values with newlines in them.
	- Changed locally generated requests to use PostData instead.
	- Added a way to specify the mime type by appending a hash to the dummy url (the BP params for this are all kinds of weird, but I don't want
to change the signature)
	- Default mime type to text/html to support the old behavior

Change 3257030 on 2017/01/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	turn on test logging
	DO NOT SUBMIT THIS TO UE4/MAIN
	#rb none

Change 3256835 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Fixing the size of Paper2D sprites when used as box brushes in Slate.

	#rb none

Change 3256813 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate/UMG - The ScaleBox now supports a SingleLayoutPass mode.  This mode is not the default, but it can save a considerable amount of time in
the right situation.  Generally when wrapped around a large UI, where the outer bounds of the scalebox are constant.

	#rb none

Change 3256777 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.

	#rb none

Change 3256774 on 2017/01/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Adding a way to access the absolute size of a piece of Geometry in blueprints.

	#rb none

Change 3256656 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Slate pixel shaders will use half precision where possible on mobile
	#rb jack.porter

Change 3256586 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed redundant blend state changes in opengl
	#rb jack.porter

Change 3256584 on 2017/01/13 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)
	#rb jack.porter

Change 3256380 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	properly set the file extension for the dSYM for the manifest
	#rb none

Change 3256260 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	trying to track down why the dSYM isn't working
	#rb none

Change 3255825 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	return the zip version for now
	#rb none

Change 3255652 on 2017/01/12 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	add dSYM.zip to the output produced if we want the dSYMBundle
	utilize that if it exists to populate the xcarchive
	#rb none

Change 3254552 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for build error
	#rb none

Change 3254462 on 2017/01/11 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	C string is not null terminated in FCurlHttpRequest::DebugCallback
	#jira WEX-4610

Change 3254448 on 2017/01/11 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	make it so xcarchives can be archived to a directory on build machines
	make it so the build machine puts the CL in as the CFBundleVersion
	make it so we generated an XCArchive and a dSYM
	#rb none

Change 3251055 on 2017/01/09 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Platform - Adding the degree symbol to the log statement for android's temperature update, and noting that it's celsius.

	#rb none

Change 3250488 on 2017/01/08 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed: Device output log partial lines
	#rb jack.porter

Change 3249072 on 2017/01/06 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Disable java console cmd receiver only in shipping builds
	#rb jack.porter

Change 3248990 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream

	Support Dynamic r.MobileContentScaleFactor change on Android
	#rb Dmitriy.Dyomin

Change 3248989 on 2017/01/06 by Jack.Porter@Jack.Porter_WEX_Stream

	Integrating Mobile Support for r.ScreenPercentage
	#rb Dmitriy.Dyomin

Change 3248156 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Added trackSubsessionStart to iOS Adjust plugin (for real)
	#ios

Change 3248131 on 2017/01/05 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Added trackSubsessionStart to iOS Adjust plugin
	#ios

Change 3245184 on 2017/01/03 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - FB OSS for PC
	- login flow implemented using web based LoginFlow module
	- implemented ShowLoginUI for external UI interface
	- added Login function with existing access token
	- fixed GetAuthType function
	- added reference to main online subsystem to Friend/Identity interfaces

Change 3243067 on 2016/12/22 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - used more prpoer shared pointer cast

Change 3241011 on 2016/12/20 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA WEX-4557
	- An engine change that separates serializing the actor from file operations
	- Serialize the saved level on the main thread, save it to a slot during the async task

Change 3240508 on 2016/12/19 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Added GetGameInstance<T> and GetGameInstanceChecked<T> wrappers to UWorld that automatically Cast/CastChecked to the specified
subclass of UGameInstance

Change 3240366 on 2016/12/19 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-4475
	- Block UIWebView closure from granting keyboard focus to the parent IOSView. This was causing the keyboard to show when closing the UIWebView
after interacting with it in any way.

Change 3239026 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Removing a crashing check that turned out to not be nessesary.


Change 3238569 on 2016/12/16 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Disabling the deferred desired size optimization.

Change 3237052 on 2016/12/15 by David.Nikdel@david.nikdel_WEX

	#PlatformMisc: GetUniqueAdvertisingId should return empty string unless one is defined by the platform (no fallback to GetUniqueDeviceId)

Change 3237024 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Core Refactor.  Found a way to save about 2ms on mobile for an average screen.  It involves deferring when slate computes the desired
size of a widget, from during prepass, to instead doing it on demand, and only invalidating it during Prepass.  It saves time because not every widget
cares what the desired size of their children is.

	I'm enabling it with the code define SLATE_DEFERRED_DESIRED_SIZE.

	I've added an ensure prints the message, "The layout is cyclically dependent.  A child widget can not ask the desired size of a parent while
the parent is asking the desired size of its children."

Change 3236593 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Optimizing some usage of FWidgetPath and other reduction on copies on the stack/heap.

Change 3236579 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - You can now visualize batching by doing Slate.ShowBatching 1.


Change 3236453 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Further refactoring how the scrollbox manages when and how to perform scrolling when dealing with touch input.  Feels really tight to
me now and this change should resolve the problem where it sometimes doesn't respond to input, or where it over-responds to touch and amplifies
movement by the user, not able to reproduce those conditions now.


Change 3236435 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Core - Fixing some bugs with FrameValue, making it a bit simpler by just being composed of a TOptional and a uint64.

Change 3236410 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Engine - Fixing a crash in the game viewport client if no debug canvas is provded.

Change 3236405 on 2016/12/15 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Fixing the code that sends remote commands to android.

Change 3233400 on 2016/12/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for console entry
	#jira WEX-4488

Change 3233247 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Adding some scoped performance counters for more rendering infromation in slate.

Change 3233242 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Making a few calls more efficent for mobile, by caching values for a frame that end up getting called a lot if you have several widget
components.

Change 3233236 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Core - Adding a frame cached value struct that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.

Change 3233229 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Don't layout components if they're not marked as visible in the world widget screen layer for widget componets.

Change 3233219 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Blueprints - Making the array K2 Nodes not self referencial in doing layout logic, that causes really strange behavior.

Change 3233209 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - You can now show overdraw in slate by doing Slate.ShowOverdraw 1, or 0 to disable.

Change 3233202 on 2016/12/13 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - We now have a scope counter for text layout now, to let people determine when their text is a massive performance drain usually due to
scaleboxes.

Change 3233012 on 2016/12/13 by Michael.Noland@mnoland_T2801_WEX_Main

	Sound: Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when
assets have the wrong sound class set
	- Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately)

Change 3230757 on 2016/12/12 by Andrew.Brown@Andrew.Brown_G5751_WEX_Main

	LauncherCheck module no longer has a dependancy on the DesktopPlatform module

	#jira OPP-6491 : LauncherCheck module is dependent on a DeveloperModule

	#branch WEX_Dev-Main

	#change Removed all the Launcher specific calls that the LauncherCheck module makes out of DesktopPlatform and into a new runtime module
called LauncherPlatform (and fixed up all the associated calls).

	#change Also removed DesktopPlatform header/module usage from files if it's no longer needed.

Change 3229399 on 2016/12/09 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-3793
	- Added config support for enabling/disabling the iOS integrated keyboard implementation.
	- Switched over to using the iOS integrated keyboard implementation.
	- Ensure the character code, rather than the key code, is passed in to IOSInputInterface's calls to OnKeyChar. This caused the backspace key
to not function as intended...
	- Expanded the iOS integrated keyboard implementation to support different keyboard types and keyboard deactivation when text field widget
focus is lost.

Change 3228702 on 2016/12/09 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Widget Compiler - Improving the error message for multiple widget trees.

Change 3228369 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.

Change 3228267 on 2016/12/08 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Windows - Adding code to catch remote desktop cases where no mouse was detected, but it's a remote session, which sometimes doesn't list a
mouse, which affects how the engine handles input.

Change 3226374 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Exposing a way to dynamically set the touch/click method on buttons.

Change 3226320 on 2016/12/07 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for get-task-allow being true when distribution is enabled

Change 3226103 on 2016/12/07 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Editor - Adding PPI/DPI to the unit conversion tables.

Change 3225274 on 2016/12/07 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Made "Can't load invalid package" warning clearer that it has a name (and thus clearer when there was no name at all)

Change 3224426 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	Platform: Improved the warning message slightly when there is no local notification service

Change 3224421 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last
set' reason when changing the value

Change 3224401 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplemented CL# 3134965 from Dev-Blueprints]
	Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter
past the end of the array. Comments courtesy of Jon.Nabozny
	#jira UE-36263

Change 3224380 on 2016/12/06 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Added a compilation warning for naughty child blueprints that define a widget hierarchy if the parent also has one (only the children
widgets will be created, the parent ones are ignored)

Change 3224084 on 2016/12/06 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - Add ue4.displaymetrics.dpi metadata to query device DPI for Android
	*MERGED* Change: 3216126 Date: 11/30/2016 6:10 PM

Change 3223665 on 2016/12/06 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-3557
	- Reduce the uniform buffer size for Android GPU's

Change 3222576 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	MediaPlayer: Fixed a typo in the editor style that included .png twice

Change 3222574 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Editor: Added the missing editor Slate brush WhiteGroupBorder (been missing since branch creation, no idea why)

Change 3222487 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplementing CL# 3149669 from Dev-Core]
	Lower verbosity of warnings from deleting native properties. These cases do not cause any problems and are not fixable without resaving the
content after it has started warning. I checked Jira history and neither of these warnings has ever found a real bug, but has caused a lot of content
to be resaved unnecessarily.

Change 3222486 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	[Reimplementing CL# 3149397 from Dev-Framework]
	Fix collision profile writing out response values to channels that don't exist.

Change 3222485 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Undoing a temporary workaround for one kind of warning that caused a different kind of warning (RE: property in collision profiles)

Change 3222341 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	Back out changelist 3220848 now that NickD's proper fix is in

Change 3222327 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UI  - Missions markers should now accept a single click to become activated.
	UI - This should resolve the majority of problems with the game getting stuck in a state where mouse capture was stolen permanatly.
	UI - Game should no longer register swipe too easily, it's now using the physical distance calculation for the screen.

	#jira WEX-4390
	#jira WEX-4137
	#jira WEX-4373

Change 3222046 on 2016/12/05 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android / IOS / Platform - Updating the logic for screen density to call an internal one overridden by each platform, and to cache that in
GenericPlatformMisc, also adding some calls to convert Inches to Pixels and Pixels to Inches.  Did some general cleanup around this work with names
and such.

	Slate - Also fixing an issue in SlateApp, we now always break mouse lock on Touch input when a finger is released.

Change 3221875 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#ChunkInstaller:
	- Added support for errors that may occur during ParseManifest
	- Renamed BuildVersion (variable) to BuildUrl to match JSON key
	- Fail parsing on bad file entry
	- In the event of a client mismatch, fail manifest download with a specific error (will need to plus this later at the app level)
	- Don't rebind delegates when entering Setup after a Retry
	- Check bNeedsRetry befpre doing countdown for auto-retry

Change 3221737 on 2016/12/05 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by
setting Engine.SupressWarningsInOnScreenDisplay to 1

Change 3221593 on 2016/12/05 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for icons missing in the IPA
	#jira WEX-4380

Change 3220588 on 2016/12/03 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: david.nikdel
	#IOS #PlatformMisc: Adding PPI information for IOS_IPhone7 and IOS_IPhone7Plus

Change 3220084 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	fix for iPhone 7/7Plus not finding the correct splash screen image for holding
	addition of iPhone 7/7Plus device profiles
	hold the splash screen until the manifest is downloaded

Change 3220056 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	changes to make it so we only copy the images needed for the support orientations
	set minimu iOS to 8

Change 3220036 on 2016/12/02 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	make it so the engine doesn't try to load editor only content in the game
	#jira WEX-4319

Change 3219992 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Locking down the exposure of ComputeDesiredSize, this function was never intended to be public on widgets, so trying to prevent that.

Change 3219754 on 2016/12/02 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Adding the console command Slate.ShowDebugTextLayout to help debug layout issues in Slate.

Change 3218374 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	some code missed in an earlier check-in to reduce data duplication in chunks

Change 3218358 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Changed FPSChart analytics events to send IniPlatformName instead of PlatformName for the PlatformName parameter
	- Most platforms don't change
	- Android removes the texture format suffix from it (main goal of the change, though it also unifies behavior with a number of other analytics
events that were already using IniPlatformName)
	- Desktop platforms remove the editor/client/server distinction, which should be fine since the event names for client/server are different
already
	#rb david.nikdel

Change 3218354 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Added FPlatformMisc::GetDeviceMakeAndModel() which tries to return DeviceMake|DeviceModel where possible, and CPUVendor|CPUBrand
otherwise
	#rb david.nikdel

Change 3218353 on 2016/12/01 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Added reporting of PeakPhysical and PeakVirtual memory usage to FPS chart analytics
	#rb david.nikdel
	#jira WEX-4342

Change 3217769 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Disabled widgets now render correctly on mobile.  Previously they were being transformed as if they were in linear space, on mobile
the textures and fonts are already in gamma space, so the transform for luminance needs to also be done in gamma space.

Change 3217059 on 2016/12/01 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate/UMG - Tweaking how the scrollbars fade on different platforms to be a platform defined feature.  Cleaning up some logic in the
InertialScrollManager to be configurable externally.

Change 3216605 on 2016/12/01 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Fixed precision issues on Adreno devices when sampling sRGB textures
	#rb Jack.Porter

Change 3216388 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	IOS - Tweaking the unknown screen density value to be a multiple of the native CSF, which should get us pretty close.

Change 3216382 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Calculating CSF using the surface size vs window size.

Change 3216376 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	IOS - Fixing a bug with scaling screen density by the content scale factor.

Change 3216335 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Converting the code over in GetPhysicalScreenDensity to use an average of xdpi and ydpi as the approximate density, as the direct
density call is affected by users adjusting their screen size option in the OS, which we definitely are not interested in taking into account here.

Change 3216313 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Build - Fixing the build on mac.

Change 3216126 on 2016/11/30 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Add ue4.displaymetrics.dpi metadata to query device DPI for Android

Change 3215983 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Slate - Reverting a change to button I was testing things with.

Change 3215971 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG/Android - Making several improvements to the way mobile scrolling is handled in UMG/Slate.  Introducing a way to get the Physical Screen
Density on Android and iOS.  On iOS it's a hardcoded set of densities, for android they're loaded from the AndroidEngine.ini.  If we can't find a
match to the model phone you're on, we rely on the OS to report a reasonable screen density.  With physical screen dimension knowledge, we can make
much better decisions about deadzones around the finger before things like Drags are triggered.  This change also introduces a gesture detector to
Slate so that Slate can simulate gestures that may not be provided by the OS.  The first and only gesture we currently support is the new Long Press
gesture that has been added.  The innertial scrolling logic has been rewriten on the ScrollBox, and the inertial scroll manager now has a better
default experience.

Change 3215963 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	UMG - Making a pass on invalidation.  The ability to store invalidated elements in local space locations and apply transforms in the GPU had
rotted, restoring that functionality.

Change 3214960 on 2016/11/30 by Nick.Darnell@Nick.Darnell_BattleBreakers

	Android - Adding a visualizers file for the Nsight Tegra debugger for visual studio for UE4 types.

Change 3214557 on 2016/11/29 by Dmitriy.Dyomin@dmitriy.dyomin-wex

	Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
	#rb Jack.Porter

Change 3214410 on 2016/11/29 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	#JIRA: WEX-4255
	- Ensure pending HTML content and URL are properly retained for IOSWebViewWrapper instances.

Change 3213890 on 2016/11/29 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	update to the notification delegates to add a parameter for the state of the app when the notification was recieved

Change 3212287 on 2016/11/28 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-4135
	- Added a full purge of GC array pool following full GC purges.

Change 3212256 on 2016/11/28 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Adjust analytics plugin for Android and iOS
	#jira WEX-3939
	#rb David.Nikdel

Change 3211730 on 2016/11/28 by Allan.Bentham@allan.bentham_WEX

	Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with
FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
	#jira WEX-3691
	#rb jack.porter

Change 3207395 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Final fix for buildmachine crash

Change 3207375 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Fix for crash on buildmachine part 2: this time I saved the file!

Change 3207341 on 2016/11/22 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: bruce.knapik
	#WEX Fix for crash on buildmachine

Change 3207019 on 2016/11/21 by Jason.Bestimt@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	temporary fix for crash after logging in
	#jira WEX-4085

Change 3205594 on 2016/11/20 by Jack.Porter@Jack.Porter_WEX_Stream

	Added workaround for WEX-2079 - Fog effects on the map are rendering as circles.

Change 3204498 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX

	update IPP to look at Library/Caches as well when backing up the documents

Change 3204238 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	implement peak memory stats on IOS
	#jira WEX-3947

Change 3204187 on 2016/11/18 by Peter.Sauerbrei@peter.sauerbrei_WEX

	GPU vendor data from MichaelN

Change 3203487 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	latest changes to generate the proper manifest and be ready for MCP

Change 3203362 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	bringing over fix for Apple HTTP requests

Change 3203188 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	slightly better fix for the curl crash

Change 3202785 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	IOS now reads/writes from Library/Caches instead of Documents

Change 3202565 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch to platform manifest names in prep for switch to MCP
	disable screen saver while downloading chunks
	another potential build machine speed up

Change 3202141 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	correct fix for cook crash

Change 3201994 on 2016/11/17 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when cooking without chunks

Change 3201552 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	chunk assignment fixes

Change 3201315 on 2016/11/16 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Return Android Make, Model, and Version for GetCPUVendor, GetCPUBrand, GetOSVersions
	#rb Michael.Noland

Change 3200892 on 2016/11/16 by Michael.Noland@mnoland_T2801_WEX_Main

	Editor: Fixed a crash when opening the cooker settings panel (and got rid of some junk string literals)

Change 3200737 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Android build error

Change 3200719 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	potential speed up of builds

Change 3200608 on 2016/11/16 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash in the curl debug info callback
	#jira WEX-4039

Change 3200237 on 2016/11/16 by Jack.Porter@Jack.Porter_WEX_Stream

	Remove mosaic resolution limitation on ES3 devices
	#jira WEX-3119
	#rb Dmitriy.Dyomin

Change 3199640 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	addition of the device token to the log

Change 3199313 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	switch back to IOSCompile-01 for default mac

Change 3198769 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow different deployments from the command line when using chunking
	NOTE: you can NOT change the deployment after starting due to the way chunking downloads data
	#jira WEX-3951

Change 3198423 on 2016/11/15 by Peter.Sauerbrei@peter.sauerbrei_WEX

	potential fix for audio cued at different speeds
	#jira WEX-3637

Change 3197915 on 2016/11/15 by Josh.May@josh.may-WEX-MacBookPro-DevMain

	#WEX
	- Disabled freed alloc caching for MallocBinned on mobile.

Change 3197734 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for IOS never enabling the chunk data

Change 3197732 on 2016/11/14 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Moved FDumpFPSChartToEndpoint to the public header, and fixed an ensure if sending FPS chart analytics during shutdown (now sends 0,0
for SizeX/SizeY rather than omitting them entirely)

Change 3197720 on 2016/11/14 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - reconciled android settings
	- added placeholder app id

Change 3196696 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for missing platform for promotion

Change 3196628 on 2016/11/14 by David.Nikdel@david.nikdel_WEX

	#Analytics: Added "AttributionId" field to SessionStart event. This reflects the advertising tracking ID for a given device (for iOS this is
the IDFA).

Change 3196534 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	missed one texture on the resave

Change 3196310 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	warning reduction

Change 3196287 on 2016/11/14 by Peter.Sauerbrei@peter.sauerbrei_WEX

	resaved engine materials to a version

Change 3196103 on 2016/11/12 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for heroes not showing up in the hero inspect menu for chunking
	they will briefly show as a question mark until the download completes, might want an animated effect instead for the future
	#jira WEX-3936
	#jira WEX-3958

Change 3195827 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Changed wording of warning slightly

Change 3195806 on 2016/11/11 by Michael.Noland@mnoland_T2801_WEX_Main

	UMG: Added a warning message to UWidget::RemoveFromParent when being used to remove an instantiated widget that has no UMG parent owner (e.g.,
someone manually called TakeWidget and placed it in a native Slate slot).  In this case it is a no-op, and the user was probably expecting it to
remove it from the native parent widget and destroy the slot, which is impossible at this level (the calling code needs to handle that directly)

Change 3195210 on 2016/11/11 by Peter.Sauerbrei@peter.sauerbrei_WEX

	addition of advertising id, IOS implemented

Change 3195124 on 2016/11/11 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - android setup for new permanent backend
	- added BattleBreakers keystore
	- added billing settings for android in both Engine/Game AndroidEngine.ini (why do we have settings in both that overlap, DefaultPlatform for
OSS was wrong there)
	- turned on ForDistribution (not sure how this affects other platforms, but Android won't work without this)

Change 3194283 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - hopefully last of the Android/GooglePlay cleanup
	- QueryInAppPurchases never needed an array of consumables flag
	- BeginPurchase doesn't take a bConsumable flag (old code calls it inside PurchaseComplete, new interface requires call to  FinalizePurchase)
	- all java functions now return the productToken as part of the callback if applicable
	-- token easily accessible in java, saves Base64 decode and json calls to get in native
	- ** note ** fixed up GameCircle/Amazon, fortunately it didn't use these flags either

Change 3194208 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - GooglePlay purchasing refactor
	- finished QueryReceipts to not care about bRestorePurchases and left comment with explanation
	- delegates to low level GooglePlay calls return FGoogleTransactionData to sooner encapsulate the opaque data
	- fixed up RestoreTransactions for StoreV1 to use multicast delegate as well
	- changed delegate assignment to use thread safe shared pointers (required adding Init() and moving code out of constructor where .AsShared is
premature)
	- reduced log verbosity and log spam

Change 3194205 on 2016/11/10 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#Android - small java code cleanup

Change 3194003 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main

	Engine: Made the set of interesting FPS thresholds for FPS charts configurable (as a comma separated list in cvar
t.FPSChart.InterestingFramerates)
	Engine: Exposed helpers on FPerformanceTrackingChart (GetAverageFramerate() and GetPercentMissedVSync())
	#rb david.nikdel

Change 3194002 on 2016/11/10 by Michael.Noland@mnoland_T2801_WEX_Main

	Core: Added FHistogram::InitFromArray to create a histogram from an explicit list of thresholds
	#rb david.nikdel

Change 3193771 on 2016/11/10 by Chance.Lyon@Chance.Lyon_WEX_Dev-Main

	#WEX
	#JIRA: WEX-3856
	- Refactored how loading screens work
	- Allow Pre / Post load map to handle loading screen setup / teardown by default
	- Manually show the loading screen when we perform the initial level save
	- Re-enable the loading screen ensure

Change 3193723 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for crash when bringing up the console in chunked build
	#jira WEX-3922
	fix for missing assets at game start in chunked build

Change 3193503 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	start pushing streaming data to the appropriate deployment

Change 3193210 on 2016/11/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow CloudStorage to be re-initialized with new credentials if necessary

Change 3192750 on 2016/11/09 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	- Added a mechanism for force-disabling GPU particles.
	- Disabled GPU particles for all iOS devices. This was eating up a constant 56MB of render target memory, whether or not the feature was used.

Change 3192686 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	latest s3 chunk data placement

Change 3192468 on 2016/11/09 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#Android - added features to GooglePlay IAP apis
	- audited code against example code
	- added some code to JNI to make IAP functions not optional if store is enabled
	- added ConsumePurchase call to separate consumption until after entitlements have been granted
	- added QueryExistingPurchases call to enumerate pending/permanent transactions

Change 3192246 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for windows build failure
	first attempt at promotion code

Change 3191660 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for PC build of IOS

Change 3191598 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for too many open handles

Change 3191459 on 2016/11/09 by Peter.Sauerbrei@peter.sauerbrei_WEX

	more fixes for building chunks on the build machines

Change 3190565 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fixes for Remote notifications

Change 3190466 on 2016/11/08 by Peter.Sauerbrei@peter.sauerbrei_WEX

	pointing at the s3 servers

Change 3189120 on 2016/11/07 by Peter.Sauerbrei@peter.sauerbrei_WEX

	optimization for obtaining chunk data
	startup screen which checks for updated data before loading the entry (not yet enabled)

Change 3186019 on 2016/11/03 by David.Nikdel@david.nikdel_WEX

	#Engine: Empty string is a valid ImportText for an array (indicates an empty array)

Change 3185461 on 2016/11/03 by Chris.Babcock@Chris.Babcock_Z2433_WEX

	Corrections to memory stats for Android
	#jira WEX-3760
	#ue4
	#android

Change 3184309 on 2016/11/02 by Chance.Lyon@Chance.Lyon_WEX_Main

	#WEX
	#JIRA: WEX-3721
	- Remove all the "WaitForLoadingScreen" calls.  These actually kill the loading screen before the travel, causing the actual travel to be a
visible hang instead of a spinner
	- Commented out and ensure that got hit before it killed the loading screen. Seems like the wrong check to me.

Change 3184029 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for some load hitches on mobile

Change 3183761 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	allow Android to specify which texture format to get

Change 3183760 on 2016/11/02 by Peter.Sauerbrei@peter.sauerbrei_WEX

	updates for chunking on the various platforms

Change 3182107 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	when chunking is disable, initialize the chunk installer in a paused state

Change 3182068 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Scheme name when project is not UE4Game

Change 3182007 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	more logging to track down this iOS signing failure

Change 3181844 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	attempt to generate the plist before trying to generate the project for stub generation for iOS

Change 3181816 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	revert out the extra logging for the iOS build now that I have verified it is working correctly

Change 3181806 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for warnings on IOS

Change 3181779 on 2016/11/01 by David.Nikdel@david.nikdel_WEX

	#Engine: Fix for null pointer dereference if you have closed the animation tool window.

Change 3181773 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for shipping build failure

Change 3181763 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for Android compile failure

Change 3181667 on 2016/11/01 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-3753
	- Ensure the input type of Android keyboard input textbox is set before populating the initial content.

Change 3181666 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	initial chunk installer submission, first pass, disabled by default
	#rb none

Change 3181408 on 2016/11/01 by Peter.Sauerbrei@peter.sauerbrei_WEX

	some logging to track down why the build machine is using the wrong certificate and provision

Change 3181070 on 2016/11/01 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	- Fixing broken android build temporarily

Change 3180690 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#WEX - Android support enabled
	- some better java logging
	- added ini placeholder for GooglePlay features that need setting (set locally, not ready to check in yet without backend app setup)

Change 3180322 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - setup catalog to be GooglePlay aware
	- fixed up some log output inconsistencies

Change 3180307 on 2016/10/31 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - updating libPNG to 1.5.27 for Android only (from Main, early integration)
	- wolf platform commented out (needs to be reinstated before merge to main)

Change 3175413 on 2016/10/26 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	fix for buffer being re-used before it was out of use by GPU
	#rb mark.satterthwaite
	#jira WEX-3482

Change 3175143 on 2016/10/26 by Steve.Allison@steve.allison_Z4797_6338

	Adding:

	Personal_iPhone6SP_DavidN
	Personal_iPhone7P_DonaldM

Change 3174322 on 2016/10/25 by Steve.Allison@steve.allison_Z4797_6338

	Adding:

	Personal_iPhone6P_ZakP

Change 3173760 on 2016/10/25 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for incorrect icons and missing splash screens
	#rb none
	#jira wex-3012

Change 3169892 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	UX_iPadMini4_UX8
	UX_iPadMini4_UX7
	UX_iPadAir2_UX6
	UX_iPadAir2_UX5
	UX_iPhone6SP_UX4
	UX_iPhone6SP_UX3
	UX_iPhone6S_UX2
	UX_iPhone6S_UX1
	Personal_iPhone5S_PaulH
	Personal_iPhone6_PaulI
	Personal_iPhone6_EdZ

Change 3169848 on 2016/10/20 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	Personal_iPhone6S_NickP
	Personal_iPhone6SP_SteveA
	Personal_iPhone6_NickC
	Personal_iPhone6_GeremyM
	Personal_iPhone6S_AndyK_HSL
	Personal_iPhone6_LizS_HSL
	Personal_iPhone7_JoshM_HSL
	Personal_iPhone6_CaseyS
	Personal_iPhone6S_GregL
	Personal_iPhone6S_BruceK
	Personal2_iPhone7P_DavidH
	Personal1_iPhone7P_DavidH
	Personal_iPhone6SP_SimonH

Change 3169651 on 2016/10/20 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for profile captures not working with Metal

Change 3169537 on 2016/10/20 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	#JIRA: WEX-3059
	- Added injection of TouchMoved events whenever a TouchBegin is triggered. This allows legacy iOS devices (i.e. pre-3D Touch) to properly
emulate MouseOver/MouseMoved events for rapid taps.

Change 3169294 on 2016/10/20 by Josh.May@josh.may-WEX-JMAY-Main

	#WEX
	#JIRA: WEX-3497, WEX-3499
	- Downgraded a few Engine-level log warnings to verbose. These are cases where the logs are either redundent or triggering in spite of nothing
being functionally wrong.

Change 3168564 on 2016/10/19 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - typo fix

Change 3165381 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - changed log formatting line for GFrameCounter to properly use %llu instead of %d
	- fixes Android display problems
	#rb josh.adams

Change 3165359 on 2016/10/17 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	Partner_01_iPhone6SP_HardSuit

Change 3165127 on 2016/10/17 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	#JIRA: WEX-3320
	- Putting back code erased by the merge, since the viewport is always handling touch commands we'll never get a chance to attempt to drop the
object and cancel the operation if we fail, instead we should handle DropEvents first as otherwise our widgets will never recieve an
NativeOnDragCancelled event.

Change 3164936 on 2016/10/17 by Josh.Markiewicz@JMARKIEWICZ_WEXMAIN

	#UE4 - missing code related to the OSS plugin refactor to respect the "enabled by default" settings in the .plugin file

Change 3164933 on 2016/10/17 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	- Fixed naming conventions for the iPadPro device profile configs.

Change 3162452 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	missed one engine texture for optimization, do not merge back to engine
	#rb none

Change 3162414 on 2016/10/13 by Peter.Sauerbrei@peter.sauerbrei_WEX

	reduce the engine texture sizes, do not merge this back to the main engine stream
	#rb none

Change 3162326 on 2016/10/13 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	- Reverting change, with Peter's ok, to fix scrollboxes behaving strangely on mobile devices

Change 3160261 on 2016/10/12 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9744_iPhone7P_EpicQA
	9745_iPhone7_EpicQA

Change 3157269 on 2016/10/10 by Peter.Sauerbrei@peter.sauerbrei_WEX

	removed a line that shouldn't have been in, fixes MattH save crash
	#rb none

Change 3155086 on 2016/10/07 by David.Nikdel@david.nikdel_WEX

	#Analytics: Better support for connection loss scenarios
	- Enforce a minimum delay (2 min) after any failed submission.
	- Delay only applies to timeout/capcaity flushes, not flushes due to end of session or manually requested flushes.
	- Remove URL from the DroppedSubmission event per Wes

Change 3154873 on 2016/10/07 by Steve.Allison@steve.allison_Friday_Main_Stream

	Add:

	8034_iPhone7_EpicQA

Change 3153367 on 2016/10/06 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9597_iPhone6SP_Epic

Change 3153322 on 2016/10/06 by Peter.Sauerbrei@peter.sauerbrei_WEX

	disable shadows for android devices as well

Change 3152758 on 2016/10/05 by Peter.Sauerbrei@peter.sauerbrei_MacWEX

	disable shadows for all IOS device profiles
	enable arm64 for development and shipping
	#rb none

Change 3150660 on 2016/10/04 by David.Nikdel@ROBOMERGE_WEX_Main

	#ROBOMERGE-AUTHOR: peter.sauerbrei
	Merging

	//WEX/Main/Engine/...

	to //WEX/Release-03/Engine/...

Change 3150347 on 2016/10/04 by Steve.Allison@steve.allison_Friday_Main_Stream

	Adding:

	9724_iPadAir2_EpicQA

Change 3149190 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX

	bring over the rest of the code signing fixes for Xcode 8
	#rb none

Change 3149101 on 2016/10/03 by Peter.Sauerbrei@peter.sauerbrei_WEX

	re-submit a built IPP with the code signing changes

Change 3147338 on 2016/09/30 by David.Nikdel@david.nikdel_WEX

	Merging CL 3136158
	from //UE4/Main/...
	to //WEX/Main/...

	UBT: Fix support for the x64-on-x86 compiler shipped with Visual Studio Express, which is causing errors for artists generating project files
with UGS. Was not looking for the compiler executable at the correct path.

Change 3143944 on 2016/09/28 by Peter.Sauerbrei@peter.sauerbrei_WEX

	Merging using WEX_Main_to_UE4_WEX_Staging

	Bringing in Main from WEX-Staging

	#rb none

Change 3138249 on 2016/09/23 by Chad.Garyet@cgaryet_wex_main

	Integrating codesign fix into WEX/Main

Change 3137757 on 2016/09/23 by Peter.Sauerbrei@peter.sauerbrei_WEX

	fix for code signing on Xcode 8 (re-made from 4.13 stream)
	#rb none

Change 3133037 on 2016/09/20 by Chance.Lyon@Chance.Lyon_WEX_Main

	#WEX
	- Fix warning about architecture mismatch

Change 3131645 on 2016/09/19 by Josh.May@josh.may-WEX-MacPro2-Main

	#WEX
	- Changed hard-coded TextureCube asset defaults from SunsetAmbientCubemap to DefaultTextureCube. This buys us ~16MB memory savings on mobile.

Change 3131515 on 2016/09/19 by David.Nikdel@david.nikdel_WEX

	#Slate: Replace WheelScrollAmount constant with a CVAR

Change 3130602 on 2016/09/19 by Nathan.Green@Nathan.Green_Friday_Main

	#WEX
	#JIRA: WEX-3154, WEX-2954, WEX-2953
	- Fix location of WidgetComponents when we're offsetting the screen of the game (fullscreen mode in the game state)

[CL 3479958 by Peter Sauerbrei in Main branch]
2017-06-08 10:21:39 -04:00
Jack Porter
ae727f8dab Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3292174 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Linux toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292193 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm support

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292215 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and wbegl2 support

	- emscripten toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292222 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm support

	- ENGINE changes (c# & cpp files)

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292223 on 2017/02/08 by Nick.Shin

	HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile

Change 3292228 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches
	- and a lot of UE4 patches to package HTML5 on LINUX
	- mostly from mozilla's jukka -- thx jukka!

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3292285 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Windows toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3293994 on 2017/02/09 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- OSX toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3294391 on 2017/02/09 by Nick.Shin

	HTML5 "black box issues" revisited

	- jukka rewrote the window resize handler -- much cleaner and more straightforward

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3296421 on 2017/02/10 by Jack.Porter

	Fix landscape spline segment splitting placing when using streaming levels

Change 3296587 on 2017/02/10 by Jack.Porter

	Additional fix for landscape spline segment splitting when using streaming levels

Change 3301241 on 2017/02/14 by Mi.Wang

	Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter

Change 3301387 on 2017/02/14 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches from mozilla's jukka
	  + hardware instancing
	  + glBlitFramebuffer
	  + GL AlaphaBlendOperation

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3301405 on 2017/02/14 by Nick.Shin

	HTML5 plugin fix when blueprint projects are promoted to code projects automatically.

	#jira UE-41710  HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc

Change 3302278 on 2017/02/14 by Omar.Rodriguez

	UE-36651: Mac Vulkan Android Projects crash on launch.

	* Glslang library has been built for Mac but flag was not updated
	* Set GlslangAvailable to true for Mac when building an Android project with vulkan

	#jira UE-36651

Change 3302773 on 2017/02/14 by Chris.Babcock

	Add a dropdown with some common console commands on Android (contributed by rafortis)
	#jira UE-40834
	#PR #3143
	#ue4
	#android

Change 3305604 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader- turn on: instance static mesh vertex factory

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3308154 on 2017/02/16 by Nick.Shin

	HTML5 GitHub PR

	#jira UE-42019  GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5

Change 3308510 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3308971 on 2017/02/17 by Jack.Porter

	Fix for landscape painting when height<0 in the Ortho viewports

Change 3309075 on 2017/02/17 by Allan.Bentham

	Include static subject meshes when masking out modulated shadow casters.

	#jira UE-41581

Change 3309531 on 2017/02/17 by Chris.Babcock

	Handle large OBB files in APK
	#jira UE-41443
	#ue4
	#android

Change 3311320 on 2017/02/19 by Dmitriy.Dyomin

	Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
	#jira UE-41970

Change 3311347 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
	#jira UE-41976

Change 3311398 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Landscapes do not render on PowerVR device
	#jira UE-35530

Change 3311428 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
	#jira UE-42036

Change 3311448 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Packaged game Crashes on android after entering "Help" command twice
	#jira UE-41956

Change 3311587 on 2017/02/20 by Allan.Bentham

	ES2 GLSL - Silently swap all uint to ints
	#jira UE-41548

Change 3313930 on 2017/02/21 by Allan.Bentham

	Print literal uints as ints when generating ES2 code.
	#jira UE-41548

Change 3317924 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317929 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317951 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318004 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318669 on 2017/02/23 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318672 on 2017/02/23 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318819 on 2017/02/23 by Dmitriy.Dyomin

	Fixed: Rendering artifacts with bloom on iPhone7 Metal
	#jira UE-40978

Change 3319702 on 2017/02/23 by Chris.Babcock

	Disable eglSwapInterval since it can cause issues with some drivers
	#ue4
	#android

Change 3320880 on 2017/02/24 by Dmitriy.Dyomin

	Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
	#jira UEMOB-195

Change 3321042 on 2017/02/24 by Jack.Porter

	Fixed incorrect sizeof in Vulkan pipleine cache
	pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/

	#code_review: rolando.caloca

Change 3322383 on 2017/02/24 by Chris.Babcock

	Fix issue with ad banner on Android 7.0 devices
	#jira UE-42390
	#ue4
	#android

Change 3322479 on 2017/02/24 by Omar.Rodriguez

	UEMOB-199 - WEX: Improved virtual keyboard for Android

	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event

	#jira UEMOB-199

Change 3323353 on 2017/02/27 by Allan.Bentham

	Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
	#jira UE-42191

Change 3323431 on 2017/02/27 by Allan.Bentham

	CIS fix

Change 3323687 on 2017/02/27 by Allan.Bentham

	Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
	#jira UE-42131

Change 3324652 on 2017/02/28 by Dmitriy.Dyomin

	Fixed: Canvas elements appear darker on iOS Metal

Change 3324885 on 2017/02/28 by Jack.Porter

	Fixed "Minimum iOS Version" setting display name

	#jira UE-42270

Change 3324899 on 2017/02/28 by Jack.Porter

	GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
	#jira UE-40018

	#3063

Change 3324932 on 2017/02/28 by Jack.Porter

	GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows

	#jira UE-41984
	#3257
	#codereview: Peter.Sauerbrei

Change 3324956 on 2017/02/28 by Jack.Porter

	FOpenGLFrontend::GetMaxSamplers incorrect for IOS
	#jira UE-42038
	#3264

Change 3325478 on 2017/02/28 by Allan.Bentham

	PR # 3188   : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview  (Contributed by ufna)

	#jira UE-41442

Change 3327300 on 2017/03/01 by Allan.Bentham

	PR #3175   : Fixes high quality reflection blending seams  (Contributed by kallehamalainen)
	#jira UE-41257

Change 3328917 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
	#jira UE-41584  Editor locks up when adding an element for HTML5 devices on Mac
	#jira UE-41701  Editor freezes when setting browser filepath for inserted element in project settings

Change 3329169 on 2017/03/02 by Allan.Bentham

	increase render thread timeout to 1 minute for suntemple / android.
	Prevents low end devices timing out during load.
	#jira UE-40696

Change 3330849 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3331078 on 2017/03/03 by Dmitriy.Dyomin

	Fixed: Device output log partial lines

	integrated from WEX (3250488)

Change 3331112 on 2017/03/03 by Dmitriy.Dyomin

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)

	integrated from WEX (3256584)

Change 3331117 on 2017/03/03 by Dmitriy.Dyomin

	Fixed redundant blend state changes in opengl

	integrated from WEX (3256586)

Change 3331173 on 2017/03/03 by Dmitriy.Dyomin

	Slate pixel shaders will use half precision where possible on mobile

	integrated from WEX (3256656)

Change 3332865 on 2017/03/06 by Dmitriy.Dyomin

	Better MobileContentScaleFactor defaults for iOS devices
	#jira UEMOB-330

Change 3333129 on 2017/03/06 by Peter.Sauerbrei

	move to Library/Caches instead of documents for saved files
	re-enable iterative deploy on TVOS
	#jira UEMOB-284

Change 3334692 on 2017/03/06 by Jack.Porter

	Allow r.MobileContentScaleFactor to be changed at runtime on Android

	#jira UEMOB-173

Change 3336255 on 2017/03/07 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3337094 on 2017/03/08 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3338800 on 2017/03/08 by Chris.Babcock

	Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
	#jira UE-42677
	#ue4
	#android

Change 3338813 on 2017/03/08 by Chris.Babcock

	Pass build configuration to UPL for access during packaging as $S(Configuration)
	#jira UE-42678
	#ue4
	#android
	#ios

Change 3339401 on 2017/03/09 by Alicia.Cano

	Android runtime permissions
	- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
	- Fix for Location Services
	- Fix for if target sdk is not set to 23+
	#jira UE-38512
	#android
	#rb: chris.babcock

Change 3340736 on 2017/03/09 by Chris.Babcock

	Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
	#jira UE-41965
	#PR #3254
	#ue4
	#android

Change 3340744 on 2017/03/09 by Jack.Porter

	Expose Custom Depth to Foliage
	#jira UE-6061

Change 3340849 on 2017/03/09 by Dmitriy.Dyomin

	Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
	#jira UE-42351

Change 3341268 on 2017/03/10 by Alicia.Cano

	PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
	#jira UE-37945
	#android
	#rb: chris.babcock, jack.porter

Change 3341303 on 2017/03/10 by Allan.Bentham

	Remove optimisation that prevents full specular occulsion on mobile.
	PR #3186  : Specular can't be blocked on high-end mobile.
	#jira UE-41393

Change 3342304 on 2017/03/10 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343344 on 2017/03/13 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343591 on 2017/03/13 by Brent.Pease

	iOS multiplayer fix part 1. Correct byte ordering.

	#jira UE-34875

Change 3343669 on 2017/03/13 by Chris.Babcock

	Update carefullyredist script version
	#jira UE-42832

Change 3344212 on 2017/03/13 by Will.Fissler

	Various compile fixes for Xcode 8.3.
	These fixes must also be added to //UE4/Release-4.15.
	#jira UE-41313

Change 3344396 on 2017/03/13 by Chris.Babcock

	Fix Java 1.5 obsolete warnings
	#jira UE-42851
	#ue4
	#android

Change 3345132 on 2017/03/14 by Will.Fissler

	Added ifdef wrapper to check clang version for presentDrawable.

Change 3345336 on 2017/03/14 by Will.Fissler

	Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.

Change 3345460 on 2017/03/14 by Will.Fissler

	ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none

Change 3346046 on 2017/03/14 by Will.Fissler

	Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.

Change 3346367 on 2017/03/14 by Chris.Babcock

	Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
	#ue4
	#android

Change 3347682 on 2017/03/15 by Allan.Bentham

	Enable HW sRGB correction with retainer widget's render target.
	Use slate's gamma correction for mobile (where no such support exists)
	Render retainer box RT content with gamma correction.
	#jira UE-40967

Change 3348712 on 2017/03/15 by Nick.Shin

	HTML5 - upload to S3

	updated to AWS "signature version 4" authentication

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349254 on 2017/03/16 by Jack.Porter

	Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
	#jira UE-42971

Change 3349739 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	better error message feedback on upload failures

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349765 on 2017/03/16 by Alicia.Cano

	Disable mouseover events in Mobile Previewer

	#jira UE-19903
	#mobile
	#rb: Jack.Porter

Change 3350049 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	folder in bucket is optional

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3350153 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	updated S3 public link generator

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3351582 on 2017/03/17 by Will.Fissler

	Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";

	Currently we cannot build arm64 for iOS with this change.

Change 3352085 on 2017/03/17 by Alicia.Cano

	iOS doesn't honor request to close the virtual keyboard leading to a crash
	#jira UE-36447
	#ios
	#rb:Peter.Sauerbrei

Change 3353313 on 2017/03/19 by Ben.Marsh

	Always allow large *.js files in Github.

Change 3354444 on 2017/03/20 by Nick.Shin

	HTML5 - upload to S3

	to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3355618 on 2017/03/20 by Nick.Shin

	HTML5 Save Game System

	- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
	- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
	- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3355621 on 2017/03/20 by Nick.Shin

	remove temp debugging code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3356937 on 2017/03/21 by Chris.Babcock

	Add "stat vulkanrhi" to new console dropdown
	#jira UE-43149
	#ue4
	#android

Change 3357652 on 2017/03/21 by Nick.Shin

	HTML5 performance speed ups

	added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
	- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel

	this option is based on the suggestions by jukka's post:
	- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html

	however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...

	#jira UE-30214 - Implement a warning message for fps settings

Change 3360415 on 2017/03/23 by Allan.Bentham

	Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.

Change 3360418 on 2017/03/23 by Allan.Bentham

	Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
	#jira UE-40913

Change 3360557 on 2017/03/23 by Allan.Bentham

	Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
	#jira UE-42131

Change 3362258 on 2017/03/23 by Dmitriy.Dyomin

	Fixed: Canvas texture element gamma issues on iOS Metal

Change 3362321 on 2017/03/24 by Dmitriy.Dyomin

	GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)

	#3173

Change 3363550 on 2017/03/24 by Alicia.Cano

	build fix for devices < Android 5.0
	#jira UE-43299
	#android
	#rb: chris.babcock

Change 3363687 on 2017/03/24 by Chris.Babcock

	Fix Android password hiding in input dialog
	#jira WEX-5159
	#ue4
	#android

Change 3365280 on 2017/03/27 by Dmitriy.Dyomin

	Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension

Change 3365291 on 2017/03/27 by Dmitriy.Dyomin

	Copied form WEX CL# 3308653
	Fixed: Enabling shader cache causes crash on NVIDIA Shield

	#jira UE-41639

Change 3365293 on 2017/03/27 by Dmitriy.Dyomin

	GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
	#jira UE-43247
	#3411

Change 3365340 on 2017/03/27 by Dmitriy.Dyomin

	Fixed: Moving sublevel in world composition browser does not appear in Undo History
	#jira UE-35535

Change 3365564 on 2017/03/27 by Allan.Bentham

	SkyLightComponent now serializes IrradianceMap SH values.
	clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
	Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
	#jira UE-42436

Change 3366282 on 2017/03/27 by Nick.Shin

	remove dead links

	these files to not exist anywhere in the make-3.81 subfolders

	#UDN-354501
	#jira none

Change 3366306 on 2017/03/27 by Nick.Shin

	HTML5 - disable multi-threading for wasm

	#jira UE-43219 - HTML5 disable multi-threading for wasm

Change 3366307 on 2017/03/27 by Nick.Shin

	HTML5 packaging Shipping builds

	big cleanup / additions to *gz file support for amazon s3

	* both, uploading to s3
	* and allowing s3 to host the games there

	#jira UE-43002 HTML5 in Shipping fails downloading symbols files
	#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.

Change 3367385 on 2017/03/28 by Allan.Bentham

	Display skylight serialization warning only when cooking for mobile platforms.
	#jira UE-42436

Change 3368583 on 2017/03/28 by Chris.Babcock

	Expose JAVA_HOME setting in Android SDK project settings on Mac
	#jira UE-43418
	#ue4
	#android

Change 3368803 on 2017/03/28 by Chris.Babcock

	Fix features requested in manifest for "Daydream and Cardboard" mode
	#jira UE-43314
	#ue4
	#android

Change 3369087 on 2017/03/28 by Jack.Porter

	Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
	#jira UE-42438

Change 3369372 on 2017/03/29 by Allan.Bentham

	Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
	#jira UE-43366

Change 3369381 on 2017/03/29 by Jack.Porter

	Show warnings when mobile shader permutations required for rendering are disbaled
	Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
	#jira UE-43050

Change 3369430 on 2017/03/29 by Allan.Bentham

	fix CIS build

Change 3369740 on 2017/03/29 by Allan.Bentham

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
	Add support for map file generation with android.
	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini

	#jira UEMOB-168

Change 3369975 on 2017/03/29 by Nick.Shin

	HTML5 - AWS S3 shareable link for shipping builds corrected

	#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.

Change 3369998 on 2017/03/29 by Nick.Shin

	HTML5 python build scripts

	PR:
	1cb836d43c

	#jira none

Change 3370214 on 2017/03/29 by Nick.Shin

	HTML5 - default bUseFixedTimeStep to false...

	#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms

Change 3370762 on 2017/03/29 by Chris.Babcock

	Fixes to new keyboard for Android
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
	#ue4
	#android

Change 3371344 on 2017/03/30 by Jack.Porter

	Fixed issue where Vulkan screenshot R/B channels were reversed on Android
	#jira UE-43479

Change 3372926 on 2017/03/30 by Peter.Sauerbrei

	start the process of sunsetting 32-bit and GLES2 on iOS
	#jira UE-42266

Change 3372970 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3372989 on 2017/03/30 by Peter.Sauerbrei

	fix for Xcode 8.3 build with 32-bit

Change 3373007 on 2017/03/30 by Peter.Sauerbrei

	fix for crash when online subsystem is disabled on IOS

Change 3373108 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373163 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373169 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	license file updated

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rnx

Change 3373287 on 2017/03/30 by Nick.Shin

	HTML5 - 1.36.11 emscripten - remove old SDK

	#jira none

	#rnx

Change 3373289 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373595 on 2017/03/30 by Chris.Babcock

	Reenable GooglePlay for ARM64 now that it doesn't crash
	#jira UE-36198
	#ue4
	#android

Change 3373606 on 2017/03/30 by Chris.Babcock

	Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
	#ue4
	#android

Change 3375456 on 2017/03/31 by Chris.Babcock

	Add missing keycodes for Android keyboard (@ and #)
	#jira WEX-5777
	#ue4
	#android

Change 3376309 on 2017/04/03 by Allan.Bentham

	Fix overflow issues with mobile DoF.

Change 3377041 on 2017/04/03 by Will.Fissler

	Adding Testbed content for PlatformShowcase.

Change 3377582 on 2017/04/03 by Alicia.Cano

	adding back in GET_ACCOUNTS permission as it is required for Reset Achievements

	#jira: UE-43265
	#android
	#rb: Chris.Babcock

Change 3377643 on 2017/04/03 by Peter.Sauerbrei

	fix for memory leak in MallocBinned
	#jira UE-43008

Change 3378033 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3378034 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty build scripts

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3378035 on 2017/04/04 by Nick.Shin

	HTML5 - Update GameX template to make it work with trunk Emscripten

	PR
	dc2b26f452 (commitcomment-21454978)

	#jira none

	#rn

Change 3378044 on 2017/04/04 by Nick.Shin

	HTML5 harfbuzz - double checking recompiled with NO multithreading

	wasm currently does not support pthreads

	*** THIS IS STILL WIP ***
	checking in to match 3rd party libs compiled configuration

	#jira UE-28588 - Build HarfBuzz for HTML5

	#rnx

Change 3378264 on 2017/04/04 by Allan.Bentham

	Fix crash when using consolas font on android sdk 24
	#jira UE-43464

Change 3379097 on 2017/04/04 by Nick.Shin

	CIS HTML5 build warning fix

	#jria none

	#rnx

Change 3379333 on 2017/04/04 by Chris.Babcock

	Prevent inserting extra permissions into manifest multiple times
	#jira UE-43583
	#ue4
	#android

Change 3380870 on 2017/04/05 by Chris.Babcock

	Fix merge issue

Change 3380898 on 2017/04/05 by Chris.Babcock

	Fixed again

Change 3381443 on 2017/04/05 by Chris.Babcock

	Fix for GearVR non-unity build
	#ue4
	#android

Change 3381941 on 2017/04/05 by Chris.Babcock

	Fix HTTPChunkInstaller texture format checks and missing #define warning
	#jira UE-43706
	#ue4
	#android

Change 3382056 on 2017/04/05 by Chris.Babcock

	Updates to Android AARs needed for Facebook plugin

Change 3382097 on 2017/04/05 by Chris.Babcock

	Disable java console cmd receiver only in shipping builds
	#jira UE-43710
	#ue4
	#android

Change 3382497 on 2017/04/06 by Allan.Bentham

	Fix Fortnite Cooked Server crashes when joining game from lobby.
	#jira UE-43695

Change 3383227 on 2017/04/06 by Will.Fissler

	Reverted case sensitive change, from yesterday, and implemented a pragma instead.

	#jira UE-41313

[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

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 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

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 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00