Commit Graph

135 Commits

Author SHA1 Message Date
Marcus Wassmer
edea678466 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none

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

Change 3055495 on 2016/07/19 by Marc.Olano

	Allow Noise material node on mobile

	No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.

	#jira UE-33345

Change 3055602 on 2016/07/19 by Luke.Thatcher

	Fix crash bug in D3D11 RHI when selecting adapters.
	 - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
	#jira UE-33236

Change 3055890 on 2016/07/19 by Daniel.Wright

	Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was

Change 3055891 on 2016/07/19 by Daniel.Wright

	Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
	* This will effectively double partial distiance field update costs until clipping of the update regions is implemented

Change 3055892 on 2016/07/19 by Daniel.Wright

	Higher poly light source shapes drawn into reflection captures

Change 3055893 on 2016/07/19 by Daniel.Wright

	More info to 'Incompatible surface format' GNM assert

Change 3055904 on 2016/07/19 by Daniel.Wright

	Reflection environment normalization improvements
	* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing.  Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
	* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections.  The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
	* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues.  This toggle was previously not possible due to prenormalizing the capture data.
	* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
	* Removed unused r.DiffuseFromCaptures
	* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8

Change 3055905 on 2016/07/19 by Daniel.Wright

	Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV

Change 3059486 on 2016/07/21 by Nick.Penwarden

	Testing #uecritical

Change 3060558 on 2016/07/21 by Daniel.Wright

	Fixed skylight with specified cubemap being black

Change 3061999 on 2016/07/22 by Marcus.Wassmer

	Disable old AMD driver hacks for DX11.  QA has already tested with them off and given thumbs up.

Change 3062241 on 2016/07/22 by Daniel.Wright

	Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms

Change 3062244 on 2016/07/22 by Daniel.Wright

	Discard old prenormalized reflection environment data on load

Change 3062283 on 2016/07/22 by Daniel.Wright

	MSAA support for the forward renderer
	* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
	* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
	* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
	* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
	* Added r.MSAACount which defaults to 4
	* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
	* GBuffer targets are no longer allocated when using the forward renderer
	* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only

Change 3062666 on 2016/07/23 by Uriel.Doyon

	Added legend to streaming accuracy viewmodes
	Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
	Exposed the pass through pixel shader so that it can be reused.
	#review-3058986 @marcus.wassmer

Change 3063023 on 2016/07/25 by Luke.Thatcher

	Fix "RecompileShaders Changed" when using Cook On The Fly.
	#jira UE-33573

Change 3063078 on 2016/07/25 by Ben.Woodhouse

	Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc

Change 3063315 on 2016/07/25 by Ben.Woodhouse

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3063897 on 2016/07/25 by Uriel.Doyon

	Fixed missing qualifier on interpolants

Change 3064559 on 2016/07/26 by Ben.Woodhouse

	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3064896 on 2016/07/26 by Ben.Woodhouse

	Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)

Change 3064913 on 2016/07/26 by Ben.Marsh

	Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.

Change 3065326 on 2016/07/26 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3065541 on 2016/07/26 by Daniel.Wright

	Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading

Change 3065543 on 2016/07/26 by Daniel.Wright

	Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413

Change 3065545 on 2016/07/26 by Daniel.Wright

	Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing.  Tweakable impact with r.NormalCurvatureToRoughnessScale.
	Fixed reflection capture feedback with base pass reflections

Change 3066783 on 2016/07/27 by Daniel.Wright

	Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
	Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)

Change 3066794 on 2016/07/27 by Daniel.Wright

	Fixed crash rendering planar reflections due to NULL PostProcessSettings

Change 3067412 on 2016/07/27 by Daniel.Wright

	Fix for OpenGL4 with uint interpolator

Change 3068470 on 2016/07/28 by Daniel.Wright

	Fixed crash rendering translucency with translucent shadows which were determined to be invisible

Change 3069046 on 2016/07/28 by Daniel.Wright

	Handle null Family in SetupAntiAliasingMethod

Change 3069059 on 2016/07/28 by Daniel.Wright

	Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)

Change 3069391 on 2016/07/28 by Daniel.Wright

	Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright

Change 3070369 on 2016/07/29 by Daniel.Wright

	r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing

Change 3070370 on 2016/07/29 by Daniel.Wright

	Bumped reflection capture DDC version to get rid of legacy prenormalized data

Change 3070680 on 2016/07/29 by Marcus.Wassmer

	Fix slate ensure that is most likely a timing issue exposed by rendering.
	#ue-33902

Change 3070811 on 2016/07/29 by Marcus.Wassmer

	Fix ProjectLauncher errors when loading old versions
	#ue-33939

Change 3070971 on 2016/07/29 by Uriel.Doyon

	Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory

Change 3071452 on 2016/07/31 by Uriel.Doyon

	Updated the legend description for the (texture streaming) primitive distance accuracy view mode

[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
Jack Porter
2082f7ec9b Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None

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

Change 3011102 on 2016/06/13 by Steve.Cano

	After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.

	#jira UE-26421
	#ue4
	#android

Change 3015801 on 2016/06/16 by Dmitriy.Dyomin

	Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
	#jira  UE-30878

Change 3015903 on 2016/06/16 by Dmitriy.Dyomin

	Fixed: Levels window has Refresh/UI issues when World Composition is active
	#jira UE-26160

Change 3018352 on 2016/06/17 by Chris.Babcock

	Handle Android media prepare failure (URL without internet for example)
	#jira UE-32029
	#ue4
	#android

Change 3026387 on 2016/06/24 by Jack.Porter

	Remove FFuncTestManager warning about PIE when running on a standalone game binary

Change 3026398 on 2016/06/24 by Jack.Porter

	Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK

Change 3027553 on 2016/06/25 by Niklas.Smedberg

	OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).

Change 3027554 on 2016/06/25 by Niklas.Smedberg

	Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)

Change 3028061 on 2016/06/26 by Jack.Porter

	Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
	Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.

Change 3029220 on 2016/06/27 by Steve.Cano

	Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.

	#jira UE-6135
	#ue4
	#android

Change 3030420 on 2016/06/28 by Jack.Porter

	Fix crash with RenderOutputValidation when running with cooked content

Change 3030426 on 2016/06/28 by Jack.Porter

	Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
	A return value of 0 indicates the connection was shutdown in an orderly manner.

Change 3030973 on 2016/06/28 by Steve.Cano

	Added a landscape downloader background along with the options to change it from within Android settings

	#ue4
	#android
	#jira UE-32318

Change 3031757 on 2016/06/28 by Chris.Babcock

	Remove unused methods from AndroidJNI header
	#ue4
	#android

Change 3032387 on 2016/06/29 by Allan.Bentham

	Rename android es31+aep -> glesdeferred.

Change 3032711 on 2016/06/29 by Allan.Bentham

	Rename GLSL_310_ES_EXT shader define:
	ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
	bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.

Change 3033698 on 2016/06/29 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3034210 on 2016/06/30 by Steve.Cano

	Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.

	#jira UE-32302

	#ue4
	#android

Change 3034530 on 2016/06/30 by Chris.Babcock

	Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
	#jira UE-32679
	#ue4
	#android

Change 3034612 on 2016/06/30 by Steve.Cano

	Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)

	#jira UE-25325
	#ue4
	#android

Change 3034679 on 2016/06/30 by Chris.Babcock

	Fix tooltip (.command for mac, not .sh)
	#jira UE-32302
	#ue4
	#android

Change 3038881 on 2016/07/05 by Jack.Porter

	Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices

	#jira UEMOB-115

Change 3039240 on 2016/07/06 by Jack.Porter

	TcpMessageTransport - connection-based message bus transport.

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039252 on 2016/07/06 by Jack.Porter

	Enable messaging and session services and functional testing on Android when launched with -messaging
	Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039264 on 2016/07/06 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3040041 on 2016/07/06 by Chris.Babcock

	Pass proper value to script generator functions
	#jira UE-32861
	#ue4
	#android

Change 3040890 on 2016/07/07 by Allan.Bentham

	Fix shadow crash
	#jira UE-32884

Change 3041458 on 2016/07/07 by Peter.Sauerbrei

	fix for IOS launch on failures

Change 3041542 on 2016/07/07 by Peter.Sauerbrei

	better fix for the multi-device deployment issue

Change 3041774 on 2016/07/07 by Steve.Cano

	Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml

	#jira UE-16992
	#android
	#ue4

Change 3042222 on 2016/07/08 by Dmitriy.Dyomin

	Mobile packaging scenarious
	Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
	Added Archive step to launcher profiles to be able to store build product into specified directory
	Changes to a cooker to be able to pack DLC based with a different flavor to a release App
	Changes to DLC packaging to be able to build streaming data without chunking pak files
	#jira UEMOB-119

Change 3042244 on 2016/07/08 by Dmitriy.Dyomin

	Fixed crash in FTcpMessageTransportConnection::Stop

Change 3042270 on 2016/07/08 by Dmitriy.Dyomin

	GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
	contributed by: EverNewJoy
	#jira UE-29867

Change 3042449 on 2016/07/08 by Dmitriy.Dyomin

	Fixing Mac Editor build erros from CL# 3042222

Change 3042480 on 2016/07/08 by Allan.Bentham

	Add ES3.1 profile & compiler_glsl_es3_1 to shaders.

Change 3042481 on 2016/07/08 by Allan.Bentham

	hlslcc - ES3.1 changes.
	set ES3.1 version number to 310
	Do not use ES2 keywords for ES3.1.
	Generate Layout Locations for ES3.1
	bump version.

Change 3042483 on 2016/07/08 by Allan.Bentham

	Add mobile ES3.1 support.
	Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.

Change 3042485 on 2016/07/08 by Allan.Bentham

	Undo android XGE change.

Change 3042506 on 2016/07/08 by Dmitriy.Dyomin

	One more compile fix from CL# 3042222

Change 3044173 on 2016/07/10 by Dmitriy.Dyomin

	UAT: Added support for building target platforms with multiple cook flavors
	ex: -targetplatform=Android -cookflavor=ETC1+ETC2

Change 3044213 on 2016/07/11 by Dmitriy.Dyomin

	Fixed: Can't stream in a level whose name is a substring of another streaming level
	#jira UE-32999

Change 3044221 on 2016/07/11 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3044815 on 2016/07/11 by Allan.Bentham

	Corrected NAME_GLSL_ES3_1_ANDROID format string.

Change 3046911 on 2016/07/12 by Chris.Babcock

	Add handling of OnTextChanged for virtual keyboard input on Android
	#jira UE-32348
	#ue4
	#android

Change 3046958 on 2016/07/12 by Chris.Babcock

	Rename some functions with Error in the name to prevent false coloring in the logs
	#jira UE-30541
	#ue4
	#android

Change 3047169 on 2016/07/12 by Chris.Babcock

	Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
	#jira UE-30610
	#pr #2372
	#ue4
	#android

Change 3047406 on 2016/07/12 by Jack.Porter

	Add missing import to GameActivity.java

Change 3047442 on 2016/07/13 by Dmitriy.Dyomin

	Added: Mobile custom post-process
	Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
	#jira UEMOB-147

Change 3047466 on 2016/07/13 by Dmitriy.Dyomin

	Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices

Change 3047746 on 2016/07/13 by Jack.Porter

	Rename FBasePassFowardDynamicPointLightInfo

Change 3047778 on 2016/07/13 by Jack.Porter

	Missing file for rename FBasePassFowardDynamicPointLightInfo

Change 3047788 on 2016/07/13 by Allan.Bentham

	Fix incorrect TargetPlatformDescriptor string generation.

Change 3047790 on 2016/07/13 by Allan.Bentham

	Fixed half3x3 matrix use with ES3.1 glsl
	Fixed couple of interpolator precision mismatch.
	Fixed ES3.1 support detection issues

Change 3047816 on 2016/07/13 by Allan.Bentham

	Remove AndroidGL4 remnants.

Change 3048926 on 2016/07/13 by Chris.Babcock

	Added detection of Amazon Fire TV to disable requiring virtual joysticks
	#ue4
	#android

Change 3049335 on 2016/07/14 by Dmitriy.Dyomin

	Fixing UAT crash when packaging project for iOS

Change 3049390 on 2016/07/14 by Jack.Porter

	Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
	This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.

	#code_review: Ben.Marsh

Change 3049391 on 2016/07/14 by Jack.Porter

	Fixed incorrect comment order in CL 3049390

Change 3049545 on 2016/07/14 by Dmitriy.Dyomin

	Reworking some code from CL#3047442 to make static analizer happy

Change 3049626 on 2016/07/14 by Allan.Bentham

	Automatic CSM shader toggling
	#jira UE-27429

Change 3051574 on 2016/07/15 by Jack.Porter

	Support for lighting channels on Mobile
	- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
	- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
	- No channel limitations for dynamic point lights

	Notes:
	Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
	Separate uniform buffers for mobile directional light are generated for each lighting channel.
	CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.

	#code_review Daniel.Wright
	#jira UEMOB-110

Change 3051699 on 2016/07/15 by Steve.Cano

	Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).

	#jira UE-20320
	#ue4
	#android

Change 3051744 on 2016/07/15 by Chris.Babcock

	Fix Android Vulkan include path checks (contributed by kodomastro)
	#jira UE-33311
	#PR #2602
	#ue4
	#android

Change 3052023 on 2016/07/15 by Chris.Babcock

	Fix shadowed variables

Change 3052110 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- missing template
	- accessor function for MobileDirectionalLights from scene

Change 3052242 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- removed dependency on C++14 feature

Change 3052730 on 2016/07/16 by Dmitriy.Dyomin

	Win32 build fix

Change 3053041 on 2016/07/17 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3053054 on 2016/07/17 by Jack.Porter

	Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()

Change 3053055 on 2016/07/17 by Jack.Porter

	Fixed local variable aliasing in unity build

Change 3053206 on 2016/07/18 by Jack.Porter

	Support ExecuteJavascript on iOS and Android
	Expose ExecuteJavascript to widget blueprint
	Fix ExecuteJavascript unicode string support on desktop platforms

	#jira UEMOB-152

Change 3053323 on 2016/07/18 by Dmitriy.Dyomin

	Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
	#jira UEMOB-107

Change 3053723 on 2016/07/18 by Jack.Porter

	Fix for UnrealTournamentProto.Automation.cs build errors

Change 3055090 on 2016/07/19 by Dmitriy.Dyomin

	Junk OnlineBlueprintSupport module binaries

[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Gil Gribb
0b102492a9 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916)
#lockdown nick.penwarden

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

Change 3006483 on 2016/06/08 by Simon.Tovey

	Fix for UE-31653
	Instance params from the Spawn, Required and TypeData modules were not being autopopulated.

Change 3006514 on 2016/06/08 by Zabir.Hoque

	MIGRATING FIX @ Request

	Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.

	#CodeReview: Marcus.Wassmer, Daniel.Wright

Change 3006605 on 2016/06/08 by Rolando.Caloca

	DR - vk - Remove a bunch of unused code, clean up some todos

Change 3006969 on 2016/06/08 by HaarmPieter.Duiker

	Add #ifdefs around inverse tonemapping to avoid performance hit in normal use

Change 3007240 on 2016/06/09 by Chris.Bunner

	Made a pass at fixing global shader compile warnings and errors.

Change 3007242 on 2016/06/09 by Chris.Bunner

	Don't force unlit mode when re-loading a map.
	#jira UE-31247

Change 3007243 on 2016/06/09 by Chris.Bunner

	Cache InvalidLightmapSettings material for instanced meshes.
	#jira UE-31182

Change 3007258 on 2016/06/09 by Chris.Bunner

	Fixed refractive depth bias material parameter.

Change 3007466 on 2016/06/09 by Rolando.Caloca

	DR - Use vulkan debug marker extension directly from header

Change 3007504 on 2016/06/09 by Martin.Mittring

	added refresh button to ImageVerifier

Change 3007528 on 2016/06/09 by Martin.Mittring

	ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
	make render more deterministic

Change 3007551 on 2016/06/09 by Chris.Bunner

	Reverted constant type change in previous commit.

Change 3007559 on 2016/06/09 by Martin.Mittring

	updated ImageValidator

Change 3007584 on 2016/06/09 by Rolando.Caloca

	DR - Fix case when not running under RD

Change 3007668 on 2016/06/09 by Rolando.Caloca

	DR - vk - Split layers/extensions by required/optional

Change 3007820 on 2016/06/09 by Rolando.Caloca

	DR - Android compile fix

Change 3007926 on 2016/06/09 by Martin.Mittring

	fixed UI scaling in ImageVerifyer

Change 3007931 on 2016/06/09 by John.Billon

	-Fixed cutouts not working for certain sized texture/subUV size combinations.
	-Also fixed issue with subUV module not being postloaded consistently on startup.
	#Jira UE-31583

Change 3008023 on 2016/06/09 by Martin.Mittring

	refactor noise code in shaders

Change 3008127 on 2016/06/09 by Zabir.Hoque

	Merging back hot fixes:

	1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.

	2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.

Change 3008129 on 2016/06/09 by Daniel.Wright

	Disabled r.ProfileGPU.PrintAssetSummary by default due to spam

Change 3008169 on 2016/06/09 by Rolando.Caloca

	DR - Fix mobile rendering not freeing resource when using RHI thread

Change 3008429 on 2016/06/09 by Uriel.Doyon

	Enabled texture streaming new metrics.
	Added progress bar while texture streaming is being built.
	Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
	Added texture streaming build to "Build All"

Change 3008436 on 2016/06/09 by Uriel.Doyon

	Fixed shipping build

Change 3008833 on 2016/06/10 by Rolando.Caloca

	DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
	Submitted by Allar
	PR #1864
	#jira UE-24545

Change 3008842 on 2016/06/10 by Rolando.Caloca

	DR - Remove vertex densities view mode

Change 3008857 on 2016/06/10 by John.Billon

	Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.

Change 3008870 on 2016/06/10 by Rolando.Caloca

	DR - Rebuild hlslcc libs (missing from last merge)

Change 3008925 on 2016/06/10 by John.Billon

	Fixed r.ScreenPercentage.Editor
	#Jira UE-31549

Change 3009028 on 2016/06/10 by Daniel.Wright

	Shadow depth refactor
	* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
	* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
	* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
	* A large amount of duplicated code to handle each shadow type has been combined
	* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
	* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures

Change 3009032 on 2016/06/10 by Daniel.Wright

	Fixed crash with simple forward shading in the material editor

Change 3009178 on 2016/06/10 by Rolando.Caloca

	DR - Add support for multi callbacks on HlslParser, added a write to string callback

Change 3009268 on 2016/06/10 by Daniel.Wright

	Warning fixes

Change 3009416 on 2016/06/10 by Martin.Mittring

	moved decal rendering code in common spot for upcoming MeshDecal rendering

Change 3009433 on 2016/06/10 by John.Billon

	Adding ensures for translucency lighting volume render target acesses.
	#Jira UE-31578

Change 3009449 on 2016/06/10 by Daniel.Wright

	Fixed whole scene point light shadow depths getting rendered redundantly

Change 3009675 on 2016/06/10 by Martin.Mittring

	fixed Clang compiling

Change 3009815 on 2016/06/10 by Martin.Mittring

	renamed IsUsedWithDeferredDecal to IsDeferredDecal
	to be more correct

Change 3009946 on 2016/06/10 by Martin.Mittring

	minor optimization

Change 3010270 on 2016/06/11 by HaarmPieter.Duiker

	Update gamut transformations used when dumping EXRs to account for bug UE-29935

Change 3011423 on 2016/06/13 by Martin.Mittring

	fixed default of bOutputsVelocityInBasePass
	#code_review:Rolando.Caloca
	#test:PC

Change 3011448 on 2016/06/13 by Martin.Mittring

	minor engine code cleanup
	#code_review:Olaf.Piesche
	#test:PC

Change 3011991 on 2016/06/13 by Daniel.Wright

	Fixed downsampled translucency crash in VR

Change 3011993 on 2016/06/13 by Daniel.Wright

	Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
	Mobility tooltips now reflect whether a primitive component or light component is being inspected

Change 3012096 on 2016/06/13 by Daniel.Wright

	Missing file from cl 3011993

Change 3012546 on 2016/06/14 by John.Billon

	Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
	#Jira OR-23282

Change 3012706 on 2016/06/14 by John.Billon

	Renamed r.ContactShadows.Enable to r.ContactShadows

Change 3012992 on 2016/06/14 by Rolando.Caloca

	DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
	- Added support for CustomPresent

Change 3013030 on 2016/06/14 by Rolando.Caloca

	DR - vk - Fix dev issue

Change 3013423 on 2016/06/14 by Martin.Mittring

	removed code redundancy for easier upcoming changes
	#test:PC

Change 3013451 on 2016/06/14 by Martin.Mittring

	removed no longer needed debug cvar
	#test:PC

Change 3013643 on 2016/06/14 by Zabir.Hoque

	Fix API only being inlined in the cpp and not avaialble in the .h

Change 3013696 on 2016/06/14 by Olaf.Piesche

	Adding missing quality level spawn rate scaling on GPU emitters

Change 3013736 on 2016/06/14 by Daniel.Wright

	Cached shadowmaps for whole scene point and spot light shadows
	* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
	* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
	* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
	* Cached shadowmaps are copied each frame and then movable primitive depths composited
	* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
	* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
	* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)

Change 3014103 on 2016/06/15 by Daniel.Wright

	Compile fix

Change 3014507 on 2016/06/15 by Simon.Tovey

	Resurrected Niagara playground and moved to Samples/NotForLicencees

Change 3014931 on 2016/06/15 by Martin.Mittring

	moved r.RenderInternals code into renderer to be able to access more low level data
	#test:PC, paragon

Change 3014933 on 2016/06/15 by Martin.Mittring

	nicer text

Change 3014956 on 2016/06/15 by Daniel.Wright

	Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
	Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)

Change 3014985 on 2016/06/15 by Uriel.Doyon

	Enabled Texture Build shaders on Mac
	Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
	Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
	Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
	#jira UE-30566
	#jira UE-31098

Change 3014995 on 2016/06/15 by Rolando.Caloca

	DR - vk - Removed RHI thread wait on acquire image
	- Move Descriptor pool into context

Change 3015002 on 2016/06/15 by Rolando.Caloca

	DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine

Change 3015041 on 2016/06/15 by Martin.Mittring

	fixed ImageValidator crashing when using files that exist only in ref or test folder

Change 3015309 on 2016/06/15 by Rolando.Caloca

	DR - vk - Enable fence re-use on SDKs >= 1.0.16.0

Change 3015356 on 2016/06/15 by Rolando.Caloca

	DR - vk - Prep for staging buffer refactor

Change 3015430 on 2016/06/15 by Martin.Mittring

	minor optimization for subsurfacescatteringprofile

Change 3016097 on 2016/06/16 by Simon.Tovey

	Enabling Niagara by default in the Niagara playground

Change 3016098 on 2016/06/16 by Simon.Tovey

	Some misc fixup to get niagara working again

Change 3016183 on 2016/06/16 by Rolando.Caloca

	DR - vk - Recreate buffer view for volatile buffers

Change 3016225 on 2016/06/16 by Marcus.Wassmer

	Duplicate reflection fixes from 4.12 hotfixes.

Change 3016289 on 2016/06/16 by Chris.Bunner

	Always gather MP_Normal definitions as they can be shared by other material properties.
	#jira UE-31792

Change 3016294 on 2016/06/16 by Daniel.Wright

	Fix for ensure accessing CVarCacheWPOPrimitives in game

Change 3016305 on 2016/06/16 by Daniel.Wright

	Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been

Change 3016330 on 2016/06/16 by Daniel.Wright

	Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
	Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
	Stats for shadowmap memory used under 'stat shadowrendering'

Change 3016506 on 2016/06/16 by Daniel.Wright

	Fixed crash building map in SunTemple due to null access

Change 3016703 on 2016/06/16 by Uriel.Doyon

	Fixed warning due to floating point imprecision when building texture streaming

Change 3016718 on 2016/06/16 by Daniel.Wright

	Volume lighting samples use adaptive sampling final gather
	* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)

Change 3016871 on 2016/06/16 by Max.Chen

	Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.

	Copy from Dev-Sequencer

	#jira UE-32093

Change 3017189 on 2016/06/16 by Zabir.Hoque

	Fix GBuffer format selection type-o.

	#CodeReview: Marcus.Wassmer

Change 3017241 on 2016/06/16 by Martin.Mittring

	optimized  and cleaned up rendering in transluceny, distortion, custom mesh drawing
	#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden

Change 3017856 on 2016/06/17 by Rolando.Caloca

	DR - Missing GL enum

Change 3017910 on 2016/06/17 by Ben.Woodhouse

	- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
	- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
	Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
	#RB:Keli.Hloedversson,Martin.Mittring

Change 3018126 on 2016/06/17 by Ben.Woodhouse

	Fix build warning on Mac
	#RB:David.Hill

Change 3018167 on 2016/06/17 by Chris.Bunner

	Handle case when float4 is passed to TransformPosition material node.
	#jira UE-24980

Change 3018246 on 2016/06/17 by Benjamin.Hyder

	Submitting Preliminary ShadowRefactor TestMap

Change 3018330 on 2016/06/17 by Benjamin.Hyder

	labeled ShadowRefactor map

Change 3018377 on 2016/06/17 by Chris.Bunner

	Removed additional node creation when initializing a RotateAboutAxis node.
	#jira UE-8034

Change 3018433 on 2016/06/17 by Rolando.Caloca

	DR - Fix some clang warnings on Vulkan

Change 3018664 on 2016/06/17 by Martin.Mittring

	unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
	#test:PC
	#code_review:Marcus.Wassmer,Brian.Karis

Change 3019023 on 2016/06/19 by Benjamin.Hyder

	Re-Labeled ShadowRefactor map

Change 3019024 on 2016/06/19 by Benjamin.Hyder

	Correcting Translucent Volume (Non-Directional) settings

Change 3019026 on 2016/06/19 by Benjamin.Hyder

	Correcting Lighting ShadowRefactor map

Change 3019414 on 2016/06/20 by Allan.Bentham

	Refactor mobile shadows

Change 3019494 on 2016/06/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3019504 on 2016/06/20 by John.Billon

	-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
	-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
	-Created a small common interface for blueprints and the editor itself to use for exporting.
	#Jira UE-31429

Change 3019561 on 2016/06/20 by Gil.Gribb

	UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.

Change 3019616 on 2016/06/20 by Rolando.Caloca

	DR - Replicate change in DevRendering to fix splotches on characters with morph targets
	Change: 3019599
	O - Fix flickering on heroes with morph targets

Change 3019627 on 2016/06/20 by Rolando.Caloca

	DR - Doh! Compile fix

Change 3019674 on 2016/06/20 by Simon.Tovey

	Ripped out the quick hacky VM debugger I wrote a while back.
	Over complicated the VM and didn't do enough work to justify it.
	Will revisit debugging and profiling of VM scripts in future.

Change 3019691 on 2016/06/20 by Ben.Woodhouse

	Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.

	This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
	#RB:Martin.Mittring, Daniel.Wright

Change 3019741 on 2016/06/20 by John.Billon

	Fixed compile error on mac.

Change 3019984 on 2016/06/20 by Martin.Mittring

	minor optimization

Change 3020172 on 2016/06/20 by Zachary.Wilson

	Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none

Change 3020195 on 2016/06/20 by Zachary.Wilson

	Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none

Change 3020196 on 2016/06/20 by Rolando.Caloca

	DR - Appease static analysis

Change 3020231 on 2016/06/20 by Zachary.Wilson

	Making basic shapes consistent distance field resolution scale.  #rb: none

Change 3020468 on 2016/06/20 by David.Hill

	CameraWS  UE-29146

Change 3020502 on 2016/06/20 by Benjamin.Hyder

	Adding AutomationMatinee Camera for RenderOutputValidation

Change 3020508 on 2016/06/20 by Benjamin.Hyder

	Adding AutomationMatinee for RenderOutputValidation

Change 3020514 on 2016/06/20 by Benjamin.Hyder

	Setting Autoplay for AutomationMatinee (sequence)

Change 3020561 on 2016/06/20 by Daniel.Wright

	Removed outdated comment on uniform expression assert

Change 3021268 on 2016/06/21 by Daniel.Wright

	Scaled sphere intersection for indirect capsule shadows
	* Fixes the discontinuity when capsule axis points close to the light direction
	* GPU cost is effectively the same (more expensive to compute, but tighter culling)

Change 3021325 on 2016/06/21 by Daniel.Wright

	Split ShadowRendering.cpp into ShadowDepthRendering.cpp

Change 3021355 on 2016/06/21 by Daniel.Wright

	Fixed RTDF shadows (broken by shadowmap caching)

Change 3021444 on 2016/06/21 by Daniel.Wright

	Fixed crash due to Depth drawing policy not using the default material shader map properly

Change 3021543 on 2016/06/21 by Daniel.Wright

	Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
	Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns

Change 3021749 on 2016/06/21 by Daniel.Wright

	Moved RenderBasePass and dependencies into BasePassRendering.cpp
	Moved RenderPrePass and dependencies into DepthRendering.cpp

Change 3021766 on 2016/06/21 by Benjamin.Hyder

	Adding 150dynamiclights level to Dev-Folder

Change 3021971 on 2016/06/21 by Daniel.Wright

	Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
	* TLM_SurfacePerPixelLighting now behaves like TLM_Surface

Change 3022760 on 2016/06/22 by Chris.Bunner

	Merge fixup.

Change 3022911 on 2016/06/22 by Rolando.Caloca

	DR - Added  r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders

Change 3023037 on 2016/06/22 by Rolando.Caloca

	DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed

Change 3023139 on 2016/06/22 by Daniel.Wright

	Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled

Change 3023231 on 2016/06/22 by Daniel.Wright

	Only allowing opaque per-object shadows or CSM in the mobile renderer

Change 3023415 on 2016/06/22 by Daniel.Wright

	Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target

Change 3024888 on 2016/06/23 by Daniel.Wright

	Fixed preshadows being rendered redundantly with multiple lights

Change 3025119 on 2016/06/23 by Martin.Mittring

	added MeshDecal content to RenderTest

Change 3025122 on 2016/06/23 by Martin.Mittring

	enabled DBuffer for RenderTest

Change 3025153 on 2016/06/23 by Marc.Olano

	Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
	Needed to use world space without shader offsets, not absolute world space.

Change 3025180 on 2016/06/23 by Marc.Olano

	Use translated world space for particle centers.
	Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.

Change 3025265 on 2016/06/23 by David.Hill

	Bilbords translucent during PIE  - lighting model was incorrectly set in gbuffer
	#jira UE-26165

Change 3025269 on 2016/06/23 by Ryan.Brucks

	Adding new Testmap for Pixel Depth Offset velocities with Temporal AA

Change 3025345 on 2016/06/23 by Benjamin.Hyder

	Submitting MeshDecal Content

Change 3025444 on 2016/06/23 by Benjamin.Hyder

	updating content for MeshDecal

Change 3025491 on 2016/06/23 by Benjamin.Hyder

	Updating DecalMesh Textures

Change 3025802 on 2016/06/23 by Martin.Mittring

	added to readme

Change 3026475 on 2016/06/24 by Rolando.Caloca

	DR - Show current state of r.RHIThread.Enable when not using param

Change 3026479 on 2016/06/24 by Rolando.Caloca

	DR - Upgrade glslang to 1.0.17.0

Change 3026480 on 2016/06/24 by Rolando.Caloca

	DR - Vulkan headers to 1.0.17.0

Change 3026481 on 2016/06/24 by Rolando.Caloca

	DR - Vulkan wrapper for extra logging

Change 3026491 on 2016/06/24 by Rolando.Caloca

	DR - Missed file

Change 3026574 on 2016/06/24 by Rolando.Caloca

	DR - vk - Enabled fence reuse on 1.0.17.0
	- Added more logging info

Change 3026656 on 2016/06/24 by Frank.Fella

	Niagara - Prevent sequencer uobjects from being garbage collected.

Change 3026657 on 2016/06/24 by Benjamin.Hyder

	Updating Rendertestmap to latest

Change 3026723 on 2016/06/24 by Rolando.Caloca

	DR - Fix for ES3.1 RHIs

Change 3026784 on 2016/06/24 by Martin.Mittring

	New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)

Change 3026866 on 2016/06/24 by Olaf.Piesche

	#jira OR-18363
	#jira UE-27780
	fix distortion in particle macro uvs

[CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
Max Chen
d36eb2a2ba Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3003857)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2945755 on 2016/04/15 by Frank.Fella

	Sequencer - Fix issues with level visibility.
	+ Don't mark sub-levels as dirty when the track evaluates.
	+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
	+ Null check for when an objects world is null but the track is still evaluating.
	+ Remove UnrealEd references.

Change 2947197 on 2016/04/18 by Max.Chen

	Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.

	#jira UE-29516

Change 2948468 on 2016/04/19 by Max.Chen

	Sequencer: Fix particles not firing on loop.

	#jira UE-27881

Change 2948590 on 2016/04/19 by Max.Chen

	Sequencer: Fix spawnables not getting default tracks.

	#jira UE-29644

Change 2955993 on 2016/04/26 by Max.Chen

	Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.

	#jira UE-29841

Change 2958567 on 2016/04/27 by Max.Preussner

	RHI: Made SetReferencedTexture public, so that the referenced texture can be set

Change 2958718 on 2016/04/28 by Max.Chen

	Sequencer: Folder colors. Right click on a folder and choose "Set Color"

	#jira UE-28669

Change 2960172 on 2016/04/28 by Max.Preussner

	Slate: Slate Remote Server (for the iOS touch input app) is now disabled by default, so we don't open up the socket unless desired by the user

Change 2960411 on 2016/04/28 by Max.Chen

	Sequencer: Don't remove label if it's not being used.

	#jira UE-24283

Change 2960414 on 2016/04/28 by Max.Chen

	Matinee: Don't automatically turn frustums on/off when entering and exiting Matinee.

	#jira UE-1020

Change 2962784 on 2016/05/02 by Max.Chen

	Sequencer: Add master sequence

	#jira UE-29799

Change 2964399 on 2016/05/03 by Andrew.Rodham

	Sequencer: Added ability to apply cook-time optimization to tracks and objects
	  - For now, if a spawnable has a spawn track that is disabled, or will never spawn, the entire spawnable object will be removed from a cooked package.
	  - Possessables also afford the same optimization, although none is currently implemented
	  - We could, in future, also remove any tracks that are completely disabled
	  - Deprecated UMovieSceneBoolSection::DefaultValue in favor of the default stored on FIntegralCurve

Change 2967549 on 2016/05/05 by Max.Chen

	Sequencer: Fix crash converting possessable to spawnable when the possessable doesn't exist.

	#jira UE-30360

Change 2967670 on 2016/05/05 by Max.Chen

	Sequencer: Set ui min/max for sequencer settings

	#jira UE-30344

Change 2978969 on 2016/05/16 by Max.Chen

	Sequencer: Restore state when focusing on a shot level sequence. This fixes issues where tracks in the movie scene that are active before switching to the new movie scene need to return to
their initial state. For example, setting a fade track in the master sequence and switching into a shot should disable the effects of the fade track in the master sequence.

	#jira UE-30798

Change 2983237 on 2016/05/19 by Andrew.Rodham

	Protocol settings for movie captures are now set up correctly when a capture type is specified on the command line

	Thanks to original github author, yuhe00

	#pr
	#2257

Change 2991115 on 2016/05/26 by Andrew.Rodham

	Sequencer: Added {shot} and {shot_frame} format args for movie captures

	  - Additionally, rendering out movie scenes as videos will now generate a new video for each unique filename it encounters. This allows us to render out a video per shot by using {shot} as
the output format.
	  - Frame numbers are now zero-padded as per the sequencer setting.

Change 2991920 on 2016/05/26 by Max.Chen

	Sequencer: Fix movie scene getting dirtied unnecessarily when the fixed frame interval changes.

	#jira UE-31343

Change 2992387 on 2016/05/26 by Max.Chen

	Sequencer: Fix crash when getting the color key properties of a collapsed key that doesn't have all channels keyed.

	#jira UE-31392

Change 2993553 on 2016/05/27 by Andrew.Rodham

	Sequencer: Added the ability to add burn-ins to level sequences

	  - A default burn-in is provided which hosts a great level of flexibility
	  - 6 regions (L/C/R + T/B) on a 30% black border allow positioning of a range of frame statistics such as shot name ({ShotName}), frame numbers ({MasterFrame}, {ShotFrame}), and other
information.
	  - Watermark is provided by default (currently no tiling is exposed)
	  - Users can use the default built in UMG widget as a guideline for their own custom implementations.

Change 2993554 on 2016/05/27 by Andrew.Rodham

	Sequencer: Default level sequence burn ins

	  - Also made a font asset out of our fixed width font shipped with the engine

Change 2993856 on 2016/05/30 by Max.Chen

	Sequencer: Import/Export EDL

	 - Added a new option in the render movie dialog to export an Edit Decision List (EDL) in cmx and rv formats if there is a shot track. The default is true.
	 - Added "Import EDL" to shot track right click menu which imports a cmx EDL and conforms the shot order and cut information to it.
	 - Added "Export EDL" to shot track right click menu which exports EDLs in cmx and rv formats.
	 - Added "Render Shot" to shot right click menu which loads up the render movie dialog with the start and end frames of the selected shot.

	#jira UETOOL-829, UETOOL-830

Change 2994761 on 2016/05/31 by Max.Chen

	Sequence Recorder: Add a setting to allow recording of actors that are spawned by sequencer itself.

Change 2995648 on 2016/06/01 by HaarmPieter.Duiker

	Sequencer EXR output gamut controls

Change 2996241 on 2016/06/01 by Frank.Fella

	Sequencer - Add a small epsilon when "force fixed frame interval" is enabled, to make sure we're in the start of the next frame.

Change 2996244 on 2016/06/01 by Frank.Fella

	Sequencer - Set the tick prerequisite for all components, not just the root.

Change 2997865 on 2016/06/02 by Max.Preussner

	Sequencer: Fixed Crash in Sequencer play rate track when setting negative play rate (UE-31431)

	#jira UE-31431

Change 2999631 on 2016/06/03 by Frank.Fella

	Sequencer - At runtime, make sure to stop playing skeletal animations to prevent them from being double updated each frame, once by sequencer, and then again by tick.

Change 3000820 on 2016/06/03 by Max.Chen

	Sequencer: Add hotkey (ctrl-T) to toggle between showing frame numbers and time.

	#jira UE-31497

Change 3001056 on 2016/06/05 by Max.Chen

	Sequencer: Fix fade color section crash by using an inline color picker in the details panel instead of a popup color picker.

	#jira UE-31647

Change 3001057 on 2016/06/05 by Max.Chen

	Movie Capture: Fix audio getting disabled after recording a movie.

Change 3001690 on 2016/06/06 by Andrew.Rodham

	Sequencer: Fixed recording video sequences when not overwriting existing videos

Change 3001823 on 2016/06/06 by Max.Chen

	Sequencer: Fix filtered nodes in folders so that other unfiltered children aren't visible.

	#jira UE-31499

#lockdown Nick.Penwarden

[CL 3003974 by Max Chen in Main branch]
2016-06-07 11:03:52 -04:00
Andrew Grant
2000999e23 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2997507)
#lockdown Nick.Penwarden

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

Change 2997066 on 2016/06/01 by Michael.Noland

	Engine: Marked engine performance target cvars ECVF_Scalability so they can be adjusted via scalability buckets at runtime for games that target different framerates on different levels of hardware
	#rb none
	#tests Ran Paragon and changed video settings and tested t.TargetFrameTimeThreshold

Change 2996816 on 2016/06/01 by Dan.Youhon

	Add FixedWorldDirection option for Root Motion Radial Forces; code/BP hook-up for allowing Price's reworked RMB to send all targets in the same (correct) direction
	- FixedWorldDirection added to both root motion system and corresponding ability tasks
	- Exposed AddHitResult for EffectContexts for modifying EffectContext hit results from BP
	- Hooked up to Price RMB - we (somewhat dirtily) route Price's location and facing through the HitResult of the EffectContext for his displacement GE

	#rb Dave.Ratti
	#tests MultiPIE
	#codereview Billy.Rivers
	#lockdown Billy.Rivers

Change 2996526 on 2016/06/01 by Brian.Karis

	Fixed tube light typo

	JB made this robomerge up.  Shader recompiling in our future.

	#RB:none
	#Tests:none

	#ROBOMERGE: MAIN, 27, 26.2

Change 2996428 on 2016/06/01 by Rolando.Caloca

	O - Made r.D3D.RemoveUnusedInterpolators a system setting which now also alters ddc key; fix r.Shaders.FastMath actually affecting compilation when =0
	#rb Chris.Bunner
	#codereview Michael.Noland, Marcus.Wassmer
	#jira OR-22573
	#tests Run with and without r.D3D.RemoveUnusedInterpolators=1 on DefaultEngine.ini

Change 2996090 on 2016/06/01 by Jason.Bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2995754

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2995816 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#CodeReview: jason.bestimt

Change 2995785 on 2016/06/01 by Robert.Manuszewski

	Don't delete non-backup log files when cleaning up the logs folder.

	#rb none
	#tests Tested in the editor with multiple old log files

Change 2995556 on 2016/05/31 by Dmitry.Rekman

	More info about timers on crash (OR-21986).

	- Somewhat desperate attempt to get more clue about timer crash. Intended to be removed later.

	#rb Michael.Noland
	#codereview Marc.Audy, Michael.Noland
	#tests Compiled the Linux server, ran it, crashed a few times.

Change 2995397 on 2016/05/31 by Michael.Noland

	Rendering: Made the optimization to combine upscaling/downscaling and tonemapping optional based on the amount of upscaling that will occur
	- r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode
	- r.Tonemapper.MergeWithUpscale.Threshold is a new setting used when r.Tonemapper.MergeWithUpscale.Mode is set to 2, which indcates to only try to merge the passes if the ratio of the area before upscale/downscale to the area afterwards is greater than the threshold
	This prevents running the tonemapper on all of the target res pixels when the source res is far smaller, as that can cause it to be a loss to merge the passes

	Upgrade Notes: r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode

	#rb marcus.wassmer
	#tests Ran Paragon at various resolutions on Intel and NV cards
	#rn

Change 2995118 on 2016/05/31 by David.Decker

	- Fix for build failure

	#rb none
	#tests golden path game

Change 2994929 on 2016/05/31 by David.Decker

	#Orion_Analytics
	-Added PacketRecievedHistogram event that fires every minute in game the rate is configurable in DefaultGame.ini
	-Moved FHistogram from PerfCountersModule to ProfilingHelpers
	-Re-enabled Location event

	#rb Dmitry.Rekman
	#codereview Dmitry.Rekman, John.Pollard, Christopher.Wright
	#tests golden path game

Change 2994920 on 2016/05/31 by Daniel.Lamb

	Added some more cooking stats to save package.
	#rb Wes.Hunt
	#test Cook Orion.

Change 2994622 on 2016/05/31 by Zak.Middleton

	#orion - Pickup and Coin filter collision optimizations.

	- Added coin collision profile preset and made it ignore everything but Pawn (importantly, now ignores triggers).
	- Pickups filter out collision with AI earlier. Profile already did this but this avoids more branches and cache misses in PreFilter.
	- Coins now additionally filter out more efficiently Heroes that can't pick them (no overlap events generated at all).

	#rb Jon.Lietz, Frank.Gigliotti
	#tests PlayGo MultiPIE

Change 2994305 on 2016/05/31 by Andrew.Grant

	Restoring prompt/exit on signed archive issue to help identify causes
	#rb none
	#tests compiled

Change 2994226 on 2016/05/31 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 27 @ CL 2993946

	#RB:none
	#Tests:none

	[CodeReviewed]: graeme.thornton

	#ROBOMERGE-SOURCE: CL 2994225 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2994204 on 2016/05/31 by bruce.nesbit

	More banner changes
	-Fixed an issue with InterpToComponent with very short times
	-revisions to test banner
	-added fade to banner/charms
	-tries to set team color on decativate FX

	#rb none

	#tests Game+PIE

	#codereview Jason.Bestimt

Change 2993973 on 2016/05/30 by Robert.Manuszewski

	Updated protection handling

	#rb none
	#tests Compiled and applied protection

Change 2993588 on 2016/05/27 by Michael.Noland

	Engine: Removed a bogus autocomplete for ShowMaterialDrawEvents, which was previously renamed r.ShowMaterialDrawEvents
	#rb none
	#tests Typed in ShowMat in the console and verified that no autocomplete appeared
	#rn

Change 2993510 on 2016/05/27 by John.Pollard

	Fix issue with root motion sources and replays, fixes TwinBlast RMB ability animation issue, and other artifacts

	#rb RyanG
	#tests Replays

Change 2993484 on 2016/05/27 by Uriel.Doyon

	New logic for computing the skel mesh streaming scales
	#rb marcus.wassmer
	#tests loaded editor, played with streaming scale

Change 2993211 on 2016/05/27 by Uriel.Doyon

	Workaround for lightmap streaming flags not being correctly set.
	#codereview marcus.wassmer
	#rb marcus.wassmer
	#tests building lighting and investigating streaming

Change 2993068 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2989729
	Fix for lightmaps and shadowmaps having low resolutions after building lightings
	#rb none
	#test PC at various scalability
	#codereview Uriel.Doyon

Change 2993066 on 2016/05/27 by Lukasz.Furman

	fixed behavior tree getting stuck on ResumeLogic call
	copied from //UE4/Dev-Framework, CL# 2993058
	#jira OR-22498
	#rb none
	#tests none

Change 2992706 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2991726
	Fix for grey skin in simple lighting model (shadows off)

	#rb none
	#test lowest settings on PC

Change 2992705 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2991727
	Fix emissive decals in simple forward renderer
	#rb none
	#test PC lowest settings

Change 2992658 on 2016/05/27 by David.Ratti

	Remove all occurrences of Ability.PersistPastDeath from granted tags. Fix code to *only* check asset tags for this tag, instead of both.

	#rb none
	#test pie

Change 2992646 on 2016/05/27 by Ben.Marsh

	BuildGraph: Add a BuildGraph task to run a UE4 commandlet. Syntax is <Commandlet Name="..." Project="..." Arguments="...">.

	#rb none
	#tests none

Change 2992252 on 2016/05/26 by Jason.Bestimt

	#ORION_DG - Unclog ROBO Merge in DG

	#RB:none
	#Tests:none

Change 2992180 on 2016/05/26 by John.Pollard

	Fix issue where external data wasn't saving out properly

	#rb RyanG
	#tests Replays

Change 2992159 on 2016/05/26 by Michael.Noland

	CVar to disable/freeze GPU particle simulation (r.GPUParticle.Simulate)
	[Replicated from Dev-Rendering checkin CL# 2989752 by Olaf]
	#rb olaf.piesche
	#tests Tested the command in Agora and verified that GPU particles were not being drawn

Change 2992158 on 2016/05/26 by Michael.Noland

	Rendering: Added a cvar that controls unbinding of all texture resources between materials changes in the DX11 renderer (r.UnbindResourcesBetweenDrawsInDX11) to improve the readability of GPA captures
	Note: This will probably be moved to be on when markers are on rather than an independent cvar, but it is currently separate for testing
	#codereview marcus.wassmer
	#rb none
	#tests Ran with the var off and on and verified in GPA captures

Change 2991645 on 2016/05/26 by Andrew.Grant

	Fix for filesize returning 0 if file not found
	#rb none
	#tests bugit now works
	#jira OR-20488

Change 2991290 on 2016/05/26 by Mieszko.Zielinski

	Added a static flag to NavigationSystem that can be used to short-circuit dynamic navigation related functions #UE4

	Will save some perf on PS4 in Orion, since clients do use navigation system there.

	#rb Lukasz.Furman
	#test golden path

Change 2991288 on 2016/05/26 by Mieszko.Zielinski

	CL#2990243 manually redone in for Orion #UE4

	Original description:
	> Fixed behavior tree observers not being applied correctly

	#rb Lukasz.Furman
	#test golden path

Change 2991271 on 2016/05/26 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2990688

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2991269 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2991185 on 2016/05/26 by Mieszko.Zielinski

	Fixed UAITask_MoveTo not releasing paths properly, or clearing path observing when task is being reused #UE4

	Also, fixed FNavigationPath::DoneUpdating not converting ENavPathUpdateType properly

	#rb Lukasz.Furman
	#test golden path

Change 2990788 on 2016/05/25 by Marcus.Wassmer

	Fix deprecation warning
	#rb none
	#test none

Change 2990582 on 2016/05/25 by Marcus.Wassmer

	Now that render commands are enqueued again on servers, we shouldn't outright crash if an allocation gets to nullrhi
	#codereview Dmitry.Rekman
	#rb none
	#test none

Change 2990450 on 2016/05/25 by Martin.Mittring

	OR-22233 GPU Sprites invisible unless solo'd
	#rb:David.Hill
	#jira:OR-22233
	#test:PC

Change 2990199 on 2016/05/25 by Marcus.Wassmer

	Remove experimental HDR support in tonemapper. Brings tonemapper cost back down into line
	#rb none
	#codereview Michael.Noland,Brian.Karis

Change 2989908 on 2016/05/25 by Andrew.Grant

	Changed warning about DDC cache full to Display
	#rb none
	#tests compiled

Change 2989903 on 2016/05/25 by Mieszko.Zielinski

	Made BT component ignore subtree injection request if relevant BT nodes already use indicated asset #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2989795 on 2016/05/25 by Ryan.Gerleve

	Fix for storing the correct URL on the pending net game for replay playback.
	Re-implemented this fix from Dev-Networking CL 2981198, fixes deathcam after latest main integration.

	#tests played a reply, enabled deathcam
	#rb none

Change 2989483 on 2016/05/25 by David.Ratti

	ToggleJuggernaut cheat
	#rb danY
	#tests pie

Change 2989384 on 2016/05/25 by Graeme.Thornton

	Extra chunk decryption tests and logging to help diagnose the random failure we're seeing in the wild
	 - retry decrypt three times
	 - after the first attempt, re-decrypt original source, just incase the decrypt cache has been corrupted

	#tests cooked pc client + dedicated server
	#rb robert.manuszewski

Change 2989225 on 2016/05/24 by Dmitry.Rekman

	Fix rare crash in Linux threading code (OR-22193).

	- Sometimes, for some reason, freeing memory for an alternate thread from a thread in PostRun() can crash because the jemalloc apparently does not have an arena for this thread anymore.
	- This change works around the problem by allocating the said memory statically in LinuxThread class.

	#rb none
	#codereview Bob.Tellez, David.Vossel
	#tests Compiled Linux server, started it.

Change 2988768 on 2016/05/24 by Uriel.Doyon

	Added support for SkinnedMesh in the texture streaming MeshCoordSize accuracy viewmode.
	#RB marcus.wassmer
	#tests loaded game and editor

Change 2988462 on 2016/05/24 by Mieszko.Zielinski

	Added a piece of logging to both scenarios or movement aborting in UPathFollowingComponent::UpdatePathSegment to be able to tell them appart while reading the log #Orion

	#rb Lukasz.Furman
	#test golden path

Change 2988036 on 2016/05/24 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2987910

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2988035 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2987457 on 2016/05/23 by Mieszko.Zielinski

	Redone changes from CL#2981193 #UE4

	Original description: fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)

	#rb Lukasz.Furman
	#test golden path

Change 2987388 on 2016/05/23 by Olaf.Piesche

	Replicating CL 2985226; don't push mesh emitter transform to pixel shader unless used in the material graph

	#rb marcus.wassmer
	#tests editor game PC

Change 2986255 on 2016/05/22 by Mieszko.Zielinski

	Manually resolving conflict that stoped robomerge from Main to DG #Orion

	#rb none
	#test compile
	#codereview Jason.Bestimt

Change 2986209 on 2016/05/21 by Andrew.Grant

	Removed hitchunter logging from http thread
	#rb none
	#tests compiled

Change 2986202 on 2016/05/21 by Andrew.Grant

	Merging //UE4/Main @ 2981382 from //UE4/Orion-Staging
	#rb none
	#tests engine & game QA passed, built locally

Change 2985899 on 2016/05/20 by Rob.Cannaday

	Move PS4 HTTP processing to HTTP thread
	#tests golden path
	#rb dmitry.rekman

Change 2985884 on 2016/05/20 by Bart.Bressler

	Fix issue where oodle wasn't enabled in shipping correctly.

	#rb john.pollard
	#tests ran orion server in shipping and connecting with a client

Change 2985778 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2985753

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2985774 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985760 on 2016/05/20 by Rob.Cannaday

	Second pass on HTTP threading
	Move threaded objects into separate class, FHttpThread.  FCurlHttpThread derives from FHttpThread and the curl multi work is performed in FCurlHttpThread
	Removed code that limited number of curl easy requests that were added to the multi simultaneously / per frame as now that curl work is performed on a separate thread the performance no longer directly impacts the game thread
	Remove lock from CurlHttp and instead of use FThreadSafeCounter
	#rb dmitry.rekman
	#tests golden path (PC & PS4)

Change 2985658 on 2016/05/20 by John.Pollard

	Fixed issue with cached http replay results making time go backwards

	#rb none
	#tests replays

Change 2985640 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: david.ratti
	Ability System: call OnRemove event for gameplay cues that are mispredicted. Previously if a looping GC was predictively added, it would only get the OnRemove event if the replicated GC was removed. In the case of a mis prediction there is no replicated version, so the OnRemove was never called and cleanup was never happening.

	#rb FrankG
	#tests multi pie

	#ROBOMERGE-SOURCE: CL 2985638 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985631 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: david.ratti
	Fast TArray serialization fixes:
	1. Fix case where Array ReplicationKey has changed no items between base and current state have changed. Previously server would early out and not send an update: but this needs be sent so that the client can potentially perform an implicit delete.

	This fixes the case where client TArray would have stale items hanging around until a new update was sent (which could potentially be never).

	2. Fix case where an array item would be deleted by both explicit delete and implicit delete: causing other items in the array to be deleted (!).

	#rb frankG, pollard
	#tests golden path
	[CodeReviewed] Bob.Tellez, Billy.Bramer, Ben.Zeigler

	#ROBOMERGE-SOURCE: CL 2985629 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985542 on 2016/05/20 by Daniel.Lamb

	Added per package stats.
	Optimized cooker, moved FTextureSource::Compress from UTexture::Presave to UTexture::Serialize so we can avoid it in the cooker.
	#rb Robert.Manuszewski, Andrew.Grant, Marcus.Wassmer
	#test cook paragon, save packages paragon editor

Change 2985152 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2985092

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2985150 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985001 on 2016/05/20 by Chris.Wood

	Move fullcrashdump location for Paragon from QA deptartment storage to Paragon project storage. Changes CrashReportClient config only.

Change 2984839 on 2016/05/20 by Robert.Manuszewski

	Renaming some confusing function names and updating messages related to exception handling.

	#rb none
	#tests Cooked Win64 Client and Server, Tested crash reporting in cooked game

Change 2984517 on 2016/05/19 by Mike.Larson

	Adjusted 'PlatformHeadroom' audio volume settings to DB-3 on both Windows and PS4

Change 2983932 on 2016/05/19 by jason.bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2983814

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2983921 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2983864 on 2016/05/19 by Wes.Hunt

	Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
	#codereview:steve.robb
	#rb none
	#tests compiled Orion Editor Win64

Change 2983780 on 2016/05/19 by Wes.Hunt

	Modernize FAnalyticsEventAttribute usage. #jira UE-30551.

	Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
	* The Name must be convertible to a string
	* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
	* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.

	Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
	    RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
	        "Attr1", false,
	        "Attr2", 42.0,
	        "Attr3",  SomeMap,
	        "Attr4", SomeArray);

	#codereview:steve.robb,david.decker,sam.spiro
	SamS - you've been asking for better attribute conversion facilities for years. Finally got it, haha.
	SteveR - I only added copy/move ctors to FAnalyticsEventAttribute. Do I also need to explicitly add the copy/move assignment ops?
	DavidD - This will allow you to create attributes a lot more easily and efficiently now.
	#rb steve.robb,david.decker
	#tests orion editor runs

Change 2983702 on 2016/05/19 by Daniel.Lamb

	Renumbered cooking stats to be more correct
	#rb Wes.Hunt
	#test cook paragon.

Change 2983392 on 2016/05/19 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2983342

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2983391 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2982910 on 2016/05/18 by Marcus.Wassmer

	Don't fail entire deployments because obsolete manifest can't find the files to delete
	#rb none
	#codereview Peter.Sauerbrei
	#test none

Change 2982902 on 2016/05/18 by Marcus.Wassmer

	Disable HTTP networkfilesystem because it constantly crashes cookonthefly servers.  platform team is aware
	#rb none
	#test cookonthefly

Change 2982837 on 2016/05/18 by David.Ratti

	Spot merge safety check in ~FAgggregator. From BobT CL 2966255.

	#rb none
	#tests compile

Change 2982723 on 2016/05/18 by Wes.Hunt

	Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #jira UE-30559
	#rb none
	#tests none

Change 2982716 on 2016/05/18 by Wes.Hunt

	Remove Analytics code to divert legacy code to source data collector. #jira UE-27794
	#rb none
	#tests run orion editor

Change 2982707 on 2016/05/18 by Wes.Hunt

	AnalyticsET support for arbitrary Json events. #jira UE-30375
	* AnalyticsET supports a new API, RecordEventJson.
	* API supports rvalue refs to avoid unnecessary copies of the attribute array.
		/**
		 * Sends an event where each attribute value is expected to be a string-ified Json value.
		 * Meaning, each attribute value can be an integer, float, bool, string,
		 * arbitrarily complex Json array, or arbitrarily complex Json object.
		 *
		 * The main thing to remember is that if you pass a Json string as an attribute value, it is up to you to
		 * quote the string, as the string you pass is expected to be able to be pasted directly into a Json value. ie:
		 *
		 * {
		 *     "EventName": "MyStringEvent",
		 *     "IntAttr": 42                 <--- You simply pass this in as "42"
		 *     "StringAttr": "SomeString"    <--- You must pass SomeString as "\"SomeString\""
		 * }
		 *
		 * @param EventName			The name of the event.
		 * @param AttributesJson	array of key/value attribute pairs where each value is a Json value (pure Json strings mustbe quoted by the caller).
		 */
		virtual void RecordEventJson(const FString& EventName, TArray<FAnalyticsEventAttribute>&& AttributesJson) = 0;
	#codereview:david.decker
	#rb david.decker
	#tests run orion editor

Change 2982057 on 2016/05/18 by David.Ratti

	GameplayCue loading - fix issue where GCM would invoke fully loaded when there were still UGameplayCueNotify_Statics to be loaded.

	#rb Ori.Cohen
	#tests golden path

Change 2981943 on 2016/05/18 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2981896

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2981942 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2981812 on 2016/05/18 by Robert.Manuszewski

	Suspending thread heartbeat when a message box is being displayed. Fixes false positives in hand detection.

	#rb Steve.Robb
	#tests Cooked and launched win64 client and server

Change 2981718 on 2016/05/18 by Robert.Manuszewski

	Changed how suspending/resuming thread heartbeat works: it will no longer create a heartbeat for a thread that hasn't sent any heartbeats yet.

	Reimplementing CL #2951209 from Dev-Core

	#rb Steve.Robb
	#tests None

Change 2981108 on 2016/05/17 by Wes.Hunt

	Fix perfect forwarding constructor in CookStats stuff.
	#rb none
	#tests investigating assembly output of cook stats code.
	#codereview:daniel.lamb

Change 2981028 on 2016/05/17 by Nick.Atamas

	Fixing hittest grid with virtual cursor.
	We now prefer any directly hit-test widgets with higher layer ids to those discovered through a distance search.

	#rb none
	#test Game menus
	#codereview Cody.Haskell,Matt.Kuhlenschmidt,Sammy.James,Dan.Hertzka

Change 2980963 on 2016/05/17 by Marc.Audy

	Fix shadowed variable
	#rb None
	#tests Compile

Change 2980917 on 2016/05/17 by Daniel.Lamb

	Removed script packages from unable to find packages warning.
	#rb Andrew.Grant
	#test cook paragon

Change 2980838 on 2016/05/17 by Marc.Audy

	Shave some time out of UPlayerInput::ProcessInputStack
	#rb Michael.Noland
	#tests Input works, performance improvement

Change 2980710 on 2016/05/17 by Michael.Noland

	Engine: Added helpful comments to the LOD visualization colors
	#rn
	#rb david.ratti
	#tests none

Change 2980706 on 2016/05/17 by Michael.Noland

	Engine: Removed unused setting bAllowDebugViewmodesOnConsoles (replaced some time ago by r.ForceDebugViewModes)
	#rn
	#rb david.ratti
	#tests Ran a cooked build with only r.ForceDebugViewModes=1 and confirmed that debug view modes still worked

Change 2980703 on 2016/05/17 by Michael.Noland

	Blueprints: Added support for emitting the Blueprint Description as tooltip metadata for the compiled Blueprint class (displayed in class pickers, etc...)
	#rb david.ratti
	#tests Tested on a Blueprint in Paragon
	#codereview mike.beach
	#rn

Change 2980702 on 2016/05/17 by Michael.Noland

	Rendering: Added ProfileGPU to the console autocomplete list
	#rb david.ratti
	#tests Tried typing Profile in the console and verified that the completion worked and tooltip was displayed
	#rn

Change 2980697 on 2016/05/17 by Michael.Noland

	Landscape: Added a 'resource' name for landscape to improve display in the mesh summary list of ProfileGPU
	#codereview jack.porter
	#rb david.ratti
	#tests Used ProfileGPU while standing on some terrain
	#rn

Change 2980692 on 2016/05/17 by Michael.Noland

	Landscape: Added a scalability CVar for landscape LOD biasing (r.LandscapeLODBias)
	#codereview jack.porter
	#rb david.ratti
	#tests Ran around in Paragon with various r.LandscapeLODBias values
	#rn

Change 2980630 on 2016/05/17 by Daniel.Lamb

	Added more warnings to help track down crash in paragon cook.
	#rb Andrew.Grant
	#test cook orion

Change 2980585 on 2016/05/17 by Jamie.Dale

	Fixed an issue where the editable text caret could become invisible when using UI scaling

	It's now clamped to a min draw size of 1px.

	#jira OR-18524
	#rb none
	#tests Built and ran the game. Verified that the caret now appears where it didn't before.

Change 2979908 on 2016/05/16 by jason.bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2979859

	#RB:none
	#Tests:none

	#CodeReview: jaymee.stanford

Change 2979472 on 2016/05/16 by Nick.Atamas

	Added support for not clearing the render target when rendering a widget.

	#rb Nick.Darnell
	#test PIE w/ minimap

Change 2979434 on 2016/05/16 by Dmitry.Rekman

	Server: Add reporting of frame time without sleep.

	- Also add NumClients to each event so it's easy to filter events that didn't have 10 clients.

	#rb none
	#tests Built Linux server, ran match on a compatible content.

Change 2979267 on 2016/05/16 by Dmitry.Rekman

	Improvements in server hitch hunting / alerting.

	- Add an analytics event for unplayable conditions.
	- Send % of frames we hitched and time we spent hitching.
	- Send more detail about the machine.

	#rb none
	#tests Built Linux server and Windows client, played a match.

Change 2979030 on 2016/05/16 by Andrew.Grant

	Added quick way to reasign GUIDs (-AssignNewMapGuids) to map objects
	#rb none
	#tests used in editor

Change 2978914 on 2016/05/16 by David.Ratti

	Fix issue causing gameplay cue parameters not properly being passed through in cases where GA adds/removes gameplay cue.

	#rb DanY
	#tests multi pie
	#codereview Dave.Ewing

Change 2978681 on 2016/05/16 by Martin.Wilson

	Performance improvements for recalc required bones, removed a lot of unneeded array iterating. Reduces cost to roughly 30% of original code.

	#rb Thomas.Sarkanen
	#tests PS4 games, ded server

Change 2978098 on 2016/05/15 by Andrew.Grant

	Clearer error message
	#rb none
	#tests ran game

Change 2977597 on 2016/05/13 by Olaf.Piesche

	Merging using //UE4/Dev-Rendering->//Orion/Dev-General; fixes for beam particle selection code

	#rb martin.mittring
	#tests PC editor game

Change 2977531 on 2016/05/13 by Daniel.Lamb

	Added cooking stat for PreSave callback.
	#rb Wes.Hunt
	#test cook paragon

Change 2977340 on 2016/05/13 by jason.bestimt

	#ORION_MAIN - Merge 26@ CL 2977290

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2977329 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2977139 on 2016/05/13 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jon.lietz
	OR-20830 only allow the periodic effects from a gameplay volume trigger first application triggers on BeginOverlap and Enable volume.

	#RB DaveR
	#test tracked when the poinson from an active card is applied and not applied

	#ROBOMERGE-SOURCE: CL 2977135 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2976741 on 2016/05/13 by David.Ratti

	GameplayCues that are triggered off animation notifies on the non-primary mesh will now properly attach to that non primary mesh.

	#rb lietz
	#test pie, golden path

Change 2976715 on 2016/05/13 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Fix for bad merge
	#rb none
	#tests built automation

	#ROBOMERGE-SOURCE: CL 2976680 in //Orion/Release-0.26/... via CL 2976712 via CL 2976713 via CL 2976714
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2976679 on 2016/05/13 by Robert.Manuszewski

	Tweaks to DLL injection detection code

	#rb Steve.robb
	#tests cooked Win64 client

Change 2976670 on 2016/05/13 by Robert.Manuszewski

	UAT: Arxan upgrade to 3.9.1

	#rb Ben.Marsh
	#tests Win64 cooked client (test config)

Change 2976654 on 2016/05/13 by Graeme.Thornton

	Shadowed variable warning fix

	#rb none
	#tests compiled win64/ps4 client

Change 2976645 on 2016/05/13 by Graeme.Thornton

	Refactoring of resident mip calculations
	 - Cooker takes into account the same compression block thresholds that the runtime previously used
	 - Runtime doesn't attempt to calculate which mips to perma-load, but just looks at the ones whose bulk data is flagged as end-of-file or seperate-file

	#rb nick.penwarden
	#tests win64/ps4 client builds, golden path

[CL 3000872 by Andrew Grant in Main branch]
2016-06-04 01:20:53 -04:00
Ben Marsh
2cbba54705 Copying //UE4/Release-Staging-4.12 to //UE4/Main (Source: //UE4/Release-4.12 @ 2992821)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2992821 on 2016/05/27 by Max.Chen

	Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.

	#jira UE-31279
	#lockdown Cristina.Riveron

Change 2992761 on 2016/05/27 by Max.Chen

	Add assets from "Directories to Always Cook".

	#jira UE-31279

	#lockdown Cristina.Riveron

Change 2992371 on 2016/05/26 by Dmitry.Rekman

	Fix GUBP Tools node (UE-31378).

	#jira UE-31378
	#lockdown Josh.Adams

Change 2992279 on 2016/05/26 by Dmitry.Rekman

	One more fix for UAT compilation failure (UE-31312).

	- Make EnvVarsToXML target framework v4.5.

	#lockdown Josh.Adams
	#jira UE-31312

Change 2992060 on 2016/05/26 by Josh.Adams

	- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
	#lockdown cristina.riveron
	#jira UE-31373

Change 2992009 on 2016/05/26 by Dmitry.Rekman

	Fix packaging on Linux (UE-31312).

	- System.Xml was spelled as System.XML.

	#jira UE-31312
	#lockdown Josh.Adams

Change 2991784 on 2016/05/26 by Martin.Wilson

	Fix for RecalcRequiredBones crashing when there is no lod data

	#jira UE-30028
	#lockdown cristina.riveron

Change 2991744 on 2016/05/26 by Dmitry.Rekman

	Fix Linux code project generation (UE-31322).

	- Also fixes UE-31318 (not reopening when creating BP project).
	- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
	- Added logging of child's return code.

	#lockdown Josh.Adams
	#jira UE-31322
	#jira UE-31318

Change 2991448 on 2016/05/26 by Nick.Darnell

	Disabling the logging in the git module that was added from the previous commit.

	#jira UE-30781
	#lockdown cristina.riveron

Change 2991352 on 2016/05/26 by Max.Chen

	Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.

	#jira UE-31279
	#lockdown Cristina.Riveron

Change 2991121 on 2016/05/26 by Ben.Marsh

	Fix ShooterGame warnings on XboxOne.

	#lockdown cristina.riveron

Change 2991097 on 2016/05/26 by Nick.Darnell

	PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)

	#jira UE-30781
	#lockdown cristina.riveron

Change 2991095 on 2016/05/26 by Dmitry.Rekman

	Fix packaging on Linux (UE-31312).

	- Excludes UAT modules unsupported on the platform (e.g. TVOS).

	#jira UE-31312
	#lockdown Josh.Adams

Change 2990806 on 2016/05/25 by Michael.Gay

	Last minute adjustments to SubwaySequencer shots.
	Fixed Fade track on master and moved Event tracks to shots.
	#jira UE-30804
	#lockdown Cristina.Riveron

Change 2990739 on 2016/05/25 by Dan.Oconnor

	Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
	#jira UE-31155
	#lockdown cristina.riveron

Change 2990657 on 2016/05/25 by Dmitry.Rekman

	Fix crash in mono when invoked by the engine (UE-31312).

	- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
	- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html

	#jira UE-31312
	#lockdown Josh.Adams

Change 2990564 on 2016/05/25 by Marc.Audy

	Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
	#jira UE-00000
	#lockdown Cristina.Riveron

Change 2990429 on 2016/05/25 by Max.Chen

	Movie Capture: Fix initialization order warning. Follow up to CL #2990314

	#jira UE-31285
	#lockdown Nick.Penwarden

Change 2990338 on 2016/05/25 by Zabir.Hoque

	TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.

	#jira UE-28838
	#lockdown cristina.riveron

Change 2990314 on 2016/05/25 by Max.Chen

	Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.

	#jira UE-31285
	#lockdown Nick.Penwarden

Change 2990249 on 2016/05/25 by Max.Chen

	Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.

	#jira UE-31285
	#lockdown Nick.Penwarden

Change 2990243 on 2016/05/25 by Lukasz.Furman

	Fixed behavior tree observers not being applied correctly
	#jira UE-31307
	#lockdown Cristina.Riveron

Change 2990206 on 2016/05/25 by Daniel.Lamb

	Make sure min number of threads in the large thread pool is at least 2.
	#jira UE-31253
	#lockdown Cristina.Riveron

Change 2990182 on 2016/05/25 by Max.Chen

	Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.

	#jira UE-31304
	#lockdown Nick.Penwarden

Change 2990124 on 2016/05/25 by Chris.Bunner

	Avoid creating additional inline code fragment casting matching uniform types.
	#lockdown cristina.riveron
	#jira UE-29089

Change 2989978 on 2016/05/25 by Uriel.Doyon

	Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
	#jira UE-29473
	#lockdown cristina.riveron

Change 2989970 on 2016/05/25 by Taizyd.Korambayil

	#lockdown cristina.riveron
	#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.

Change 2989911 on 2016/05/25 by Chris.Babcock

	Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
	#jira UE-31292
	#ue4
	#android
	#lockdown cristina.riveron

Change 2989898 on 2016/05/25 by Robert.Manuszewski

	Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.

	Reimplementing CL #2952596

	#jira UE-29245
	#lockdown Nick.Penwarden

Change 2989849 on 2016/05/25 by Max.Preussner

	Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)

	#jira UE-31289
	#lockdown nick.penwarden

Change 2989793 on 2016/05/25 by Max.Chen

	Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.

	#jira UE-30755
	#lockdown Nick.Penwarden

Change 2989792 on 2016/05/25 by Max.Chen

	Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.

	#jira UE-30755
	#lockdown Nick.Penwarden

Change 2989774 on 2016/05/25 by Mike.Beach

	Mirroring CL 2946932

	Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).

	#lockdown cristina.riveron
	#jira UE-26998

Change 2989765 on 2016/05/25 by Olaf.Piesche

	Moivng CL 2967970  from Dev-Rendering - fix for
	#jira UE-27297

	#lockdown nick.penwarden

Change 2989481 on 2016/05/25 by Marc.Audy

	Properly route AttachToComponent to SetupAttachment if called from the constructor
	#jira UE-31055
	#lockdown Cristina.Riveron

Change 2989369 on 2016/05/25 by Robert.Manuszewski

	Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.

	#jira UE-31033
	#lockdown Nick.Penwarden

Change 2988975 on 2016/05/24 by Max.Preussner

	Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)

	#jira UE-31195
	#lockdown nick.penwarden

Change 2988834 on 2016/05/24 by Max.Chen

	Movie Capture: Crash fix - Protect against null encoding filter.

	#jira UE-31233

	#lockdown Nick.Penwarden

Change 2988764 on 2016/05/24 by Peter.Sauerbrei

	fix for exception when deploying to tvOS from PC
	#jira UE-30318
	#lockdown cristina.riveron

Change 2988540 on 2016/05/24 by Jeff.Campeau

	Disable incompatible OpenVR for Windows XP builds.
	Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
	#lockdown Nick.Penwarden
	#jira UE-30823

Change 2988491 on 2016/05/24 by Zak.Middleton

	#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.

	#lockdown cristina.riveron
	#jira UE-30625

Change 2988427 on 2016/05/24 by Aaron.McLeran

	#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound

	Fix is to not re-add the sound once its stopped due to max concurrency.

	#tests ran the QA test map that demonstrated the problem
	#lockdown cristina.riveron

Change 2988391 on 2016/05/24 by Taizyd.Korambayil

	#lockdown cristina.riveron
	#jira UE-30301 Rebuilt Ligthing for all Content Example Maps

Change 2988315 on 2016/05/24 by Allan.Bentham

	Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)

	#jira UE-31079

Change 2988227 on 2016/05/24 by Frank.Fella

	Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals.  Updated the subway sequencer sample to work with these changes.

	Change missed in first checkin.

	#Jira UE-30755

Change 2988200 on 2016/05/24 by Robert.Manuszewski

	Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags

	#jira UE-31218

Change 2988181 on 2016/05/24 by Peter.Sauerbrei

	revert out the last fix and add more logging as I can't reproduce this bug
	#jira UE-30813

Change 2988140 on 2016/05/24 by Frank.Fella

	Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals.  Updated the subway sequencer sample to work with these changes.

	#Jira UE-30755

Change 2988081 on 2016/05/24 by Jamie.Dale

	Better fix for UE-29651 that will also work with packages saved from a build without an engine version

	There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.

	#jira UE-29651

Change 2987964 on 2016/05/24 by Lee.Clark

	Fix empty ENV path when compiling PS4 targets.

	#jira UE-31210

Change 2987721 on 2016/05/23 by Dan.Oconnor

	Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
	#jira UE-31099

Change 2987696 on 2016/05/23 by Chris.Babcock

	Update AndroidWorks 1R1 to CodeWorks for Android 1R4
	#jira UEPLAT-1312
	#ue4
	#android

Change 2987624 on 2016/05/23 by Jeff.Campeau

	Fix a define protection for WinXP stack walking support.
	#jira UE-30823

Change 2987607 on 2016/05/23 by Jeff.Campeau

	Windows Stack Walk fixed to work with Windows XP.
	Use the ASCII calls where needed.
	Symbol server is unsupported and is disabled when building for Windows XP.
	#jira UE-30823

Change 2987593 on 2016/05/23 by Zak.Middleton

	#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.

	#jira UE-30625

Change 2987548 on 2016/05/23 by Lukasz.Furman

	Moved newly added gameplay debugger's code out of perception component
	#jira UE-31090

Change 2987510 on 2016/05/23 by Lukasz.Furman

	Restored perception category in old gameplay debugger tool
	#jira UE-31090

Change 2987278 on 2016/05/23 by Ben.Marsh

	Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.

	#jira UE-31109

Change 2987156 on 2016/05/23 by Chris.Babcock

	Added GoogleVR to InstalledEngineFilters.ini
	#jira UE-31186
	#ue4
	#android

Change 2987129 on 2016/05/23 by Mieszko.Zielinski

	Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4

	#jira UE-31185

Change 2987100 on 2016/05/23 by Peter.Sauerbrei

	fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
	#jira UE-30813

Change 2987064 on 2016/05/23 by Dmitry.Rekman

	PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)

	#jira UE-28537

Change 2987002 on 2016/05/23 by Aaron.McLeran

	#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees

	Fix was to remove the clamp on the dot-product

	#tests ran test map with focus factors greater than 90 degrees

Change 2986880 on 2016/05/23 by Mark.Satterthwaite

	Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
	#jira UE-31124

Change 2986873 on 2016/05/23 by Lina.Halper

	#fix issue with morphtarget importings for LODs
	 - this was caused by option not being set correctly

	#jira: UE-30955
	#code review: Alexis.Matte

Change 2986804 on 2016/05/23 by Taizyd.Korambayil

	#jira UE-31132 Added Missing Function to Blueprint.

Change 2986801 on 2016/05/23 by Jamie.Dale

	SSearchBox will now only delay text changes while it has focus

	A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.

	#jira UE-31101

Change 2986793 on 2016/05/23 by Martin.Wilson

	Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)

	#Jira UE-31166

Change 2986772 on 2016/05/23 by Benn.Gallagher

	Fixed montage single node instances with negative rate scales only repeating the final section when looping
	#jira UE-31164

Change 2986766 on 2016/05/23 by Martin.Wilson

	Fix for preview not updating when tranform curve flags are changed.

	#Jira UE-31119

Change 2986569 on 2016/05/23 by Robert.Manuszewski

	Making hang detection disabled bu default and an opt-in for games.

	#jira UE-31151

Change 2986564 on 2016/05/23 by Martin.Wilson

	Fix for being able to set montages on an anim track segment.

	#jira UE-31039

Change 2986205 on 2016/05/21 by Zabir.Hoque

	Add new instrumentation to bucketize why we are seeing device lost so often.

	#jira UE-20434

Change 2986071 on 2016/05/20 by Dan.Oconnor

	Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
	#jira UE-30411

Change 2986068 on 2016/05/20 by Dan.Oconnor

	Fix for blueprint change/compile delegates leaking
	#jira UE-31118

Change 2986044 on 2016/05/20 by Zabir.Hoque

	Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.

	#CodeReview: Olaf.Piesche, Simon.Tovey
	#jira UE-29231

Change 2985934 on 2016/05/20 by Mark.Satterthwaite

	Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
	#jira UE-30710

Change 2985852 on 2016/05/20 by Max.Chen

	Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.

	#jira UE-31106

Change 2985821 on 2016/05/20 by Phillip.Kavan

	[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.

	change summary:
	- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
	- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.

	#jira UE-22874

Change 2985750 on 2016/05/20 by Michael.Gay

	Default Game map set to SubwaySequencer_P
	#jira UE-31108

Change 2985660 on 2016/05/20 by Michael.Gay

	Removing unused track animation
	#jira UE-30804

Change 2985349 on 2016/05/20 by Dan.Oconnor

	Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
	#jira UE-30954

Change 2985346 on 2016/05/20 by Leslie.Nivison

	Updating 4.12 credit
	#jira UEPROD-820

Change 2985297 on 2016/05/20 by Jamie.Dale

	Fixed VS version detection

	It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).

	#jira UE-30977

Change 2985233 on 2016/05/20 by Gareth.Martin

	Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
	#jira UE-30975

Change 2985184 on 2016/05/20 by Chris.Babcock

	Move audio warning to show proper error result code
	#jira UE-31085
	#ue4
	#android

Change 2985183 on 2016/05/20 by Chad.Taylor

	GoogleVR disabled by default

	#jira UE-30921

Change 2985145 on 2016/05/20 by Jack.Porter

	Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices

	#jira UE-24792

Change 2985124 on 2016/05/20 by Alex.Delesky

	#jira UE-29794

	If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.

Change 2985066 on 2016/05/20 by Lee.Clark

	Fix r.SelectiveBasePassOutputs so that it defaults to off

	#jira UE-30133

Change 2985063 on 2016/05/20 by Allan.Bentham

	Fix for modulated shadow precision issues on low end android hardware.

	#jira UE-29083

Change 2985061 on 2016/05/20 by Max.Chen

	Viewport: Fix crash when the viewport widget is null.

	#jira UE-31050

Change 2985059 on 2016/05/20 by Rolando.Caloca

	UE4.12 - Workaround for crash trying to track down other crash
	#jira UE-30875

Change 2984876 on 2016/05/20 by Richard.TalbotWatkin

	Made SceneOutliner visibility code safer, to avoid a potential crash.
	#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]

Change 2984873 on 2016/05/20 by Richard.TalbotWatkin

	Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
	#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor

Change 2984844 on 2016/05/20 by Matthew.Griffin

	Fixing compile error in mono games

Change 2984825 on 2016/05/20 by Robert.Manuszewski

	When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.

	#jira UE-30556

Change 2984693 on 2016/05/20 by Phillip.Kavan

	[UE-30495] Fix BP editor crash on component rename following undo of component add action.

	change summary:
	- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
	- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).

	#jira UE-30495

Change 2984684 on 2016/05/20 by Phillip.Kavan

	[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.

	change summary:
	- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
	- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
	- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
	- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
	- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream

	#jira UE-30852

Change 2984651 on 2016/05/19 by Zabir.Hoque

	Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.

	#CodeReview: Chad.Taylor, Nick.Whiting
	#jira UE-30921

Change 2984636 on 2016/05/19 by Zabir.Hoque

	Explicitly store the cubemap resolution in encoded reflection data.

	#CodeReview Daniel.Wright, Marcus.Wassmer
	#jira UE-30341

Change 2984454 on 2016/05/19 by Rolando.Caloca

	UE4.12 - Fix for vulkan failing to load shader
	Integration mirroring changelist 2984432
	#jira UE-28140

Change 2984452 on 2016/05/19 by Marcus.Wassmer

	#jira UE-31054
	Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything

Change 2984415 on 2016/05/19 by Dan.Oconnor

	Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
	#jira UE-31027

Change 2984376 on 2016/05/19 by Dan.Oconnor

	Fix for regression in GetClassDefaults - we were not handling the 'None' case
	#jira UE-31034

Change 2984316 on 2016/05/19 by Aaron.McLeran

	#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02

	#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.

Change 2984315 on 2016/05/19 by Lina.Halper

	Fix issue with importing morphtarget LOD when it's missing between

	#jira: UE-30949

Change 2984237 on 2016/05/19 by Dan.Oconnor

	Fix for ensure/possible stale memory access in UpdateOverlaps
	#jira UE-30919

Change 2984170 on 2016/05/19 by Max.Chen

	Movie Capture: Another pass at texture streaming fix for movie capture.

	#jira UE-30986

Change 2984134 on 2016/05/19 by Chad.Taylor

	Mac compiler warning fix

	#jira UE-30921

Change 2983903 on 2016/05/19 by Taizyd.Korambayil

	#jira UE-30562 Replaced cube With BSP for Floor

Change 2983840 on 2016/05/19 by Taizyd.Korambayil

	#jira UE-30979 Fixed Typo in one of the Stands

Change 2983662 on 2016/05/19 by Ben.Marsh

	GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub

Change 2983653 on 2016/05/19 by Chris.Bunner

	Modifed previous change to fixup incorrect ensures.
	#jira UE-30877

Change 2983599 on 2016/05/19 by Chris.Bunner

	Added ensure and null ptr check to canvas flush.
	#jira UE-30877

Change 2983596 on 2016/05/19 by Chad.Taylor

	FluffyBunny

	#jira UE-30921

Change 2983534 on 2016/05/19 by Brian.Karis

	4.12 fix per pixel translucency

	#jira UE-30902

Change 2983530 on 2016/05/19 by Chris.Babcock

	Broadcast EMediaEvent::MediaOpened when media opened successfully
	#jira UE-31006
	#ue4
	#android

Change 2983427 on 2016/05/19 by Richard.TalbotWatkin

	Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level".  Limited the allowed file types to .t3d and .fbx.
	#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import

Change 2983386 on 2016/05/19 by Michael.Gay

	minor last tweaks
	#jira UE-30804

Change 2983280 on 2016/05/19 by Gil.Gribb

	UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
	#jira UE-30837

Change 2983079 on 2016/05/18 by Max.Chen

	Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.

	#jira UE-30986

Change 2983078 on 2016/05/18 by Dmitriy.Dyomin

	Added more logging to track UE-30878
	#jira UE-30878

Change 2983067 on 2016/05/18 by Dmitriy.Dyomin

	Fixed: Mobile HDR Path doesn't work on GearVR
	#jira UE-11846

Change 2983049 on 2016/05/18 by Max.Chen

	Movie Capture: Fix crash on movie rendering when in HDR mode.

	#jira UE-30978

Change 2982825 on 2016/05/18 by Mark.Satterthwaite

	Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
	#jira UE-30710

Change 2982697 on 2016/05/18 by Marc.Audy

	Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
	#jira UE-00000

Change 2982546 on 2016/05/18 by Taizyd.Korambayil

	#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings

Change 2982533 on 2016/05/18 by Daniel.Lamb

	When you package if you haven't saved the changes will not be reflected in the game.
	#jira UE-30904

Change 2982415 on 2016/05/18 by Marc.Audy

	Bring forgotten 4.11 CL# 2928377 to 4.12
	Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
	#jira UE-28933

Change 2982358 on 2016/05/18 by Taizyd.Korambayil

	#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location

Change 2982280 on 2016/05/18 by Martin.Mittring

	UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
	#jira:UE-26409

Change 2982229 on 2016/05/18 by Max.Chen

	Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.

	#jira UE-30755

Change 2982080 on 2016/05/18 by Max.Chen

	Sequence Recorder: Fix crash when component class to record is null.

	#jira UE-30944

Change 2982041 on 2016/05/18 by Marcus.Wassmer

	Protect against crashes reading from a null texture.
	#jira UE-30834

Change 2981915 on 2016/05/18 by Allan.Bentham

	Do not mosaic encode for modulate blend operations.
	Fixes dark 'halos' around mod shadows.

	#jira UE-29083

Change 2981911 on 2016/05/18 by michael.gay

	Set framing in sequencer, set start to 200

	#jira UE-30633

Change 2981904 on 2016/05/18 by Chase.McAllister

	#jira UE-30943 Removing unused asset to fix DDC compiling bug

Change 2981894 on 2016/05/18 by Michael.Gay

	removed old cameras, changed start frame to remove black at head of sequence
	#jira UE-30633

Change 2981827 on 2016/05/18 by Gareth.Martin

	Fixed crash when entering landscape mode while a landscape is selected while simulating
	- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
	#jira UE-30917

Change 2981725 on 2016/05/18 by Keith.Judge

	Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.

	#jira UE-27591

Change 2981466 on 2016/05/17 by Max.Chen

	Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.

	#jira UE-30576

Change 2981403 on 2016/05/17 by Dan.Oconnor

	Fix for overzealous filtering of classes with Within markup
	#jira UE-29878

Change 2981342 on 2016/05/17 by Dan.Oconnor

	Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
	#jira UE-30792

Change 2981318 on 2016/05/17 by Max.Preussner

	Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)

	#jira: UE-30923

Change 2981221 on 2016/05/17 by Dan.Oconnor

	Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
	#jira UE-29878

Change 2981169 on 2016/05/17 by Marc.Audy

	Gracefully handle invalid GameSingleton class name in ini file
	Remove unused DefaultPreviewPawnClass and ClassName from Engine
	#jira UE-30829

Change 2981104 on 2016/05/17 by Mieszko.Zielinski

	Made AISenses not send information to listeners that are not registered for given sense #UE4

	#jira UE-29939

Change 2981086 on 2016/05/17 by Taizyd.Korambayil

	#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)

Change 2980755 on 2016/05/17 by Taizyd.Korambayil

	#jira UE-30706 Set material to use Translucent Blend

Change 2980753 on 2016/05/17 by Jon.Nabozny

	Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).

	#JIRA UE-30846

Change 2980682 on 2016/05/17 by Taizyd.Korambayil

	#jira UE-30570, UE-30575 Corrected Some Spellings

Change 2980559 on 2016/05/17 by Mieszko.Zielinski

	Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4

	This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.

	#jira UE-30836

Change 2980504 on 2016/05/17 by Daniel.Wright

	Integrate - Movable skylight now matches stationary for subsurface shading models
	* Two sided was broken in 4.11, Subsurface had never been handled
	#jira UE-30855

Change 2980467 on 2016/05/17 by Jamie.Dale

	Added some checks to avoid temporary worlds being added as favorites

	#jira UE-30613

Change 2980379 on 2016/05/17 by Jurre.deBaare

	Fix for static mesh merging, little too eager with changes.

	#jira UE-30808

Change 2980373 on 2016/05/17 by Gareth.Martin

	Fixed shader compile errors when applying a speedtree material to a landscape spline
	#jira UE-25820

Change 2980318 on 2016/05/17 by Gareth.Martin

	Fixed crash when calling EditorApplySpline with a null spline component
	Also stopped it doing anything in PIE (it's for blutilities, not runtime)
	#jira UE-30830

Change 2980300 on 2016/05/17 by Marc.Audy

	Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
	#jira UE-30839

Change 2980298 on 2016/05/17 by Gareth.Martin

	Fixed crash when loading landscape projects that used tessellation
	#jira UE-30742

Change 2980296 on 2016/05/17 by Martin.Wilson

	Fix crash accessing sync names from a child anim bp

	#jira UE-30811

Change 2980289 on 2016/05/17 by Jurre.deBaare

	Fix for regression with merge actor tab
	#jira UE-30809

Change 2980272 on 2016/05/17 by Ori.Cohen

	Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.

	#JIRA UE-30876

Change 2980206 on 2016/05/17 by Keith.Judge

	Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!

	#jira UE-30581
	#jira UEPLAT-623

Change 2980094 on 2016/05/17 by Matthew.Griffin

	Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
	#jira UE-30611

Change 2979935 on 2016/05/17 by Aaron.Herzog

	#jira UE-30619 updating owen sk mesh with proper morph

Change 2979816 on 2016/05/16 by Chad.Taylor

	Fix to address a crash related to multiple player VR Preview

	#jira UE-20109

Change 2979744 on 2016/05/16 by Mike.Beach

	Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.

	#jira UE-30745

Change 2979743 on 2016/05/16 by Mike.Beach

	Mirroring CL 2977497
	Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).

	#jira UE-26392

Change 2979544 on 2016/05/16 by Daniel.Wright

	Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
	#jira UE-26319

Change 2979477 on 2016/05/16 by michael.gay

	Remove errant Play Rate track.

	#jira UE-30633

Change 2979464 on 2016/05/16 by Mark.Satterthwaite

	Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
	#jira UE-30849

Change 2979441 on 2016/05/16 by Rolando.Caloca

	UE4.12 - vk - Fix quitting taking a long time
	#jira UE-28239

Change 2979315 on 2016/05/16 by Michael.Trepka

	Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1

	#jira UE-28016

Change 2979304 on 2016/05/16 by Jamie.Dale

	Backing out some changes from CL# 2976673

	These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.

	To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).

	#jira UE-30276
	#jira UE-30677
	#jira UE-30771

Change 2979077 on 2016/05/16 by Maciej.Mroz

	#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
	merged from 2979069

Change 2979052 on 2016/05/16 by Chase.McAllister

	#jira UE-30789 Resaving Maps to fix project warning

Change 2978984 on 2016/05/16 by Chase.McAllister

	#jira UE-30789 Resaving start video assests that contained empty engine version

Change 2978806 on 2016/05/16 by Mieszko.Zielinski

	Fixed EQS tests' scoring equation value getting reset on load #UE4

	#jira UE-30470

Change 2978670 on 2016/05/16 by Max.Preussner

	Media: Workaround for changing Media asset path can cause crash (UE-22691)

	#jira: UE-22691

Change 2978638 on 2016/05/16 by Michael.Gay

	Cleanup of old maps in SubwaySequencer project
	#jira UE-30633

Change 2978636 on 2016/05/16 by Jamie.Dale

	Added guard against a crash navigating through a menu

	#jira UE-30698

Change 2978611 on 2016/05/16 by Lee.Clark

	PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True

	#jira UE-30133

Change 2978596 on 2016/05/16 by Allan.Bentham

	Extend iOS metal Z bias offset to all  iOS (metal+gles) depth only shaders.

	#jira UE-27530

Change 2978566 on 2016/05/16 by Jamie.Dale

	Downgraded some checks to ensures and added more logging

	#jira UE-30613

Change 2978399 on 2016/05/16 by Keith.Judge

	Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).

	#jira UE-30581

Change 2978323 on 2016/05/16 by Jurre.deBaare

	Merge actor panel crashes when selecting a mesh component without static mesh
	#fix display 'No Static Mesh' when none is available
	#jira UE-30809

Change 2978322 on 2016/05/16 by Jurre.deBaare

	Issue with merging meshes resulting data saved across different LOD levels

	#fix use correct target LOD index for all source LODs
	#jira UE-30808

#lockdown Nick.Penwarden

[CL 2999693 by Ben Marsh in Main branch]
2016-06-03 11:49:20 -04:00
Gil Gribb
f2a51068c0 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063)
#lockdown nick.penwarden

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

Change 2981877 on 2016/05/18 by Rolando.Caloca

	DR - Fix some PVS warnings
	- Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize
	#jira UE-30996

Change 2981966 on 2016/05/18 by Rolando.Caloca

	DR - Fix OpenGL crash quitting editor
	#jira UE-25549

Change 2982072 on 2016/05/18 by Uriel.Doyon

	Fixed a "Build Texture Streaming" crash related to custom outputs.
	Fixed issue with debug view mode and translucent primitives
	Fix bug with visibility that made some texture low res.
	Enabled per instance visibility in the texture streaming order (in game only).
	Improved InvestigateTexture Logs.
	Tweaked the mip computations from screen size.

Change 2982077 on 2016/05/18 by Uriel.Doyon

	Removed debug options!

Change 2982108 on 2016/05/18 by Olaf.Piesche

	#jira UE-30772
	moving AMD hacks to console variables

Change 2982422 on 2016/05/18 by Gil.Gribb

	UE4 - Potential crash fix on foliage occlusion queries and reflection captures.

Change 2982547 on 2016/05/18 by Martin.Mittring

	UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project

Change 2982548 on 2016/05/18 by Martin.Mittring

	Refactored MRT and outer Pixel Shader output to a struct
	to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell)
	Needed for upcoming MeshDecals

Change 2982601 on 2016/05/18 by Daniel.Wright

	Movable skylight now matches stationary for subsurface shading models
	* Two sided was broken in 4.11, Subsurface had never been handled

Change 2982603 on 2016/05/18 by Daniel.Wright

	DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time
	* FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions

Change 2982618 on 2016/05/18 by Daniel.Wright

	Better categories for some Rendering project settings

Change 2982619 on 2016/05/18 by Daniel.Wright

	Scene capture 2d improvements
	* Orthographic projection supported
	* Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later
	* Various GBuffer attributes are now available to be captured, including depth
	* Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters

Change 2982664 on 2016/05/18 by Daniel.Wright

	Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3)

Change 2982684 on 2016/05/18 by Martin.Mittring

	polish ImageValidator

Change 2982685 on 2016/05/18 by Martin.Mittring

	show testimage on sm4 as well

Change 2982736 on 2016/05/18 by Uriel.Doyon

	Improved overbudget retention logic.
	Updated ListStreamingTextures stats.

Change 2982854 on 2016/05/18 by Martin.Mittring

	ImageValidator can now save/load IVxml file

Change 2982863 on 2016/05/18 by Daniel.Wright

	Fixed shader compile error

Change 2982864 on 2016/05/18 by Daniel.Wright

	Removed deprecation message

Change 2982927 on 2016/05/18 by Martin.Mittring

	ImageValidator is now sorting by time

Change 2983743 on 2016/05/19 by Chris.Bunner

	Saturated tri-planar UV function outputs to prevent negative blending
	#jira UE-30964

Change 2983747 on 2016/05/19 by Martin.Wilson

	Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected).

Change 2984008 on 2016/05/19 by Brian.Karis

	New contact shadows feature.

	Hair uses ray cast for nonshadow lights

Change 2984009 on 2016/05/19 by Brian.Karis

	changed to ShadowedBits

Change 2984054 on 2016/05/19 by Brian.Karis

	Deleted old motion blur

Change 2984420 on 2016/05/19 by Daniel.Wright

	Shorter display name for WorldPosition material node

Change 2984423 on 2016/05/19 by Daniel.Wright

	Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations.  The View uniform buffer still contains incorrect buffer sizes for this pass.

Change 2984432 on 2016/05/19 by Rolando.Caloca

	DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path)

Change 2985415 on 2016/05/20 by Daniel.Wright

	Added a Texture2D exporter for .hdr
	Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format

Change 2985439 on 2016/05/20 by Daniel.Wright

	Scene color alpha clear value validation

Change 2987173 on 2016/05/23 by Martin.Mittring

	ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be.

Change 2987248 on 2016/05/23 by Martin.Mittring

	ImageValidator: added Summary, removed timer hack

Change 2987369 on 2016/05/23 by Martin.Mittring

	ImageValidator polish

Change 2987390 on 2016/05/23 by Brian.Karis

	Improvement to temporal aa sharpness and speed.

Change 2988038 on 2016/05/24 by Gil.Gribb

	Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2988304 on 2016/05/24 by Martin.Mittring

	added const to prevent coding errors

Change 2988332 on 2016/05/24 by Brian.Karis

	Fixed motion blur crash on SM4

Change 2988446 on 2016/05/24 by Martin.Mittring

	nicer UI

Change 2988990 on 2016/05/24 by Martin.Mittring

	fixed UE-31227 Building lighting produces bad results
	#jira:UE-31227

Change 2989729 on 2016/05/25 by Uriel.Doyon

	Fixed lightmaps and shadowmaps having low resolutions after building the lighting.
	#jira UE-31254

Change 2989752 on 2016/05/25 by Olaf.Piesche

	CVar to disable/freeze GPU particle simulation

Change 2989811 on 2016/05/25 by Daniel.Wright

	Making use of MATERIALBLENDING_ANY_TRANSLUCENT

Change 2989812 on 2016/05/25 by Daniel.Wright

	Hide DFGI show flags from UI

Change 2989901 on 2016/05/25 by Daniel.Wright

	Height fog now works properly in planar reflections
	* The ray used for computing fog is first clipped by the reflection plane

Change 2989904 on 2016/05/25 by Daniel.Wright

	Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range

Change 2989991 on 2016/05/25 by Daniel.Wright

	Improved usability for DBuffer Decals
	* 'Show Decals' works correctly, previously would fetch from uninitialized textures
	* DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used
	* Improved the PrePass draw event to indicate whether it's full or partial
	* Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible
	* r.EarlyZPass can now be changed at runtime, which is useful for profiling

Change 2990008 on 2016/05/25 by Daniel.Wright

	Fixed capsule shadows on skeletal meshes with scaling

Change 2990274 on 2016/05/25 by Daniel.Wright

	Fixed DFAO (from cl 2961310)

Change 2990304 on 2016/05/25 by Martin.Mittring

	OR-22233 GPU Sprites invisible unless solo'd
	#jira:OR-22233

Change 2990309 on 2016/05/25 by Martin.Mittring

	Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction,
	(Early work in progress)

Change 2990363 on 2016/05/25 by Daniel.Wright

	Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s

Change 2990392 on 2016/05/25 by Daniel.Wright

	Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO
	0: Apply non-directional AO to specular.
	1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO.  This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts.
	2: (experimental) Cone trace through distance fields along the reflection vector.  Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion.

Change 2990454 on 2016/05/25 by Martin.Mittring

	polish readme

Change 2990610 on 2016/05/25 by Martin.Mittring

	fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code
	#code_review:Shane.Caudle

Change 2990754 on 2016/05/25 by Zabir.Hoque

	Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration.

	#CodeReview: Martin.Mittring

Change 2990801 on 2016/05/25 by Zabir.Hoque

	Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set.

	#CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring

Change 2991169 on 2016/05/26 by Martin.Mittring

	fixed compiler warning
	WARNING: Non-editor build cannot depend on non-redistributable modules. Details:
	#lockdown: gil.gribb

Change 2991238 on 2016/05/26 by Martin.Mittring

	fixed build
	fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory  (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs)
	#lockdown:Gil.Gribb

Change 2991726 on 2016/05/26 by Daniel.Wright

	Subsurface materials are now handled with simple forward shading
	#jira OR-22237
	#lockdown gil.gribb

Change 2991727 on 2016/05/26 by Daniel.Wright

	Emissive decals are now supported with simple forward shading
	#jira OR-22282
	#lockdown Gil.Gribb

Change 2994849 on 2016/05/31 by Daniel.Wright

	Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes
	#lockdown Gil.Gribb

Change 2997243 on 2016/06/01 by Gil.Gribb

	Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering)
	#lockdown nick.penwarden

[CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
Gil Gribb
07eea7c4b8 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470)
#lockdown nick.penwarden

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

Change 2943963 on 2016/04/14 by Daniel.Wright

	Shader compile errors are unsuppressed

Change 2943978 on 2016/04/14 by Gil.Gribb

	UE4 - First pass at async loading improvements....mostly disabled.

Change 2944021 on 2016/04/14 by Martin.Mittring

	fixed HLSL compiler warning

Change 2944031 on 2016/04/14 by Martin.Mittring

	fixed ensures, wrapped some members behind get accessor functions

Change 2944086 on 2016/04/14 by Martin.Mittring

	cleanup: removed not needed code

Change 2944177 on 2016/04/14 by Daniel.Wright

	Clamp on FarShadowCascadeCount, prevents crashing from huge values

Change 2944182 on 2016/04/14 by Martin.Mittring

	removed not needed code

Change 2944250 on 2016/04/14 by Rolando.Caloca

	DR - vk - Minor fixes

Change 2944286 on 2016/04/14 by Daniel.Wright

	Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
	Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
	Added bShowPreviewPlane to planar reflection actors
	The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes

Change 2944288 on 2016/04/14 by Daniel.Wright

	Fixed refraction with a world space normal

Change 2944291 on 2016/04/14 by Daniel.Wright

	Panner nodes have an optional speed input

Change 2944346 on 2016/04/14 by Rolando.Caloca

	DR - Fix Vulkan shader platform on Android
	- Added more info on checks()

Change 2945007 on 2016/04/15 by Gil.Gribb

	Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2945348 on 2016/04/15 by Daniel.Wright

	Fixed compile error

Change 2945358 on 2016/04/15 by Olaf.Piesche

	#jira UE-29241

	Sequential particle selection code was all sorts of weird. Rewrote and simplified.

Change 2945941 on 2016/04/15 by Martin.Mittring

	added r.DisplayInternals to debug determinism for screen shot comparison

Change 2945999 on 2016/04/15 by Martin.Mittring

	improved r.DisplayInternal output

Change 2946023 on 2016/04/15 by Olaf.Piesche

	Adding missing call to Super::PostEditChangeProperty; UDN 286717

Change 2947155 on 2016/04/18 by Martin.Mittring

	started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
	#test:PC

Change 2947207 on 2016/04/18 by Martin.Mittring

	fixed engine compiling in shipping/test
	#code_review:Uriel.Doyan

Change 2947212 on 2016/04/18 by Uriel.Doyon

	Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
	#jira UE-29317

Change 2947374 on 2016/04/18 by Uriel.Doyon

	Fixed support for resolution scale for the PostProcessVisualizeComplexity
	#jira UE-29473

Change 2947903 on 2016/04/19 by Gil.Gribb

	Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2948019 on 2016/04/19 by Rolando.Caloca

	DR - Allow vk format as a target format for win

Change 2948162 on 2016/04/19 by Simon.Tovey

	Fix for crash with Collision visualization.

Change 2948419 on 2016/04/19 by Martin.Mittring

	fixed sort priority of translucent rendering (caused by recent checkin)

Change 2948433 on 2016/04/19 by Martin.Mittring

	fixed memory handling of FRendererViewExtension

Change 2948631 on 2016/04/19 by Martin.Mittring

	fixed compile error on Mac

Change 2948832 on 2016/04/19 by Martin.Mittring

	fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)

Change 2949013 on 2016/04/19 by Martin.Mittring

	refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
	this is useful for MeshDecals
	#test:PC, parallel on and off

Change 2949620 on 2016/04/20 by Martin.Mittring

	fixed compiler warning

Change 2949639 on 2016/04/20 by Uriel.Doyon

	Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader

Change 2949721 on 2016/04/20 by Chris.Bunner

	Avoid creating additional inline code fragment casting matching uniform types.
	#jira UE-29089

Change 2949722 on 2016/04/20 by Chris.Bunner

	Prevent nullptr crash and added additional logging.
	#jira UE-28387

Change 2949913 on 2016/04/20 by Martin.Mittring

	marked ccommand as cheat

Change 2950064 on 2016/04/20 by Martin.Mittring

	added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background

Change 2950065 on 2016/04/20 by Martin.Mittring

	nicer debug printout

Change 2950201 on 2016/04/20 by Martin.Mittring

	fixed UE-29752 Console commands input with " = " should display an error message

Change 2950531 on 2016/04/20 by Martin.Mittring

	fixed comment

Change 2951737 on 2016/04/21 by HaarmPieter.Duiker

	Adds support forHDR displays using Dolby PQ output

Change 2951869 on 2016/04/21 by Martin.Mittring

	polish r.DisplayInternal

Change 2951950 on 2016/04/21 by HaarmPieter.Duiker

	Reordered variable definition to address build warning

Change 2951996 on 2016/04/21 by Martin.Mittring

	fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
	changed directory order
	to run locally it currently requires "r.ScreenshotDelegate=0"
	#code_review:Ben.Salem, Michael.Noland

Change 2952146 on 2016/04/21 by Olaf.Piesche

	make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures

Change 2952230 on 2016/04/21 by Martin.Mittring

	* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
	* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
	#code_review:Daniel.Wright

Change 2953173 on 2016/04/22 by Olaf.Piesche

	Adding UI for easilly browsing and switching in a folder full of stats dumps

Change 2953213 on 2016/04/22 by Olaf.Piesche

	Renaming a stat to be more descriptive

Change 2953393 on 2016/04/22 by Zabir.Hoque

	Get DX12 running again:
	  - Port Shader Resource Table change
	  - Line up VS outputs and ps inputs
	  - Fix incorrectly defining a static global in a .h

Change 2953453 on 2016/04/22 by Martin.Mittring

	polished r.DisplayInternal

Change 2954618 on 2016/04/25 by Zabir.Hoque

	2 Fixes:
	  - GLSL does not understand "unsigned int", converted to "uint"
	  - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction.

Change 2955369 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Fix some memory leaks in the frontend

Change 2955403 on 2016/04/25 by Uriel.Doyon

	Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux.
	Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4
	#jira UE-28840

Change 2955419 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Reenabled support for static global variables being not const

Change 2955432 on 2016/04/25 by Zabir.Hoque

	Fix build break from not undef'ing LOCTEXT_NAMESPACE

Change 2955459 on 2016/04/25 by Zabir.Hoque

	TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.

Change 2956292 on 2016/04/26 by Zabir.Hoque

	Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output).

	#CodeReview: Jack.Porter, Allan.Bentham

Change 2956662 on 2016/04/26 by Chris.Bunner

	Temporary fix for new Tonemapper issues.
	#jira UE-29935

Change 2957614 on 2016/04/27 by Marcus.Wassmer

	Fix PS4 shader compiler errors.

Change 2958468 on 2016/04/27 by Rolando.Caloca

	DR - Fix hlslcc validation issue
	- Show error on SCW if shader format not found when running with -directcompile
	#jira UE-29982

Change 2959105 on 2016/04/28 by Rolando.Caloca

	DR - Rebuilt hlslcc for Mac

Change 2959891 on 2016/04/28 by Daniel.Wright

	Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields

Change 2959895 on 2016/04/28 by Daniel.Wright

	Work around build machine string matching heuristics that will cause a cook to fail

Change 2959902 on 2016/04/28 by Daniel.Wright

	Added LowerHemisphereSolidColor to sky lights

Change 2959930 on 2016/04/28 by Daniel.Wright

	Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles

Change 2959933 on 2016/04/28 by Daniel.Wright

	Substring matching for console command suggestions
	* Only implemented in the editor, game uses UConsole which needs an entirely different implementation
	* Not sorting starting matches first, although that is desired

Change 2959942 on 2016/04/28 by Daniel.Wright

	Gracefully handle when input string doesn't match search results

Change 2960743 on 2016/04/29 by Gil.Gribb

	UE4 - UAT - Add map name to editortest command line.

Change 2960940 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960955 on 2016/04/29 by Gil.Gribb

	UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled).

Change 2960961 on 2016/04/29 by Chris.Bunner

	Potential material translator Lerp node pre-computations/optimizations.
	#jira OR-20138

Change 2961087 on 2016/04/29 by Gil.Gribb

	Fixed compile error in preflight relating to load time test rig

Change 2962565 on 2016/05/02 by Gil.Gribb

	Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2965058 on 2016/05/03 by Chris.Bunner

	Shader version bump.
	#lockdown Gil.Gribb
	#jira UE-30206

Change 2966554 on 2016/05/04 by Chris.Bunner

	Bumping shader version again, unintentionally polluted DDC previously.
	#lockdown Gil.Gribb
	#jira UE-30329

Change 2967183 on 2016/05/05 by Gil.Gribb

	UE4 - Fixed a bad hash on landscape grass components. Simple, safe.
	#lockdown nick.penwarden

[CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
Ben Marsh
bf66aaa497 Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2955635)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2955635 on 2016/04/26 by Max.Chen

	Sequencer: Fix filtering so that folders that contain filtered nodes will also appear.

	#jira UE-28213

Change 2955617 on 2016/04/25 by Dmitriy.Dyomin

	Better fix for: Post processing rendering artifacts Nexus 6
	this device on Android 5.0.1 does not support BGRA8888 texture as a color attachment
	#jira: UE-24067

Change 2955522 on 2016/04/25 by Max.Chen

	Sequencer: Fix crash when resolving object guid and context is null.

	#jira UE-29916

Change 2955504 on 2016/04/25 by Alexis.Matte

	#jira UE-29926
	Fix build error for SplineComponent. I just move variable under #if !UE_BUILD_SHIPPING instead #if WITH_EDITORONLY_DATA to fix all build flavor, please feel free to adjust according to what the initial fix was suppose to do.

Change 2955500 on 2016/04/25 by Dan.Oconnor

	Integration of 2955445 from Dev-BP
	#jira UE-29012

Change 2955234 on 2016/04/25 by Lina.Halper

	Fixed tool tip of twist node

	#jira : UE-29907

Change 2955211 on 2016/04/25 by Ben.Marsh

	Exclude all plugins which aren't required for a project (ie. don't have any content or modules for the current target) from its target receipt. Prevents dependencies on .uplugin files whose dependencies are otherwise compiled out. Re-enable PS4Media plugin by default.

	#jira UE-29842

Change 2955155 on 2016/04/25 by Jamie.Dale

	Fixed an issue where text committed via a focus loss might not display the correct text if it was changed during commit

	#jira UE-28756

Change 2955144 on 2016/04/25 by Jamie.Dale

	Fixed a case where editable text controls would fail to select their text when focused

	There was an order of operations issue between the options to select all text and move the cursor to the end of the document, which caused the cursor move to happen after the select all, and undo the selection. The order of these operations has now been flipped.

	#jira UE-29818
	#jira UE-29772

Change 2955136 on 2016/04/25 by Chad.Taylor

	Merging to 4.12:

	Morpheus latency fix. Late update tracking frame was getting unnecessarily buffered an extra frame on the RHI thread. Removed buffering and the issue is fixed.

	#jira UE-22581

Change 2955134 on 2016/04/25 by Lina.Halper

	Removed code that blocks moving actor when they don't have physics asset

	#jira : UE-29796
	#code review: Benn.Gallagher

Change 2955130 on 2016/04/25 by Zak.Middleton

	#ue4 - (4.12) Don't reject low distance MTD, it could cause us to not process some valid overlaps.
	(copy of 2955001 in Main)

	#jira UE-29531
	#lockdown Nick.Penwarden

Change 2955098 on 2016/04/25 by Marc.Audy

	Don't spawn a child actor on the client if the server is going to have created one and be replicating it to the client
	#jira UE-7539

Change 2955049 on 2016/04/25 by Richard.TalbotWatkin

	Changes to how SplineComponents debug render. Added a SetDrawDebug method to control whether a spline is rendered. Also extended the facility to non-editor builds.
	#jira UE-29753 - Add ability to display a SplineComponent in-game

Change 2955040 on 2016/04/25 by Chris.Gagnon

	Fixed Initializer Order Warning in hot reload ctor.

	#jira UE-28811, UE-28960

Change 2954995 on 2016/04/25 by Marc.Audy

	Make USceneComponent::Pre/PostNetReceive and PostRepNotifies protected instead of private so that subclasses can implement replication behaviors
	#jira UE-29909

Change 2954970 on 2016/04/25 by Peter.Sauerbrei

	fix for openwrite with O_APPEND flag
	#jira UE-28417

Change 2954917 on 2016/04/25 by Chris.Gagnon

	Moved a desired change from Main to 4.12

	Added input settings to:
	- control if the viewport locks the mouse on acquire capture.
	- control if the viewport acquires capture on the application launch (first window activate).

	#jira UE-28811, UE-28960
	parity with 4.11 (UE-28811, UE-28960 would be reintroduced without this)

Change 2954908 on 2016/04/25 by Alexis.Matte

	#jira UE-29478
	Prevent modal dialog to use 100% of a core

Change 2954888 on 2016/04/25 by Marcus.Wassmer

	Fix compile issue with chinese locale
	#jira UE-29708

Change 2954813 on 2016/04/25 by Lina.Halper

	Fix when not re-validating the correct asset

	#jira : UE-29789
	#code review: Martin.Wilson

Change 2954810 on 2016/04/25 by mason.seay

	Updated map to improve coverage

	#jira UE-29618

Change 2954785 on 2016/04/25 by Max.Chen

	Sequencer: Always spawn sequencer spawnables. Disregard collision settings.

	#jira UE-29825

Change 2954781 on 2016/04/25 by mason.seay

	Test map for Audio Occlusion trace channels

	#jira UE-29618

Change 2954684 on 2016/04/25 by Marc.Audy

	Add GetIsReplicated accessor to AActor
	Deprecate specific GameplayAbility class implementations that was exposing bReplicates
	#jira UE-29897

Change 2954675 on 2016/04/25 by Alexis.Matte

	#jira UE-25430
	Light Intensity value in FBX is a ratio. So I just multiply the default intensity value by the ratio to have something closer to the look in the DCCs

Change 2954669 on 2016/04/25 by Alexis.Matte

	#jira UE-29507
	Import of rigid mesh animation is broken

Change 2954579 on 2016/04/25 by Ben.Marsh

	Temporarily stop the PS4Media plugin being enabled by default, so the UE4Game built for the binary release doesn't depend on it. Will implement whitelist/blacklist for platforms later.

	#jira UE-29842

Change 2954556 on 2016/04/25 by Taizyd.Korambayil

	#jira UE-29877 Setup ThirdPersonCharacter based on correct Code Class

Change 2954552 on 2016/04/25 by Taizyd.Korambayil

	#jira UE-29877 Deleting BP class

Change 2954498 on 2016/04/25 by Ryan.Gerleve

	Fix for remote player controllers reporting that they're actually local player controllers after a seamless travel on the server.
	Transition actors to the new level in a second pass after non-transitioning actors are handled.

	#jira UE-29213

Change 2954446 on 2016/04/25 by Max.Chen

	Sequencer: Fixed spawning actors with instance or multiple owned components

	  - Also fixed issue where recorded actors were sometimes set as transient, meaning they didn't get saved

	#jira UE-29774, UE-29859

Change 2954430 on 2016/04/25 by Marc.Audy

	Don't schedule a tick function with a tick interval that was disabled while it was pending rescheduling
	#jira UE-29118
	#jira UE-29747

Change 2954292 on 2016/04/25 by Richard.TalbotWatkin

	Replicated from //UE4/Dev-Editor CL 2946363 (by Frank.Fella)

	CurveEditorViewportClient - Bounds check when box selecting.  Prevents crashing when the box is outside the viewport.
	#jira UE-29265 - Crash when drag selecting curve keys in matinee

Change 2954262 on 2016/04/25 by Graeme.Thornton

	Fixed a editor crash when destroying linkers half way through a package EndLoad

	#jira UE-29437

Change 2954239 on 2016/04/25 by Marc.Audy

	Fix error message
	#jira UE-00000

Change 2954177 on 2016/04/25 by Dmitriy.Dyomin

	Fixed: Hidden surface removal is not enabled on PowerVR Android devices
	#jira UE-29871

Change 2954026 on 2016/04/24 by Josh.Adams

	[Somehow most files got unchecked in my previous checkin, grr]
	- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
	#lockdown nick.penwarden
	#jira UE-29863

Change 2954025 on 2016/04/24 by Josh.Adams

	- ProtoStar content/config updates (enabled TAA in the levels, disabled es2 shaders, hides the Unbuilt lighting warning on Android)
	#lockdown nick.penwarden
	#jira UE-29863

Change 2953946 on 2016/04/24 by Max.Chen

	Sequencer: Fix crash on undo of a sub section.

	#jira UE-29856

Change 2953898 on 2016/04/23 by mitchell.wilson

	#jira UE-29618 Adding subscene_001 sequence for nonlinear workflow testing

Change 2953859 on 2016/04/23 by Maciej.Mroz

	Merged from Dev-Blueprints 2953858
	#jira UE-29790 Editor crashes when opening KiteDemo

Change 2953764 on 2016/04/23 by Max.Chen

	Sequencer: Remove "Experimental" tag on the Level Sequence Actor

	#jira UETOOl-625

Change 2953763 on 2016/04/23 by Max.Chen

	Cinematics: Change text to "Edit Existing Cinematics"

	#jira UE-29102

Change 2953762 on 2016/04/23 by Max.Chen

	Sequencer: Follow up time slider hit testing fix. Don't hit test the selection range if it's empty. This was causing false positives when hovering close to the ranges.

	#jira UE-29658

Change 2953652 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Workaround driver bugs wrt texture format caps
	#jira UE-28140

Change 2953596 on 2016/04/22 by Marcus.Wassmer

	#jira UE-20276
	Merging dual normal clearcoat shading model.
	2863683
	2871229
	2876362
	2876573
	2884007
	2901595

Change 2953594 on 2016/04/22 by Chris.Babcock

	Disable crash handler for VulkanRHI on Android to prevent sig11 on loading driver
	#jira UE-29851
	#ue4
	#android

Change 2953520 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Enable deferred resource deletion
	- Added one resource heap per memory type
	- Improved DumpMemory()
	- Added ensures for missing format features
	#jira UE-28140

Change 2953459 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29748 Resaved Maps to Fix EC Build Warnings
	#jira UE-29744

Change 2953448 on 2016/04/22 by Ryan.Gerleve

	Fix Mac/Linux compile.

	#jira UE-29545

Change 2953311 on 2016/04/22 by Ryan.Gerleve

	Fix for infinite hang when loading a replay from within an actor tick while demo.AsyncLoadWorld is false. LoadMap for the replay is now deferred using the existing PendingNetGame mechanism.
	Added virtual UPendingNetGame::LoadMapCompleted function so that the base PendingNetGame and DemoPendingNetGame can have different behavior.
	To keep things simpler, also parse all replay metadata and streaming levels after the LoadMap call.

	#jira UE-29545

Change 2953219 on 2016/04/22 by mason.seay

	Test map for show collision features

	#jira UE-29618

Change 2953199 on 2016/04/22 by Phillip.Kavan

	[UE-29449] Fix InitProperties() optimization for Blueprint class instances when array property values differ in size.

	change summary:
	- improved UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() by continuing to emit only delta entries for array values that exceed the default array value's size; previously we emitted a NULL in this case to signal a need to initialize all remaining array values in InitProperties(), even if they didn't differ from the default value of the inner property (which in most cases would already have been set at construction time, and thus potentially incurred a redundant copy iteration for each entry)
	- modified FObjectInitializer::InitArrayPropertyFromCustomList() to no longer reset the array value on the instance prior to initialization
	    - added code to properly resize the array on the instance prior to initialization (if it differs in size from the default array value)
	    - removed code that handled a NULL property value in the custom property list stream (this is no longer necessary, see above)
	- modified FObjectInitializer::InitProperties() to restore the post-construction optimization for Blueprint class instances (back to being enabled by default)

	#jira UE-29449

Change 2953195 on 2016/04/22 by Max.Chen

	Sequencer: Fix crash in actor reference track in the cached guid to actor map.

	#jira UE-27523

Change 2953124 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Increase temp frame buffer
	#jira UE-28140

Change 2953121 on 2016/04/22 by Chris.Babcock

	Rebuilt lighting for all levels
	#jira UE-29809

Change 2953073 on 2016/04/22 by mason.seay

	Test assets for notifies in animation composites and montages

	#jira UE-29618

Change 2952960 on 2016/04/22 by Richard.TalbotWatkin

	Changed eye dropper operation so that LMB click selects a color, and pressing Esc cancels the selection and restores the old color.
	#jira UE-28410 - Eye dropper selects color without clicking

Change 2952934 on 2016/04/22 by Allan.Bentham

	Ensure pool's refractive index >= 1
	#jira UE-29777

Change 2952881 on 2016/04/22 by Jamie.Dale

	Better fix for UE-28560 that doesn't regress thumbnail rendering

	We now just silence the warning if dealing with an inactive world.

	#jira UE-28560

Change 2952867 on 2016/04/22 by Thomas.Sarkanen

	Fix issues with matinee-controlled anim instances

	Regression caused by us no longer saving off the anim sequence between updates.

	#jira UE-29812 - Protostar Neutrino spawns but does not Animate or move.

Change 2952826 on 2016/04/22 by Maciej.Mroz

	Merged from Dev-Blueprints 2952820

	#jira UE-28895 Nativizing a blueprint project causes the next non-nativizing package attempt to fail

Change 2952819 on 2016/04/22 by Josh.Adams

	- Fixed crash in a Vulkan shader printout
	#lockdown nick.penwarden
	#jira UE-29820

Change 2952817 on 2016/04/22 by Rolando.Caloca

	UE4.12 - vk - Revert back to simple layouts
	#jira UE-28140

Change 2952792 on 2016/04/22 by Jamie.Dale

	Removed some code that caused worlds loaded by the Content Browser to be initialized before they were ready

	Supposedly this code existed for world thumbnail rendering, however only the active editor world generates a thumbnail, so initializing other worlds wasn't having any effect and thumbnails look identical to before.

	#jira UE-28560

Change 2952783 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-28477 Resaved Flying Template Map

Change 2952767 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29736 Resaved Map to Fix EC Warnings

Change 2952762 on 2016/04/22 by Allan.Bentham

	Update reflection capture to contain only room5 content.
	#jira UE-29777

Change 2952749 on 2016/04/22 by Taizyd.Korambayil

	#jira UE-29740 Resaved Material and Map to Fix Empty Engine Version Error

Change 2952688 on 2016/04/22 by Martin.Wilson

	Fix for BP notifies not displaying when they derive from an abstract base class

	#jira UE-28556

Change 2952685 on 2016/04/22 by Thomas.Sarkanen

	Fix CIS for non-editor builds

	#jira UE-29308 - Fix crash from GC-ed animation asset

Change 2952664 on 2016/04/22 by Thomas.Sarkanen

	Made up/down behaviour for console history consistent and reverted to old ordering by default

	Pressing up or down now brings up history.
	Sorting can now be optionally bottom-to-top or top-to-bottom. Default behaviour is preserved to what it was before the recent changes.

	#jira UE-29595 - Console autocomplete behavior is non-intuitive / frustrating

Change 2952655 on 2016/04/22 by Jamie.Dale

	Changed the class filter to use an expression evaluator

	This makes it consistent with the other filters in the editor

	#jira UE-29811

Change 2952647 on 2016/04/22 by Allan.Bentham

	Back out changelist 2951539
	#jira UE-29777

Change 2952618 on 2016/04/22 by Benn.Gallagher

	Fixed naming error in rotation multiplier node
	#jira UE-29583

Change 2952612 on 2016/04/22 by Thomas.Sarkanen

	Fix garbage collection and undo/redo issues with anim instance proxy

	UObject-based properties are now cached each update on the proxy and nulled-out outside of evaluate/update phases.
	Moved some initialization code for CurrentAsset/CurrentVertexAnim from the proxy back to the instance (as its is encapsulated there now).

	#jira UE-29308 - Fix crash from GC-ed animation asset

Change 2952608 on 2016/04/22 by Richard.TalbotWatkin

	Changed 'Recently Used Levels' and 'Favorite Levels' to hold long package names instead of absolute paths. This means they are now project-relative and will remain valid even if the project location changes.
	#jira UE-29731 - Editor map recent files are not project relative, leading to missing links when moving projects.

Change 2952599 on 2016/04/22 by Dmitriy.Dyomin

	Disabled vulkan pipeline cache as it causes rendering artifacts right now
	#jira UE-29807

Change 2952540 on 2016/04/22 by Maciej.Mroz

	#jira UE-29787 Obsolete nativized files are never removed
	merged from Dev-Blueprints 2952531

Change 2952372 on 2016/04/21 by Josh.Adams

	- Fixed Vk memory allocations when reusing free pages
	#lockdown nick.penwarden
	#jira ue-29802

Change 2952350 on 2016/04/21 by Eric.Newman

	Added support for UEReleaseTesting backends to Orion and Ocean
	#jira op-3640

Change 2952140 on 2016/04/21 by Dan.Oconnor

	Demoted back to warning to fix regressions in content examples, in main we've added the ability to elevate warnings to errors, but no reason to rush that feature into 4.12
	#jira UE-28971

Change 2952135 on 2016/04/21 by Jeff.Farris

	Fixed issue in PlayerCameraManager where the priority-based sorting of CameraModifiers wasn't sorting properly.
	Manual re-implementation of CL 2948123 in 4.12 branch.
	#jira UE-29634

Change 2952121 on 2016/04/21 by Lee.Clark

	PS4 - 4.12 - Fix staging and deploying of system prxs

	#jira UE-29801

Change 2952120 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Move descriptor allocation to BSS
	#jira UE-21840

Change 2952027 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Fix descriptor sets lifetimes
	- Fix crash with null texture
	#jira UE-28140

Change 2951890 on 2016/04/21 by Eric.Newman

	Updating locked common dependencies for OrionService
	#jira OP-3640

Change 2951863 on 2016/04/21 by Eric.Newman

	Updating locked dependencies for UE 4.12 OrionService
	#jira OP-3640

Change 2951852 on 2016/04/21 by Owen.Stupka

	Fixed meteors destruct location
	#jira UE-29714

Change 2951739 on 2016/04/21 by Max.Chen

	Sequencer: Follow up for integral keys.

	#jira UE-29791

Change 2951717 on 2016/04/21 by Rolando.Caloca

	UE4.12 - Fix shader platform names
	#jira UE-28140

Change 2951714 on 2016/04/21 by Max.Chen

	Sequencer: Fix setting a key if it already exists at the current time.

	#jira UE-29791

Change 2951708 on 2016/04/21 by Rolando.Caloca

	UE4.12 - vk - Separate upload cmd buffer
	#jira UE-28140

Change 2951653 on 2016/04/21 by Marc.Audy

	If a child actor component is destroyed during garbage collection, do not rename, instead clear the caching mechanisms so that a new name is chosen if a new child is created in the future
	Remove now unused bRenameRequired parameter
	#jira UE-29612

Change 2951619 on 2016/04/21 by Chris.Babcock

	Move bCreateRenderStateForHiddenComponents out of WITH_EDITOR
	#jira UE-29786
	#ue4

Change 2951603 on 2016/04/21 by Cody.Albert

	#jira UE-29785
	Revert Github readme page back to original

Change 2951599 on 2016/04/21 by Ryan.Gerleve

	Fix assert when attempting to record a replay when the map has a placed actor that writes replay external data (such as ACharacter)

	#jira UE-29778

Change 2951558 on 2016/04/21 by Chris.Babcock

	Always rename destroyed child actor
	#jira UE-29709
	#ue4

Change 2951552 on 2016/04/21 by James.Golding

	Remove old code for handling 'show collision' in game, uses same method as editor now, fixes hidden meshes showing up in game when doing 'show collision'
	#jira UE-29303

Change 2951539 on 2016/04/21 by Allan.Bentham

	Use screenuv for distortion with ES2/31.
	#jira UE-29777

Change 2951535 on 2016/04/21 by Max.Chen

	We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded.

	#jira UE-29711

Change 2951521 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-29746 Replaced Deprecated Time Handler node in GameLevel_GM

Change 2951492 on 2016/04/21 by Jeremiah.Waldron

	Fix for Android IAP information reporting back incorrectly.
	#jira UE-29776

Change 2951486 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-29741 Updated Infiltrator Demo Project to open with the correct Map

Change 2951450 on 2016/04/21 by Gareth.Martin

	Fix non-editor build
	#jira UE-16525

Change 2951380 on 2016/04/21 by Gareth.Martin

	Fix Landscape layer blend nodes not updating connections correctly when an input is changed from weight/alpha (one input) to height blend (two inputs) or vice-versa
	#jira UE-16525

Change 2951357 on 2016/04/21 by Richard.TalbotWatkin

	Fixed a crash when pushing a new menu leads to a window activation change which would result in the old root menu being dismissed.
	#jira UE-27981 - [CrashReport] Crash When Attempting to Select Variable Type After Clearing the Name Field

Change 2951352 on 2016/04/21 by Richard.TalbotWatkin

	Added slider bar thickness as a new property in FSliderStyle.
	#jira UE-19173 - SSlider is not fully stylable

Change 2951344 on 2016/04/21 by Gareth.Martin

	Fix bounds calculation for landscape splines that was causing the first landscape spline point to be invisible and later points to flicker.
	- Also fixes landscape spline lines not showing up on a flat landscape
	#jira UE-25114

Change 2951326 on 2016/04/21 by Taizyd.Korambayil

	#jira UE-28477 Resaving Maps

Change 2951271 on 2016/04/21 by Jamie.Dale

	Fixed a crash when pasting a path containing a class into the asset view of the Content Browser

	#jira UE-29616

Change 2951237 on 2016/04/21 by Jack.Porter

	Fix black screen on PC due to planar reflections

	#jira UE-29664

Change 2951184 on 2016/04/21 by Jamie.Dale

	Fixed crash in FCurveStructCustomization when no objects were selected for editing

	#jira UE-29638

Change 2951177 on 2016/04/21 by Ben.Marsh

	Fix hot reload from IDE failing when project is up to date. UBT returns an exit code of 2, and any non-zero exit code is treated as an error by Visual Studio. Build.bat was not correctly forwarding on the exit code at all prior to CL 2790858.

	#jira UE-29757

Change 2951171 on 2016/04/21 by Matthew.Griffin

	Fixed issue with Rebuild not working when installed in Program Files (x86)
	The brackets seem to cause lots of problems in combination with the if/else ones
	#jira UE-29648

Change 2951163 on 2016/04/21 by Jamie.Dale

	Changed the text customization to use the property handle functions to get/set the text value

	That ensures that it both transacts and notifies correctly.

	Added new functions to deal with multiple objects selection efficiently with the existing IEditableTextProperty API:
	  - FPropertyHandleBase::SetPerObjectValue
	  - FPropertyHandleBase::GetPerObjectValue
	  - FPropertyHandleBase::GetNumPerObjectValues

	These replace the need to cache the raw pointers.

	#jira UE-20223

Change 2951103 on 2016/04/21 by Thomas.Sarkanen

	Un-deprecated blueprint functions for attachment/detachment

	Renamed functions to <FuncName> (Deprecated).
	Hid functions in the BP context menu so new ones cant be added.

	#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.

Change 2951101 on 2016/04/21 by Allan.Bentham

	Enable mobile HQ DoF
	#jira UE-29765

Change 2951097 on 2016/04/21 by Thomas.Sarkanen

	Standalone games now benefit from parallel anim update if possible

	We now simply use the fact we want root motion to determine if we need to run immediately.

	#jira UE-29431 - Parallel anim update does not work in non-multiplayer games

Change 2951036 on 2016/04/21 by Lee.Clark

	PS4 - Fix WinDualShock working with VS2015

	#jira UE-29088

Change 2951034 on 2016/04/21 by Jack.Porter

	ProtoStar: Removed content not needed by remaining maps, resaved all content to fix version 0 issues

	#jira UE-29666

Change 2950995 on 2016/04/21 by Jack.Porter

	ProtoStar - delete unneeded maps

	#jira UE-29665

Change 2950787 on 2016/04/20 by Nick.Darnell

	SuperSearch - Moving the settings object into a seperate plugin to avoid there needing to be a circular dependency between SuperSearch and UnrealEd.

	#jira UE-29749
	#codeview Ben.Marsh

Change 2950786 on 2016/04/20 by Nick.Darnell

	Back out changelist 2950769 - Going to re-enable super search - about to move the settings into a plugin to prevent the circular reference.

	#jira UE-29749

Change 2950769 on 2016/04/20 by Ben.Marsh

	Comment out editor integration for super search to fix problems with the circular dependencies breaking hot reload and compiling QAGame in binary release.

Change 2950724 on 2016/04/20 by Lina.Halper

	Support for negative scaling for mirroring

	- Merging CL 2950718 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira: UE-27453

Change 2950293 on 2016/04/20 by andrew.porter

	Correcting sequencer test content

	#jira UE-29618

Change 2950283 on 2016/04/20 by Marc.Audy

	Don't route FlushPressedKeys on PIE shut down
	#jira UE-28734

Change 2950071 on 2016/04/20 by mason.seay

	Adjusted translation retargeting on head bone of UE4_Mannequin

	-Needed for anim bp test.  Tested animations and did not see any fallout from change.  If there is, it can be reverted.

	#jira UE-29618

Change 2950049 on 2016/04/20 by Mark.Satterthwaite

	Undo CL #2949690 and instead on Mac where we want to be able to capture videos of gameplay we just insert an intermediate texture as the back-buffer and use a manual blit to the drawable prior to present. This also changes the code to enforce that the back-buffer render-target should never be nil as the code & Metal API itself assumes that this situation cannot occur but it would appear from continued crashes inside PrepareToDraw that it actually can in the field. This will address another potential cause of UE-29006.
	#jira UE-29006
	#jira UE-29140

Change 2949977 on 2016/04/20 by Max.Chen

	Sequencer: Add FieldOfView to default tracks for CameraActor. Add FieldOfView to exclusion list for CineCameraActor.

	#jira UE-29660

Change 2949836 on 2016/04/20 by Gareth.Martin

	Fix landscape components flickering when perfectly flat (bounds size is 0)
	- This often happens for newly created landscapes
	#jira UE-29262

Change 2949768 on 2016/04/20 by Thomas.Sarkanen

	Moving parent & grouped child actors now does not result in deltas being applied twice

	Grouping and attachment now interact correctly.
	Also fixed up according to coding standard.

	Discovered and proposed by David.Bliss2 (Rocksteady).

	#jira UE-29233 - Delta applied twice when moving parent and grouped child actors
	From UDN: https://udn.unrealengine.com/questions/286537/moving-parent-grouped-child-actors-results-in-delt.html

Change 2949759 on 2016/04/20 by Thomas.Sarkanen

	Fix split pins not working as anim graph node inputs

	Limit surface area of this change by only modifying the anim BP compiler. A better version might be to move the call in the general blueprint compiler but it is riskier.

	#jira UE-12326 - Splitting a struct in an Anim Blueprint does not work

Change 2949739 on 2016/04/20 by Thomas.Sarkanen

	Fix layered bone per blend accessed from a struct in the fast-path

	Made sure that the fallback event is always built (logic was still split so if PatchFunctionNamesAndCopyRecordsInto aborted because of some unhandled case if might not have an event to call).
	Covered struct source->array dest case.
	Indicator icon is now built from the copy record itself, ensuring it is accurate to actual runtime data.

	#jira UE-29389 - Fast-Path: Layered Blend per Bone node failing to grab updated values from struct.

Change 2949715 on 2016/04/20 by Max.Chen

	Sequencer: Fix mouse wheel zoom so it defaults to zooming in on the current time/frame. This is a toggleable option in the Editor Preferences (Zoom Position = Current Time or Mouse Position)

	#jira UE-29661

Change 2949712 on 2016/04/20 by Taizyd.Korambayil

	#jira UE-28544 adjusted Player crosshair to be centered

Change 2949710 on 2016/04/20 by Alexis.Matte

	#jira UE-29477
	Pixel Inspector, UI get polish and adding "scene color" inspect property

Change 2949706 on 2016/04/20 by Alexis.Matte

	#jira UE-29475
	#jira UE-29476
	Favorite allow all UProperty to be favorite (the FStruct is now supported)
	Favorite scrollig is auto adjust to avoid scrolling when adding/removing a favorite

Change 2949691 on 2016/04/20 by Mark.Satterthwaite

	Fix typo from previous commit - retain not release...
	#jira UE-29140

Change 2949690 on 2016/04/20 by Mark.Satterthwaite

	Double-buffer the Metal viewport's back-buffer so that we can access the contents of the back-buffer after EndDrawingViewport is called until BeginDrawingViewport is called again on this viewport, this makes it possible to capture movies on Metal.
	#jira UE-29140

Change 2949616 on 2016/04/20 by Marc.Audy

	'Merge' latest version of Vulkan from Dev-Rendering to Release-4.12
	#jira UE-00000

Change 2949572 on 2016/04/20 by Jamie.Dale

	Fixed crash undoing a text property changed caused by a null entry in the array

	#jira UE-20223

Change 2949562 on 2016/04/20 by Alexis.Matte

	#jira UE-29447
	Fix the batch fbx import "not show options" dialog where some option can be different.

Change 2949560 on 2016/04/20 by Alexis.Matte

	#jira UE-28898
	Avoid importing multiple static mesh in the same package

Change 2949547 on 2016/04/20 by Mark.Satterthwaite

	You must use STENCIL_COMPONENT_SWIZZLE  to access the stencil component of a texture - not all APIs can swizzle it into .g automatically.
	#jira UE-29672

Change 2949443 on 2016/04/20 by Allan.Bentham

	Disable sRGB textures when ES31 feature level is set.
	Only use vk's sRGB formats when feature level > ES3_1

	#jira UE-29623

Change 2949428 on 2016/04/20 by Allan.Bentham

	Back out changelist 2949405
	#jira UE-29623

Change 2949405 on 2016/04/20 by Allan.Bentham

	Disable sRGB textures when ES31 feature level is set.
	Only use vk's sRGB formats when feature level > ES3_1

	#jira UE-29623

	Merging using Dev-Mobile_->_Release-4.12

Change 2949391 on 2016/04/20 by Richard.TalbotWatkin

	PIE with multiple windows now starts focused on Client 1, or the server if not a dedicated server. Added a new virtual call UEditorEngine::OnLoginPIEAllComplete, called when all clients have been successfully logged in when starting PIE. The default behavior is to set focus to the first client.
	#jira UE-26037 - Cumbersome workflow when running PIE with 2 clients
	#jira UE-26905 - First client window does not gain focus or mouse control when launching two clients

Change 2949389 on 2016/04/20 by Richard.TalbotWatkin

	Fixed regression which was saving the viewport config settings incorrectly.  Viewports are keyed by their layout on the same key as the config key, hence we do not need to prepend the SpecificLayoutString when saving out the config data when iterating through a layout's viewports.
	#jira UE-29058 - Viewport settings are not saved after shutting down editor

Change 2949388 on 2016/04/20 by Richard.TalbotWatkin

	Change auto-reimport settings so that "Detect Changes on Startup" defaults to true. Also removed the warning of potential unwanted behaviour when working in conjunction with source control; this is no longer necessary now that there is a prompt prior to auto-reimport.
	#jira UE-29257 - Auto import does not import assets

Change 2949203 on 2016/04/19 by Max.Chen

	Sequencer: Fix spawnables not getting default tracks.

	#jira UE-29644

Change 2949202 on 2016/04/19 by Max.Chen

	Sequencer: Fix particles not firing on loop.

	#jira UE-27881

Change 2949201 on 2016/04/19 by Max.Chen

	Sequencer: Fix multiple labels support

	#jira UE-26812

Change 2949200 on 2016/04/19 by Max.Chen

	Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.

	#jira UE-29516

Change 2949197 on 2016/04/19 by Max.Chen

	Sequencer: Fix unwind rotation when keying rotation so that rotations are always set to the nearest.

	#jira UE-22228

Change 2949196 on 2016/04/19 by Max.Chen

	Sequencer: Disable selection range drawing if it's empty so that playback range dragging can take precedence when they overlap. This fixes a bug where you can't drag the starting playback range when sequencer starts up.

	#jira UE-29657

Change 2949195 on 2016/04/19 by Max.Chen

	MovieSceneCapture: Default image compression quality to 100 (rather than 75).

	#jira UE-29657

Change 2949194 on 2016/04/19 by Max.Chen

	Sequencer: Matinee to Level Sequence fix for mapping properties correctly. This fixes focus distance not getting set properly on the conversion.

	#jira UETOOL-467

Change 2949193 on 2016/04/19 by Max.Chen

	Sequencer - Fix issues with level visibility.
	+ Don't mark sub-levels as dirty when the track evaluates.
	+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
	+ Null check for when an objects world is null but the track is still evaluating.
	+ Remove UnrealEd references.

	#jira UE-25668

Change 2948990 on 2016/04/19 by Aaron.McLeran

	#jira UE-29654 FadeIn invalidates Audio Components in 4.11

Change 2948890 on 2016/04/19 by Jamie.Dale

	Downgraded an assert in SPathView::LoadSettings to avoid a common crash when a saved path no longer exists

	#jira UE-28858

Change 2948860 on 2016/04/19 by Mike.Beach

	Mirroring CL 2940334 (from Dev-Blueprints):
	Bettering CreateEvent node errors, so users are able to recover from API changes (not clearing the function name field, calling out the function by name in the error, etc.)

	#jira UE-28911

Change 2948857 on 2016/04/19 by Jamie.Dale

	Added an Asset Localization context menu to the Content Browser

	This allows you to create, edit, and view localized assets from any source asset, as well as edit and view source assets from any localized asset.

	#jira UE-29493

Change 2948854 on 2016/04/19 by Jamie.Dale

	UAT now stages all project translation targets

	#jira UE-20248

Change 2948831 on 2016/04/19 by Mike.Beach

	Mirroring CL 2945994 (from Dev-Blueprints):
	Pasting EdGraphNodes will no longer query sub-nodes for compatibility if the root cannot be pasted (for things like collapsed graphs, and anim state-machine nodes).

	#jira UE-29035

Change 2948825 on 2016/04/19 by Jamie.Dale

	Fixed shadow warning

	#jira UE-29212

Change 2948812 on 2016/04/19 by Marc.Audy

	Gracefully handle failure to load configurable engine classes
	#jira UE-26527

Change 2948791 on 2016/04/19 by Jamie.Dale

	Fixed regression in SEditableText bIsCaretMovedWhenGainFocus when using auto-complete
	Fixed regression in FSlateEditableTextLayout::SetText that caused it to call OnTextChanged when nothing had changed

	#jira UE-29494
	#jira UE-28886

Change 2948761 on 2016/04/19 by Jamie.Dale

	Sub-fonts are now only used when they contain the character to be rendered

	#jira UE-29212

Change 2948718 on 2016/04/19 by Jamie.Dale

	Fixed an issue where FEnginePackageLocalizationCache could be initialized before CoreUObject was ready

	This is now done lazily, either when the first CDO tries to load an asset (which is after CoreUObject is ready), or after the first call to ProcessNewlyLoadedUObjects (if no CDO loads an asset).

	#jira UE-29649

Change 2948717 on 2016/04/19 by Jamie.Dale

	Removed the AssetRegistry's dependency on MessageLog

	It was only there to add a category that was only ever used by the AssetTools module.

	#jira UE-29649

Change 2948683 on 2016/04/19 by Phillip.Kavan

	[UE-18419] Fix GetClassDefaults nodes to update properly in response to structural BP class changes.

	change summary:
	- modified UK2Node_GetClassDefaults::CreateOutputPins() to bind/unbind delegate handlers for the OnChanged() & OnCompile() events for BP class types.

	#jira UE-18419

Change 2948681 on 2016/04/19 by Phillip.Kavan

	[UE-17794] The "Delete Unused Variable" feature now considers the GetClassDefaults node as well.

	change summary:
	- added external linkage to UK2Node_GetClassDefaults::FindClassPin().
	- added an include for the K2Node_GetClassDefaults header file to BlueprintGraphDefinitions.h.
	- added UK2Node_GetClassDefaults::GetInputClass() as a public API w/ external linkage; moved default 'nullptr' param logic into this impl.
	- modified FBlueprintEditorUtils::IsVariableUsed() to add an extra check for a GetClassDefaults node with a visible output pin for the variable that's also connected.
	- modified UK2Node_GetClassDefaults::GetInputClass() to return the generated skeleton class for Blueprint class types.

	#jira UE-17794

Change 2948638 on 2016/04/19 by Lee.Clark

	PS4 - Fix SDK compile warnings

	#jira UE-29647

Change 2948401 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-29250 Revuilt Lighting for Landscapes Map

Change 2948398 on 2016/04/19 by Mark.Satterthwaite

	Add a Mac Metal ES2 shader platform to allow the various ES2 emulation modes to work in the Editor. Fix various issues with the shader code to ensure that Metal can run with ES2 shader code at least in my limited test cases in QAGame.
	#jira UE-29170

Change 2948366 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-29109 Replaced Box Mesh with BSP Floor

Change 2948360 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947488

	#jira UE-29115 Nativized BulletTrain - cannot shoot targets in intro tutorial
	#jira UE-28965 Packaging Project with Nativize Blueprint Assets Prevents Overlap Events from Firing
	#jira UE-29559
	- fixed private enum access
	- fixed private bitfield access
	- removed forced PostLoad
	- add BodyInstance.FixupData call to fix ResponseChannels
	- ignored RelativeLocation and RelativeRotation in converted root component
	- fixed AttachToComponent (UE-29559)

Change 2948358 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947953

	#jira UE-29605 Wrong bullet trails in nativized ShowUp
	Fixed USimpleConstructionScript::GetSceneRootComponentTemplate.

Change 2948357 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2947984

	#jira UE-29374 Crash when hovering over Create Widget node in blueprints

	Safe UK2Node_ConstructObjectFromClass::GetPinHoverText.

Change 2948353 on 2016/04/19 by Maciej.Mroz

	merged from Dev-Blueprints 2948095

	#jira UE-29246 ExpandEnumAsExecs + UMETA(Hidden) Crashes Blueprint Compile
	"Hidden" and "Spacer" elementa from an enum does not generated exec pins for "ExpandEnumAsExecs"

Change 2948332 on 2016/04/19 by Benn.Gallagher

	Fixed old pins being left as non-transactional
	#jira UE-13801

Change 2948203 on 2016/04/19 by Lee.Clark

	PS4 - Use SDK 3.508.031

	#jira UEPLAT-1225

Change 2948168 on 2016/04/19 by mason.seay

	Updating test content:

	-Added Husk AI to level to test placed AI

	-Updated Spawn Husk BP to destroy itself to prevent spawn spamming

	#jira UE-29618

Change 2948153 on 2016/04/19 by Benn.Gallagher

	Missed mesh update for Owen IK fix.

	#jira UE-22540

Change 2948130 on 2016/04/19 by Benn.Gallagher

	Fixed old Owen punch IK setup so it no longer jitters when placing the hands on the surface.

	#jira UE-22540

Change 2948117 on 2016/04/19 by Taizyd.Korambayil

	#jira UE-28477 Resaved Template Map's to fix Warning Toast on Templates

Change 2948063 on 2016/04/19 by Lina.Halper

	- Anim composite notify change for better
	 - Fixed all nested anim notify

	- Merging CL 2944396 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira : UE-29101

Change 2948060 on 2016/04/19 by Lina.Halper

	Fix for composite section metadata saving for montage

	Merging CL 2944397 using //UE4/Dev-Framework_to_//UE4/Release-4.12

	#jira : UE-29228

Change 2948029 on 2016/04/19 by Ben.Marsh

	EC: Prevent automatically pushing CIS builds to the launcher; the changelist might be run more than once.

Change 2947986 on 2016/04/19 by Benn.Gallagher

	Fixed BP callable functions that affect skeletal mesh component transforms not working when simulating physics.
	#jira UE-27783

Change 2947976 on 2016/04/19 by Mark.Satterthwaite

	Duplicate CL #2943702 from 4.11.2: Change the way Metal validates the render-target state so that in FMetalContext::PrepareToDraw it can issue a last-ditch attempt to restore the render-targets. This won't fix the cause of the Mac Metal crashes but it might mitigate some of them and provide more information about why they are occurring.
	#jira UE-29006

Change 2947975 on 2016/04/19 by Mark.Satterthwaite

	Duplicate CL #2945061 from UE4-UT: Address UT issue UE-29150 directly in the UT branch: users without a sufficiently up-to-date Xcode won't have the 'metal' offline shader compiler so will have to use the slower online compiled text shader format.
	#jira UE-29150

Change 2947679 on 2016/04/19 by Jack.Porter

	Fixed 4.12 branch not compiling with the 1.0.8 Vulkan SDK
	#jira UE-29601

Change 2947657 on 2016/04/18 by Jack.Porter

	Update protostar reflection capture contents

	#jira UE-29600

Change 2947301 on 2016/04/18 by Ben.Marsh

	EC: Fix trigger ready emails failing to send due to recipient list being a space-separated list of addresses rather than an array reference.

Change 2947263 on 2016/04/18 by Marc.Audy

	Merging CL# 2945921 //UE4/Release-4.11 to //UE4/Release-4.12

	Ensure that all OwnedComponents in an Actor are duplicated for PIE even if not referenced by a property, unless that component is explicitly transient
	#jira UE-29209

Change 2946984 on 2016/04/18 by Ben.Marsh

	GUBP: Allow Ocean cooks in the release branch (fixes build startup failures)

Change 2946870 on 2016/04/18 by Ben.Marsh

	Remaking CL 2946810 to fix compile error in ShooterGame editor.

Change 2946859 on 2016/04/18 by Ben.Marsh

	GUBP: Don't exclude Ocean from builds in the release branch.

Change 2946847 on 2016/04/18 by Ben.Marsh

	GUBP: Fix warning on every build step due to OrionGame_Win32_Mono no longer existing.

Change 2946771 on 2016/04/18 by Ben.Marsh

	EC: Correct initial agent type for release branches. Causing full branch syncs on all agents.

Change 2946641 on 2016/04/18 by Ben.Marsh

	EC: Remove rogue comma causing branch definition parsing to fail.

Change 2946592 on 2016/04/18 by Ben.Marsh

	EC: Adding branch definition for 4.12 release

#lockdown Nick.Penwarden

[CL 2962354 by Ben Marsh in Main branch]
2016-05-01 17:37:41 -04:00
Chris Babcock
2b886e2c93 Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2911743 on 2016/03/16 by Allan.Bentham

	Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
	Cleaned up some ronin integration hacks from ronin.

Change 2912053 on 2016/03/16 by Peter.Sauerbrei

	disable Vulkan in Win32 builds for now
	#codereview rolando.caloca
	#jira UE-28465

Change 2914512 on 2016/03/18 by Dmitriy.Dyomin

	Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled

Change 2914944 on 2016/03/18 by Allan.Bentham

	Fix es2 tonemap flip. Fixes UE-25148

Change 2915248 on 2016/03/18 by Chris.Babcock

	Updates to support NDK r11
	#jira UE-28529
	#ue4
	#android

Change 2919192 on 2016/03/22 by Chris.Babcock

	NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
	#jira UE-28408
	#ue4
	#android
	#codereview Jack.Porter

Change 2919591 on 2016/03/23 by Allan.Bentham

	Merge ronin's Gaussian DoF to 4.11's dof changes.

	Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
	Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.

	#codereview martin.mittring

Change 2920758 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: shifting lighting samples octree
	https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html

Change 2920793 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
	#jira UE-26426

Change 2920981 on 2016/03/24 by Dmitriy.Dyomin

	GPU particles support for iOS Metal (A8+ only)
	#jira UE-11067
	#jira UE-28514
	#codereview Jack.Porter

Change 2921383 on 2016/03/24 by Allan.Bentham

	Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
	#codereview jack.porter

Change 2925694 on 2016/03/29 by Dmitriy.Dyomin

	Fixed: GPU particles and bloom on S7 Mali

Change 2927065 on 2016/03/29 by Chris.Babcock

	Set the DT_SONAME field in linker (stops warning toast)
	#ue4
	#android
	#codereview Jack.Porter

Change 2927375 on 2016/03/30 by Jack.Porter

	Fixed localization for placement mode Cube, Sphere, Cylinder and Cone

Change 2928643 on 2016/03/30 by Jack.Porter

	Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF

	#code_review: allan.bentham

Change 2932773 on 2016/04/04 by Jack.Porter

	Reapply android Vulkan version fixes

Change 2932853 on 2016/04/05 by Jack.Porter

	Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion

Change 2932998 on 2016/04/05 by Jack.Porter

	Native web browser widget on iOS

	#jira UEMOB-20

Change 2933420 on 2016/04/05 by Chris.Babcock

	Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
	#jira UE-29066
	#pr #2236
	#ue4
	#android

Change 2934315 on 2016/04/05 by Chris.Babcock

	Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
	#jira UE-23937
	#PR #1820
	#ue4
	#android
	#codereview Ryan.Gerleve

Change 2935038 on 2016/04/06 by Chris.Babcock

	Fix OpenGLES31 compile error
	#ue4
	#android
	#codereview Jack.Porter

Change 2936288 on 2016/04/07 by Allan.Bentham

	Planar reflection captures for mobile. (UE-27426)
	Added mobile planar reflection flag to material.

	#codereview jack.porter, daniel.wright

Change 2936297 on 2016/04/07 by Allan.Bentham

	Missed file. Planar reflection captures for mobile. (UE-27426)
	#codereview jack.porter, daniel.wright

Change 2937763 on 2016/04/08 by Dmitriy.Dyomin

	Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
	GitHub #2031
	#jira UE-26576
	#codereview Jack.Porter

Change 2937863 on 2016/04/08 by Jack.Porter

	Merged Ronin CLs 2840392, 2860028

	Allow vertex texture fetches on ES2 (requires absolute mip level)

Change 2938461 on 2016/04/08 by Chris.Babcock

	Write Android uninstall batch files
	#ue4
	#android

Change 2939679 on 2016/04/11 by Allan.Bentham

	Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
	renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects

	#codereview jack.porter, daniel.wright

Change 2939887 on 2016/04/11 by Chris.Babcock

	Android ARM64 libraries
	#jira UEPLAT-1268
	#ue4
	#android

Change 2940125 on 2016/04/11 by Chris.Babcock

	Added requirements to Arm64 and x86_64 tooltips

Change 2941051 on 2016/04/12 by Allan.Bentham

	Fix for inverted RG channels when using filmic tonemapper with ES2.
	#codereview jack.porter

Change 2942523 on 2016/04/13 by Chris.Babcock

	Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
	#ue4
	#android
	#codereview Josh.Adams

Change 2942578 on 2016/04/13 by Chris.Babcock

	Add cxademangle dependency to Core for Android
	#ue4
	#android
	#codereview Josh.Adams

Change 2942997 on 2016/04/13 by Chris.Babcock

	Run Ant with -quiet first and run again without if there is an error for the log
	#ue4
	#android
	#codereview Josh.Adams

Change 2943320 on 2016/04/14 by Jack.Porter

	Fixed planar reflection merge errors

Change 2943352 on 2016/04/14 by Jack.Porter

	Fix NAME_VULKAN_ES3_1_ANDROID shader format name

	#codereview: Rolando.Coloca

Change 2943367 on 2016/04/14 by Dmitriy.Dyomin

	Added cvars to add or strip specific GL extensions from a driver reported extensions string
	#jira UE-29467

Change 2943425 on 2016/04/14 by Dmitriy.Dyomin

	Better logging of MobileHDR mode

Change 2943461 on 2016/04/14 by Dmitriy.Dyomin

	Fixing HDR rendering and bloom on Galaxy S7

Change 2943493 on 2016/04/14 by Dmitriy.Dyomin

	Better HDR fix for devices with ES3 support

Change 2943855 on 2016/04/14 by Allan.Bentham

	Mobile planar reflections.
	 - currently only supports opaque materials
	#codereview jack.porter

Change 2944721 on 2016/04/14 by Chris.Babcock

	Allow Vulkan-only Android builds
	#ue4
	#android
	#codereview Allan.Bentham,Jack.Porter

Change 2944771 on 2016/04/14 by Dmitriy.Dyomin

	Fixed: mesh particles crash in ES2

Change 2944827 on 2016/04/15 by Dmitriy.Dyomin

	Fixed: GPU particles not working on S6 with Android 6.0.1

Change 2944836 on 2016/04/15 by Jack.Porter

	Disable FX system calls in forward renderer when particles showflag is off

Change 2944840 on 2016/04/15 by Jack.Porter

	Re-enabled non-radial TDeferredLightVS on ES2 for planar and put  #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4  around the radial shader code which was tripping up ES2.

	#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright

Change 2944914 on 2016/04/15 by Jack.Porter

	Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode

Change 2945020 on 2016/04/15 by Gareth.Martin

	Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.

	Change 2943560 on 2016/04/14 by Gareth.Martin

	        Added ability to expand landscape bounds
	        #jira UE-28928
	        #jira UE-25230

	Change 2943538 on 2016/04/14 by Gareth.Martin

	        Fix a crash with saving a level >2GB in size.
	        There may still be other crashes with >2GB levels.

	Change 2943477 on 2016/04/14 by Gareth.Martin

	        Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
	        Also moved all the LOD settings together in LandscapeProxy.h because it was messy

	Change 2942113 on 2016/04/13 by Gareth.Martin

	        Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.

	Change 2941030 on 2016/04/12 by Gareth.Martin

	        Cleanup and commenting

	Change 2940994 on 2016/04/12 by Gareth.Martin

	        Implement random scale option for Landscape Grass.
	        #jira UE-25743

	Change 2940993 on 2016/04/12 by Gareth.Martin

	        Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent

	Change 2940150 on 2016/04/11 by Gareth.Martin

	        Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform

	Change 2940101 on 2016/04/11 by Gareth.Martin

	        Additional checks for bad static mesh when building the HISMC tree

Change 2945560 on 2016/04/15 by Rolando.Caloca

	DM - Fix for newer Vulkan sdks

Change 2945638 on 2016/04/15 by Chris.Babcock

	Fix permissions on uninstall script on Mac
	#jira UE-29236
	#ue4
	#android
	#lockdown Jack.Porter

Change 2945856 on 2016/04/15 by Rolando.Caloca

	DM - vk - Fix mapped allocations on mobile

#lockdown nick.penwarden

[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
Gil Gribb
5f4d6e257c Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Rendering @ 2943238)
#lockdown nick.penwarden

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

Change 2932679 on 2016/04/04 by Martin.Mittring

	remove hack/cvar that is not longer needed as we fixed the bug
	#rb:Bob.Tellez
	#code_review:Bob.Tellez

Change 2932681 on 2016/04/04 by Martin.Mittring

	fixed cvars in consolevariables.ini can affect engine even if marked with cheat (no longer load consolevariables.ini in shipping and test), unified 3 code path, added testcase, cvars with cheat in ini file other than consolevariables.ini now trigger ensure, =on/off/true/false/.. works in all ini files,
	added enure if non scalability setting are used in ScalabilityIni (get now ignored)
	#rb:David.Hill
	#code_review:Marcus.Wassmer, Michael.Noland

Change 2932719 on 2016/04/04 by Marcus.Wassmer

	Merge 3 band SH back to DevRendering
	#rb Daniel.Wright

Change 2932760 on 2016/04/04 by Zabir.Hoque

	Migrating high resolution cubemaps for skylight and reflection probes.

	#rb: Daniel.Wright

Change 2933121 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix free blocks not getting joined
	- Fix compile issue

Change 2933122 on 2016/04/05 by Rolando.Caloca

	DR - Do not shorten dumped shaders path

Change 2933126 on 2016/04/05 by Rolando.Caloca

	DR - vk  - Index Buffers using new resource management

Change 2933127 on 2016/04/05 by Rolando.Caloca

	DR - vk - Extract multibuffer off index buffer

Change 2933131 on 2016/04/05 by Rolando.Caloca

	DR - vk - Transition to vb's using mutlibuffer

Change 2933136 on 2016/04/05 by Rolando.Caloca

	DR - vk - Change staging buffers to use resource allocation system
	- Fix free block not getting joined
	- Remove define

Change 2933140 on 2016/04/05 by Rolando.Caloca

	DR - vk - 'static' textures now use resource mgmt
	- Release free pages back to the OS
	- Remove ensure

Change 2933152 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix aliasing granularity
	- Fix renderpass end/copy buffer ensure

Change 2933155 on 2016/04/05 by Rolando.Caloca

	DR - SCW - Fix for -directcompile to directly load file for preprocessor

Change 2933158 on 2016/04/05 by Rolando.Caloca

	DR - hlslcc - Error on Metal if trying to R & W on RWTextures
	- Fix indices on RW reads to be unsigned
	#codereview Mark.Satterthwaite, Michael.Trepka

Change 2933169 on 2016/04/05 by Rolando.Caloca

	DR - vk - Move header to public to match changes on DevMobile

Change 2933173 on 2016/04/05 by David.Hill

	Deferred decal rendering with negative scale
	#rb:Matrin.Mittring
	#jira:UE-27389

Change 2933273 on 2016/04/05 by Rolando.Caloca

	DR - vk - Fix renderdoc markers

Change 2933274 on 2016/04/05 by Rolando.Caloca

	DR - Support for -AttachDebugger

Change 2933316 on 2016/04/05 by Rolando.Caloca

	DR - vk - Compile fix whene enabling define

Change 2933334 on 2016/04/05 by Rolando.Caloca

	DR - Compile fix
	#codereview Martin.Mittring

Change 2933805 on 2016/04/05 by Brian.Karis

	Temporal AA dynamic antighosting.

	Fixed DOF

Change 2933811 on 2016/04/05 by Brian.Karis

	Fixed area light NaNs. Improvements to area lights. Horizen handling for wrap around.

Change 2933812 on 2016/04/05 by Brian.Karis

	Fixed fresnel on SSS skin.

Change 2933813 on 2016/04/05 by Brian.Karis

	Tessellation fix

Change 2933816 on 2016/04/05 by Brian.Karis

	Improved forward shading support

[CL 2943241 by Gil Gribb in Main branch]
2016-04-13 21:24:38 -04:00
Nick Darnell
d5a5e56664 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

Change 2889481 on 2016/03/02 by Richard.TalbotWatkin

	Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE).
	PR #2094
	#jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor

FSlateAtlasedTextureResource

	Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server.
	#jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel
	#RB Thomas.Sarkanen

Change 2890359 on 2016/03/02 by Nick.Darnell

	Jira Mirroring - Adding some tools for matching gits sha to perforce commits.  Also adding the program for scraping jira issues and pushing them elsewhere.

Change 2892008 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2813475

Change 2892086 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2813457

Change 2892117 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2812830

Change 2892316 on 2016/03/03 by Richard.TalbotWatkin

	Fixed conversion of brushes to volumes so that the original transform isn't lost.
	#jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform

Change 2892765 on 2016/03/03 by Andrew.Rodham

	Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor

	#codereview Mike.Fricker

Change 2894154 on 2016/03/04 by Richard.TalbotWatkin

	Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant.

Change 2894481 on 2016/03/04 by Cody.Albert

	#jira UE-27830

	Fixed mismatched layout name

Change 2896339 on 2016/03/06 by Richard.TalbotWatkin

	Fixed undo issues in texture paint mode.
	#jira UE-21206 - Texture Painting bugs

Change 2896713 on 2016/03/07 by Joe.Conley

	Replacing #ifndef with #pragma once

Change 2896955 on 2016/03/07 by Cody.Albert

	#jira UE-27711

	Added initialization for LastHighlightInteractionTime

Change 2898895 on 2016/03/08 by Richard.TalbotWatkin

	More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts.
	#jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport

Change 2900770 on 2016/03/09 by Joe.Conley

	Change #ifndef to #pragma once for headers under Runtime/Engine/Public

Change 2900835 on 2016/03/09 by Richard.TalbotWatkin

	Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems.
	#jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location
	#jira UE-20807 - Browse to Asset in Content Browser focuses just on the text
	#codereview Nick.Atamas

Change 2900837 on 2016/03/09 by Richard.TalbotWatkin

	Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden.  Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu.
	#jira UE-20567 - UX Regression on Open Asset Panel
	This also addresses a similar issue with the auto-complete popup in the Content Browser search bar.

Change 2900847 on 2016/03/09 by Richard.TalbotWatkin

	Fixed include dependency.

Change 2900951 on 2016/03/09 by Richard.TalbotWatkin

	Fixed non-dependent name lookup for superclass member access.

Change 2901325 on 2016/03/09 by Jamie.Dale

	PR #2107: Output Log Filtering (Contributed by phoboz-net)

Change 2901391 on 2016/03/09 by Jamie.Dale

	Some more output log filter improvements

	We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu.

Change 2901736 on 2016/03/09 by Alexis.Matte

	#jira UE-14632
	Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor.

	#codereview nick.darnell

Change 2903162 on 2016/03/10 by Alexis.Matte

	Fbx scene importer, Fix crash when changing the material base path in the material tab page

	#codereview nick.darnell

Change 2903903 on 2016/03/10 by Richard.TalbotWatkin

	Fixed crash when attempting to paste an object from the level viewport into the content browser.
	#jira UE-26100 - Crash when attempting to copy an object from the world into the content browser

Change 2903947 on 2016/03/10 by Richard.TalbotWatkin

[CL 2937134 by Nick Darnell in Main branch]
2016-04-07 16:16:52 -04:00
Nick Darnell
71d3d81e81 Back out Dev-Editor -> Main copy up.
#lockdown Nick.Penwarden

[CL 2936997 by Nick Darnell in Main branch]
2016-04-07 14:58:54 -04:00
Nick Darnell
03c1df75c3 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

Change 2889481 on 2016/03/02 by Richard.TalbotWatkin

	Fixed socket preview component in Static Mesh Editor so that it remains correctly attached if the socket is renamed (Contributed by Manny-MADE).
	PR #2094
	#jira UE-27338 - GitHub 2094 : BUGFIX: Socket preview component broken in Static Mesh Editor

FSlateAtlasedTextureResource

	Made changes to the Perforce source control provider so that operations can be cancelled with immediate effect if there is an issue connecting to the server.
	#jira UE-24632 - "Updating file(s) source control status..." dialog doesn't allow Cancel
	#RB Thomas.Sarkanen

Change 2890359 on 2016/03/02 by Nick.Darnell

	Jira Mirroring - Adding some tools for matching gits sha to perforce commits.  Also adding the program for scraping jira issues and pushing them elsewhere.

Change 2892008 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2813475

Change 2892086 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2813457

Change 2892117 on 2016/03/03 by Richard.TalbotWatkin

	Back out changelist 2812830

Change 2892316 on 2016/03/03 by Richard.TalbotWatkin

	Fixed conversion of brushes to volumes so that the original transform isn't lost.
	#jira UE-24404 - Convert Actor from BSP to volume can affect the actor transform

Change 2892765 on 2016/03/03 by Andrew.Rodham

	Changed public facing level editor classes to use ILevelEditor instead of SLevelEditor

	#codereview Mike.Fricker

Change 2894154 on 2016/03/04 by Richard.TalbotWatkin

	Fixed error in USplineComponent::GetSegmentLength when the segment is linear or constant.

Change 2894481 on 2016/03/04 by Cody.Albert

	#jira UE-27830

	Fixed mismatched layout name

Change 2896339 on 2016/03/06 by Richard.TalbotWatkin

	Fixed undo issues in texture paint mode.
	#jira UE-21206 - Texture Painting bugs

Change 2896713 on 2016/03/07 by Joe.Conley

	Replacing #ifndef with #pragma once

Change 2896955 on 2016/03/07 by Cody.Albert

	#jira UE-27711

	Added initialization for LastHighlightInteractionTime

Change 2898895 on 2016/03/08 by Richard.TalbotWatkin

	More optimizations to editing actors with a large number of components. Improved performance when executing construction scripts.
	#jira UE-24821 - Blueprints with thousands of components perform very badly when selected in the Level Viewport

Change 2900770 on 2016/03/09 by Joe.Conley

	Change #ifndef to #pragma once for headers under Runtime/Engine/Public

Change 2900835 on 2016/03/09 by Richard.TalbotWatkin

	Fixed issues with scrolling items into view in STileView. Also fixed bugs in STileView::ReGenerateItems.
	#jira UE-20441 - Hitting F2 to rename an asset in the Content Browser moves the asset out of view if the CB is at default size and location
	#jira UE-20807 - Browse to Asset in Content Browser focuses just on the text
	#codereview Nick.Atamas

Change 2900837 on 2016/03/09 by Richard.TalbotWatkin

	Added an OnKeyDownHandler to SSearchBox and SAssetSearchBox so that functionality for handling keypresses which is normally handled by SEditableText can be overridden.  Added custom behavior to SAssetPicker and SAssetSearchBox so that up/down cursor keys can be used to change focus from the text box to the menu.
	#jira UE-20567 - UX Regression on Open Asset Panel
	This also addresses a similar issue with the auto-complete popup in the Content Browser search bar.

Change 2900847 on 2016/03/09 by Richard.TalbotWatkin

	Fixed include dependency.

Change 2900951 on 2016/03/09 by Richard.TalbotWatkin

	Fixed non-dependent name lookup for superclass member access.

Change 2901325 on 2016/03/09 by Jamie.Dale

	PR #2107: Output Log Filtering (Contributed by phoboz-net)

Change 2901391 on 2016/03/09 by Jamie.Dale

	Some more output log filter improvements

	We now defer the search until you finish typing, and the filter list itself now uses toggle buttons (like the content browser) so that you can toggle multiple filters without having to re-open the menu.

Change 2901736 on 2016/03/09 by Alexis.Matte

	#jira UE-14632
	Export staticmeshactor which are base on blueprint class as a blueprint instead of exporting it as an actor.

	#codereview nick.darnell

Change 2903162 on 2016/03/10 by Alexis.Matte

	Fbx scene importer, Fix crash when changing the material base path in the material tab page

	#codereview nick.darnell

Change 2903903 on 2016/03/10 by Richard.TalbotWatkin

	Fixed crash when attempting to paste an object from the level viewport into the content browser.
	#jira UE-26100 - Crash when attempting to copy an object from the world into the content browser

Change 2903947 on 2016/03/10 by Richard.TalbotWatkin

[CL 2936966 by Nick Darnell in Main branch]
2016-04-07 14:48:06 -04:00
Peter Sauerbrei
865909dbbb Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599
#lockdown nick.penwarden

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

Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin

	Added support for Landscape grass to use the landscape's light/shadow maps
	(original github pull request #1798 by Frugality)

Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM

	DM - glslang

Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Common RHI changes

Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Initial rhi check-in. Tappy & SunTemple working on PC.
	#codereview Jack.Porter, Chris.Babcock, Josh.Adams

Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Split Immediate command list off RHI

Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	changes to exclude LPV shaders from Vulkan
	(reapplied with edit instead of integrate records)

Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Static shadowing + dynamic-object CSM

Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Mobile GPU particles

Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Planar reflections very WIP

Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Separate Translucency very WIP

Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	ProtoStar engine changes

Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	HACK for Max Texture Samplers hardcoded to 8 on ES2
	Should be cleaned up better with UE-24419.
Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Integrate pipeline cache

Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM

	DM - Initial CCT support

Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Empty bound shader states cache
	- Only used currently on Vulkan

Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM

	DM - Added GRHINeedsExtraDeletionLatency from 4.11

Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM

	DM - Remove batched elements quads (was not been used at least since UE3!)

Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Fence mgr (disabled)

Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Resource management (disabled)

Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Expand number of stencil op bits

Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Add support for more MaxSimultaneousRenderTargets

Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Support for 3d staging textures

Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream

	Vulkan RHI stub for new SharedResourceView RHI call

Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - SM4 preq

Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream

	Android Vulkan support initial checkin

Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile

	Reinstate vertex fog, fixes UE-28166

Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Use fence manager

Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Descriptor pool

[CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Gil Gribb
0711601519 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2879377 on 2016/02/24 by Gil.Gribb

	UE4 - Added render thread start and stop delegates. GitHub 2006.
	#Jira UE-26184

Change 2879378 on 2016/02/24 by Gil.Gribb

	UE4 - Avoided using TG_PrePhysics as the first tickgroup so that licensees can add tickgropups.
	https://udn.unrealengine.com/questions/279126/code-assumes-that-tg-prephysics-is-the-first-tick.html
	#Jira UE-26971

Change 2879382 on 2016/02/24 by Gil.Gribb

	UE4 - Tweaked automation test framework by request from UDN post.

Change 2879727 on 2016/02/24 by Martin.Mittring

	adding debug info for Optimus driver detection issue
	#rb:Benjamin.Hyder
	#Test:PC

Change 2879728 on 2016/02/24 by Martin.Mittring

	fixed and improved VisualizeMotionBlur
	#rb:David.Hill
	#test:PC

Change 2879729 on 2016/02/24 by Martin.Mittring

	added AngleBetweenVectors() and variants to the FastMath library
	#rb:David.Hill
	#code_review:Brian.Karis

Change 2880133 on 2016/02/24 by David.Hill

	new r.DepthOfFieldQualitySetting
	for GDC squencer demo
	#rb:Martin.Mittring
	 - OR-15875

Change 2880314 on 2016/02/24 by Daniel.Wright

	Fixed uses of FDepthDrawingPolicyFactory being affected by bUseAsOccluder
	* This fixes preshadows on HISMC and foliage

Change 2880338 on 2016/02/24 by Martin.Mittring

	added SkinCache.Debug cvar
	#rb:Lina.Halper
	#test:PC

Change 2880344 on 2016/02/24 by Daniel.Wright

	Added the ability to apply DFAO to static indirect lighting, controlled by r.AOApplyToStaticIndirect
	* Lightmaps, stationary skylight and reflection captures are all affected
	* Specular occlusion on reflection captures requires a fair amount of tweaking of r.SkySpecularOcclusionStrength, MinOcclusion and MaxOcclusionDistance for good quality
	* For now, a movable skylight with low intensity (.0001) must be placed to control MaxOcclusionDistance and MinOcclusion

Change 2880346 on 2016/02/24 by Daniel.Wright

	Added several cvars to expose mesh distance field limits, which allows higher quality
	* r.DistanceFields.MaxPerMeshResolution
	* r.DistanceFields.DefaultVoxelDensity
	* r.DistanceFields.AtlasSizeXY
	* r.DistanceFields.AtlasSizeZ

Change 2881304 on 2016/02/25 by Gil.Gribb

	UE4 - Increased the priority of cloth tasks because these are on the critical path.

Change 2881306 on 2016/02/25 by Gil.Gribb

	UE4 - Added cvar to control background tick list cleanup.

Change 2881790 on 2016/02/25 by Daniel.Wright

	Screen size fading is only applied to spot and point lights

Change 2882077 on 2016/02/25 by Daniel.Wright

	DFAO indirect occlusion on static lighting is now correctly applied to IndirectIrradiance

Change 2882391 on 2016/02/25 by Martin.Mittring

	fixed bad caching of SRV for vertexbuffers in SkinCache (caused rendering artifacts and wasteful memory allocations). Finding a SRV is now O(1), was O(n)
	#rb:Olaf.Piesche
	#code_review:Rolando.Caloca,Marcus.Wassmer

Change 2883008 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed recursive shader intialization crash on consoles.

Change 2883253 on 2016/02/26 by Martin.Mittring

	Improved SkinTangent compression
	#rb:Olaf.Piesche

Change 2883295 on 2016/02/26 by Martin.Mittring

	Added RecomputeSkinTangent feature for GPU SkinCache, not enabled by default (r.SkinCache.RecomputeTangents)
	#rb:Olaf.Piesche,Brian.Karis,Lina.Halper,Rolando.Caloca

Change 2883363 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed an issue with recurisve shader init on consoles...again.

Change 2883912 on 2016/02/26 by Gil.Gribb

	UE4 - Fixed shadows updating static meshes while the prepass is in progress.

Change 2884829 on 2016/02/27 by Martin.Mittring

	OR-16237 indirect lighting on skin is too dark
	#rb:Martin.Mittring
	#code_review:Brian.Karis

Change 2885096 on 2016/02/28 by Martin.Mittring

	OR-13678

[CL 2890130 by Gil Gribb in Main branch]
2016-03-02 13:38:38 -05:00
Gil Gribb
a3de788c58 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2868708 on 2016/02/16 by Olaf.Piesche

	Only add primitives to separate translucency draw list if ST is enabled; shouldn't make any visual difference, but save some time.

Change 2868751 on 2016/02/16 by Martin.Mittring

	fixed endless driver iteration in rare case (disabled code path)

Change 2868793 on 2016/02/16 by Martin.Mittring

	added missing code for CreateShaderResourceView

Change 2868814 on 2016/02/16 by Martin.Mittring

	removed unused code, cleanup, renamed parameter to be more clean

Change 2869124 on 2016/02/16 by Martin.Mittring

	code cleanupof SkinCache, using struct avoid redundant passing of many paramters

Change 2869162 on 2016/02/16 by Martin.Mittring

	added vectex/indexbuffer SRV caching for upcoming changes

Change 2869339 on 2016/02/16 by Uriel.Doyon

	Rename r.streaming.UseAabb to r.streaming.UseNewMetrics as it nows controls old build and new build.
	Texture Streaming Build now rebuilds the streaming data per static meshes.
	Static Primitives bounds are now computed for each sections and lods.
	Scale and rotation do not increase bounds as before since they are computed on the geomtery transformed in world space.
	Fixed an issue with some debug view modes preventing the visualization in the static mesh editor
	#codereview marcus.wassmer

Change 2869431 on 2016/02/16 by Martin.Mittring

	Fix typo in original UE4 code - CreatePrimitiveUniformBufferImmediateà #2058
	GitHub pull request

Change 2869632 on 2016/02/16 by Brian.Karis

	Fixed clear coat with movable skylight. Movable skylight + reflection captures is still broken.

Change 2870545 on 2016/02/17 by Olaf.Piesche

	Fixing separate translucency in reflection captures (no post-processing case); clarifying and simplifying checks a little bit

Change 2871326 on 2016/02/17 by Daniel.Wright

	Better precomputed visibility log

Change 2871329 on 2016/02/17 by Daniel.Wright

	'r.VisualizeOccludedPrimitives 1' shows statically occluded primitives in dark red

Change 2871354 on 2016/02/17 by Daniel.Wright

	Nearest-Depth Neighbor upsampling for half res separate translucency
	* Enabled by default when r.SeparateTranslucencyScreenPercentage is 50
	* Produces full resolution silhouettes of opaque objects in front of half res translucency
	* Costs .1ms on PS4

Change 2871363 on 2016/02/17 by Daniel.Wright

	Particle cutout optimization works on SubUVMovie module as well

Change 2872099 on 2016/02/18 by Gil.Gribb

	UE4 - Improve the performance of SGameLayerManager::GetAspectRatioInset and perhaps fixed a bug.

Change 2872433 on 2016/02/18 by David.Hill

	All world position related nodes were broken in UI material.  This was noticed in Noise Node in UI material rendering black - Jira 26931

	The bug resulted from to View vs ResolvedView changes.

Change 2872844 on 2016/02/18 by Zabir.Hoque

	Ensure bDestroyOwnerAfterFade is only used when a Fade has actually be set.

Change 2873272 on 2016/02/19 by Martin.Mittring

	fixed SkinCache memory layout for tangents after recent change

Change 2873460 on 2016/02/19 by Gil.Gribb

	UAT - Add option to run commandlets with -AllowStdOutLogVerbosity

Change 2873468 on 2016/02/19 by Gil.Gribb

	remove RHI flush on texture streaming...this is a dup of a change made elsewhere

Change 2873971 on 2016/02/19 by David.Hill

	Decals not rendering in orthographic lit views

Change 2874153 on 2016/02/19 by Daniel.Wright

	Automatically downsampled separate translucency
	* Off by default, controlled with r.SeparateTranslucencyAutoDownsample
	* The separate translucency pass is timed with GPU timestamps, and downsampling is automatically enabled if the smoothed time is greater than r.SeparateTranslucencyDurationDownsampleThreshold
	* Downsampling is then disabled if the GPU time is less than r.SeparateTranslucencyDurationUpsampleThreshold
	* Downsampling state will not change more often than r.SeparateTranslucencyMinDownsampleChangeTime
	* Implemented timestamp render queries for PS4

Change 2874286 on 2016/02/19 by Daniel.Wright

	Buffer one extra frame for translucency timestamps, to make sure they never block

Change 2874990 on 2016/02/20 by Rolando.Caloca

	DR - Remove old files

Change 2875910 on 2016/02/22 by Daniel.Wright

	Enabled r.SeparateTranslucencyAutoDownsample for OrionGame

[CL 2879372 by Gil Gribb in Main branch]
2016-02-24 06:51:42 -05:00
Andrew Grant
13a9fa2498 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681)
#lockdown Nick.Penwarden

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

Change 2845644 on 2016/01/27 by Martin.Wilson

	Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again

	#Jira OR-13469
	#rb Thomas.Sarkanen
	#tests in editor tests, bot match.

Change 2845613 on 2016/01/27 by John.Pollard

	Latest network profiler binaries

	#rb none
	#tests run profiler

Change 2845595 on 2016/01/27 by Mieszko.Zielinski

	Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2845593 on 2016/01/27 by Jeff.Farris

	Added support for setting and choosing filmbacks and lenses for cinematic cameras.
	- New CineCameraComponent and CineCameraActor classes
	- can define filmback and lens presets via ini file
	- details customizations for filmback and lens selection
	- added prototype set of filmbacks and lenses (primes and zooms)
	- Camera details customization now gracefully handles when CameraSettings category is hidden
	- example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap

	#rb none
	#tests editor

Change 2845585 on 2016/01/27 by Marcus.Wassmer

	Don't fool with connected state if we're early outing from the OS intercepting controller events.  This fixes some missing delegates.
	Fixes cert bug about controller disconnect screen staying up permanently
	#rb Cody.Haskell
	#test Turning off controller, turning on again.
	#lockdown Andrew.Grant

Change 2845528 on 2016/01/27 by Max.Chen

	Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys.

	#jira UE-26084
	#tests Add spawnable, +Track->Animation exists
	#rb none

Change 2845483 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly
	#jria UE-26016
	#rb Max.Chen
	#tests Tested the viewports

Change 2845421 on 2016/01/27 by Max.Preussner

	Sequencer: Implemented go-to feature

	#RB max.chen
	#TESTS Editor

Change 2845407 on 2016/01/27 by Max.Preussner

	Sequencer: Moved SetViewRange() into ISequencer and made it public

	#RB max.chen
	#TESTS none

Change 2845404 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed cinematic viewport not updating when dragging transport range
	#jira UE-26003
	#rb Max.Chen
	#tests Scrubbed the timeline

Change 2845396 on 2016/01/27 by David.Nikdel

	#OSS #Purchase #Store #PS4
	- Minor log cleanup
	#RB: none
	#TESTS: compiles

Change 2845375 on 2016/01/27 by Max.Chen

	Sequencer: Implement cinematic shot track thumbnails.

	#jira UE-25125
	#tests Rebuild the trailer with the cinematic shot track
	#rb none

Change 2845359 on 2016/01/27 by Marcus.Wassmer

	Downgrade some checks to ensures.
	#rb none
	#test ps4

Change 2845347 on 2016/01/27 by Nicholas.Davies

	Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team.
	#RB Antony.Carter
	#TESTS n/a
	#codereview Robert.Manuszewski

Change 2845227 on 2016/01/27 by Robert.Manuszewski

	Adding flags to create callstack map files when building Arxan protection

	#rb none
	#tests Built arxan exe

Change 2844871 on 2016/01/26 by Andrew.Grant

	Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated)
	#rb none
	#tests ran editor

[CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
Gil Gribb
2e5b4cbbd1 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden

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

Change 2821445 on 2016/01/08 by Olaf.Piesche
	More vertex factory improvements, storing off particle vertex factories on the scene proxy instead of the dynamic data to avoid recreating all the time; saves up to 2ms render thread time according to QA's testing.

	#rb martin.mittring

Change 2821520 on 2016/01/08 by Olaf.Piesche

	Coloring subuv modules green for easier visual ID

	#rb martin.mittring

Change 2823479 on 2016/01/11 by Chris.Bunner

	Updated Lightmass HLOD logic to avoid HLODs shadowing non-related meshes. Duplicated CL#2823104 from Dev-General.

Change 2823570 on 2016/01/11 by Zabir.Hoque

	Introduce multiplier that controls decal fade speed.

	#CodeReview: Martin.Mittring
	#1777

Change 2823615 on 2016/01/11 by Uriel.Doyon

	Fixed stencil ref multithreading issue.
	Fixed state caching when depth range is enabled.
	#jira UE-24564
	#review marcus.wassmer

Change 2823652 on 2016/01/11 by Zabir.Hoque

	Rename FadeSpeedScale -> FadeDurationScale to be logically more consistent.

	#CodeReview: Martin.Mittring

Change 2824065 on 2016/01/11 by Brian.Karis

	Fixed last viewrect motion blur bug. Enabled new motion blur algorithm for default.

Change 2825432 on 2016/01/12 by Zabir.Hoque

	Store off view matrices at at time of freezing and base lod selection useing relevant matrices, thus allows lods to be frozen. #OR-10918

	#CodeReview: Marcus.Wassmer, Rolando.Caloca, Martin.Mittring

Change 2825971 on 2016/01/12 by Brian.Karis

	New motion blur enabled.

Change 2825974 on 2016/01/12 by Brian.Karis

	Fixed refraction check value. 1 does nothing not 0.

Change 2825975 on 2016/01/12 by Brian.Karis

	Cloth gets skylight for movable sky.

Change 2827519 on 2016/01/13 by Zabir.Hoque

	ALLOW_UAV_CONDITION did not have a safe fallback when not SM5.0 && COMPILER_SUPPORTS_ATTRIBUTES.

	#CodeReview Martin.Mittring, Rolando.Caloca

Change 2830172 on 2016/01/15 by Rolando.Caloca

	DR - Minor cleanup
	- Renamed Vertex Factories' struct Data to struct FData
	- Removed Data type on FVertexFactory

Change 2830242 on 2016/01/15 by Rolando.Caloca

	DR - Prep cleanup for gpu morph targets
	- Split common code for  GPU skin cache into a base class
	- Moved some local static arrays from UpdateMorphVertexBuffer() to static members
	#codereview Lina.Halper

Change 2830455 on 2016/01/15 by Rolando.Caloca

	DR - Compile fix from bad merge
	#jira UE-25557

Change 2832023 on 2016/01/18 by Rolando.Caloca

	DR - Removed TangentZDelta_DEPRECATED from FVertexAnimDelta
	#rb Marcus.Wassmer
	#codereview Lina.Halper

Change 2832067 on 2016/01/18 by Gil.Gribb

	UE4 - Changed PC to default to parallel rendering when not in editor. Fixed lack of a stall on texture locks and unlocks coming from texture streamer. Fixed a few cases where stuff was being added to rhicommandlists even when we were bypassed.

Change 2834379 on 2016/01/19 by Gil.Gribb

	UE4 - fix perf regression related to cvar

Change 2834864 on 2016/01/19 by Olaf.Piesche

	Fixing potential crash with auto-kill trail emitters, fixing use of the wrong flag to auto-deactivate

	#codereview gil.gribb

Change 2835777 on 2016/01/20 by David.Hill

	EyeAdaptation - using a screen center focus in the weights
	#rb Martin Mitring

	related to: UE-15509.  This is adding the ability to focus the basic eye-adaptation region in the center of the screen, and cvar functionality for paragon testing on ps4

Change 2835778 on 2016/01/20 by David.Hill

	EyeAdapation - DefaultFeature for method
	#rb Martin.Mitring
	Adding a default feature cvar for eye adaptation method

Change 2837410 on 2016/01/20 by David.Hill

	OR-13213   SetupPerObjectProjection()
	#test:PC
	#rb:Martin.Mitring
	#codereview:Daniel.Wright

[CL 2845257 by Gil Gribb in Main branch]
2016-01-27 07:18:43 -05:00
Matthew Griffin
6c75b4032c Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2835147)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2817214 on 2016/01/06 by mason.seay
	Adjusted Walkable Slope Override for mesh

	#jira UE-24473

Change 2817384 on 2016/01/06 by Michael.Schoell
	Crash fix when selecting a variable node for a variable that is not owned by a Blueprint.

	#jira UE-24958 - Crash when getting the sequence player in level blueprint

Change 2817438 on 2016/01/06 by Max.Chen

	Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr

	#rb Andrew.Rodham
	#jira UE-24926

Change 2817459 on 2016/01/06 by Marc.Audy

	 PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro)
	#jira UE-22309

Change 2817472 on 2016/01/06 by Ben.Marsh

	Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out.

Change 2817473 on 2016/01/06 by Marc.Audy

	 PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus)
	#jira UE-21911

Change 2817533 on 2016/01/06 by Lauren.Ridge

	Fixing Match3 not compiling in Debug (removed two checks on TileLibrary)

	#jira UE-25004

Change 2817625 on 2016/01/06 by Taizyd.Korambayil

	#jira UE-19659 Reimported Template Animations with Proper Skeletons

Change 2817647 on 2016/01/06 by Lukasz.Furman

	replaced ensure during initialization of blackboard based behavior tree task with log warning
	#ue4
	#jira UE-24448
	#rb Mieszko.Zielinski

Change 2817648 on 2016/01/06 by Lukasz.Furman

	fixed broken rendering component of navmesh actor after delete-undo operation
	#ue4
	#jira UE-24446
	#rb Mieszko.Zielinski

Change 2817688 on 2016/01/06 by Taizyd.Korambayil

	#jira UE-22347 Fixed Message Warnings on Startup

Change 2817815 on 2016/01/06 by Jamie.Dale

	Multiple fixes when editing right-to-left text

	- Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries.
	- Text layout highlights are now able to correctly handle bi-directional and right-to-left text.
	- Text picking can now handle bi-directional and right-to-left text.
	- Text picking can now pick the individual characters that make up a ligature glyph.
	- The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text).
	- Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph.
	- Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs.

	#jira UE-25013

Change 2817828 on 2016/01/06 by Nick.Darnell

	Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher.

	#jira UE-24563

Change 2818052 on 2016/01/06 by Nick.Darnell

	Editor - Adding another application check for the launcher to catch the current app name on mac.

	#jira UE-24563

Change 2818149 on 2016/01/06 by Taizyd.Korambayil

	#jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh

Change 2818360 on 2016/01/06 by Chris.Babcock

	Fix reading from ini sections not cached after build system changes for 4.11
	#jira UE-25027
	#ue4
	#android

Change 2818369 on 2016/01/06 by Ryan.Vance

	#jira UE-24976
	Adding tessellation support to instanced stereo

Change 2818999 on 2016/01/07 by Robert.Manuszewski

	UHT will no longer try to load game-only plugins.

	#jira UE-25032

	- Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs
	- Added better error message when UHT's PreInit fails

Change 2819064 on 2016/01/07 by Richard.Hinckley

	#jira UE-24694
	Fixing array usage in 4.11 stream.

Change 2819067 on 2016/01/07 by Ori.Cohen

	When editor tries to spawn a physics asset we automatically load the needed skeletal mesh

	#rb Matt.K
	#JIRA UE-24165
2016-01-22 08:13:18 -05:00
Andrew Grant
69f9d6f648 Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630)
#lockdown Nick.Penwarden

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

Change 2831624 on 2016/01/17 by Marcus.Wassmer

	Merge disable of FCachedReadPlatformData on PS4.  Reduces memory spikes. 2830986
	#rb none
	#test none
	#codereview Michael.Noland,James.Golding

Change 2831402 on 2016/01/17 by Marcus.Wassmer

	HLOD priority and streamout changes.
	Give texture pool an extra 200MB which we can afford thanks to James/Michael
	#rb Chris.Gagnon
	#test run agora, notice nice textures.
	#lockdown Andrew.Grant

Change 2831398 on 2016/01/17 by Marcus.Wassmer

	Fix 3 logic bugs with Relocate
	#rb chris.gagnon
	#test run game, look for corruption.
	#lockdown Andrew.Grant

Change 2831372 on 2016/01/16 by Marcus.Wassmer

	Update param.sfo's and lockdown version in prep for good PS4 playtest build.
	#rb none
	#test build from last night...
	#lockdown Andrew.Grant

Change 2831274 on 2016/01/16 by Graeme.Thornton

	Disable platform file cache wrapper on PS4

	#codereview James.Golding
	#rb none
	#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)

Change 2831237 on 2016/01/16 by Sammy.James

	Fix PS4 compile error

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt

	Fix possible invalid access to shared  movie player resource across threads causing startup crash.

	#codereview marcus.wassmer
	#rb none, #tests initial load

Change 2831218 on 2016/01/16 by Marcus.Wassmer

	Fix bad warning case.
	#codereview Martin.Mittring
	#rb none
	#test none

Change 2831201 on 2016/01/16 by Andrew.Grant

	Added extra info about referencer to missing asset reference message
	#rb none
	#tests cooked, ran editor

Change 2831183 on 2016/01/16 by David.Nikdel

	#OSS #PS4 #Purchasing #StoreV2
	- Force failure if we have no receipts after a "successful" checkout.
	- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
	- Convert productIds to skuIds at checkout time
	- Added PS4 Implementation of IOnlineStoreV2
	- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
	- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
	#RB: Paul.Moore
	#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC

Change 2831129 on 2016/01/16 by David.Nikdel

	#MCP
	- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
	#RB: none
	#TESTS: frontend

Change 2830986 on 2016/01/15 by Michael.Noland

	PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
	#rb marcus.wassmer
	#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
	#lockdown andrew.grant

Change 2830943 on 2016/01/15 by Max.Chen

	Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.

	#tests Master sequence trailer plays without crashing
	#rb none

Change 2830912 on 2016/01/15 by Michael.Noland

	Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
	#rb mieszko.zielinski
	#tests Tested printing the value out
	#codereview martin.mittring

Change 2830910 on 2016/01/15 by Michael.Noland

	Rendering: Improved GPU driver detection logic to handle more cases
	#codereview martin.mittring
	#rb mieszko.zielinski
	#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder

Change 2830776 on 2016/01/15 by Martin.Mittring

	from Dev-Rendering
	added ensure to track down multiple issues like
	OR-11771 CRASH: User Crashed when pressing the Play button
	OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
	#rb:Gil.Gribb
	#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
unrealbot
1f4837f80f Branch snapshot for CL 2835500
[CL 2835500 in Main branch]
2016-01-20 21:35:26 -05:00
Andrew Grant
b7629531e5 Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630)
#lockdown Nick.Penwarden

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

Change 2831624 on 2016/01/17 by Marcus.Wassmer

	Merge disable of FCachedReadPlatformData on PS4.  Reduces memory spikes. 2830986
	#rb none
	#test none
	#codereview Michael.Noland,James.Golding

Change 2831402 on 2016/01/17 by Marcus.Wassmer

	HLOD priority and streamout changes.
	Give texture pool an extra 200MB which we can afford thanks to James/Michael
	#rb Chris.Gagnon
	#test run agora, notice nice textures.
	#lockdown Andrew.Grant

Change 2831398 on 2016/01/17 by Marcus.Wassmer

	Fix 3 logic bugs with Relocate
	#rb chris.gagnon
	#test run game, look for corruption.
	#lockdown Andrew.Grant

Change 2831372 on 2016/01/16 by Marcus.Wassmer

	Update param.sfo's and lockdown version in prep for good PS4 playtest build.
	#rb none
	#test build from last night...
	#lockdown Andrew.Grant

Change 2831274 on 2016/01/16 by Graeme.Thornton

	Disable platform file cache wrapper on PS4

	#codereview James.Golding
	#rb none
	#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)

Change 2831237 on 2016/01/16 by Sammy.James

	Fix PS4 compile error

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt

	Fix possible invalid access to shared  movie player resource across threads causing startup crash.

	#codereview marcus.wassmer
	#rb none, #tests initial load

Change 2831218 on 2016/01/16 by Marcus.Wassmer

	Fix bad warning case.
	#codereview Martin.Mittring
	#rb none
	#test none

Change 2831201 on 2016/01/16 by Andrew.Grant

	Added extra info about referencer to missing asset reference message
	#rb none
	#tests cooked, ran editor

Change 2831183 on 2016/01/16 by David.Nikdel

	#OSS #PS4 #Purchasing #StoreV2
	- Force failure if we have no receipts after a "successful" checkout.
	- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
	- Convert productIds to skuIds at checkout time
	- Added PS4 Implementation of IOnlineStoreV2
	- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
	- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
	#RB: Paul.Moore
	#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC

Change 2831129 on 2016/01/16 by David.Nikdel

	#MCP
	- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
	#RB: none
	#TESTS: frontend

Change 2830986 on 2016/01/15 by Michael.Noland

	PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
	#rb marcus.wassmer
	#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
	#lockdown andrew.grant

Change 2830943 on 2016/01/15 by Max.Chen

	Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.

	#tests Master sequence trailer plays without crashing
	#rb none

Change 2830912 on 2016/01/15 by Michael.Noland

	Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
	#rb mieszko.zielinski
	#tests Tested printing the value out
	#codereview martin.mittring

Change 2830910 on 2016/01/15 by Michael.Noland

	Rendering: Improved GPU driver detection logic to handle more cases
	#codereview martin.mittring
	#rb mieszko.zielinski
	#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder

Change 2830776 on 2016/01/15 by Martin.Mittring

	from Dev-Rendering
	added ensure to track down multiple issues like
	OR-11771 CRASH: User Crashed when pressing the Play button
	OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
	#rb:Gil.Gribb
	#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
Nick Penwarden
6d5e1da95f Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh

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

Change 2774277 on 2015/11/19 by Gil.Gribb

	UE4 - Did minor optimizations to the PS4 RHI and drawlists.

Change 2791226 on 2015/12/04 by Uriel.Doyon

	Added source code for Embree 2.7.0
	Removed duplicate files from the /doc folder.

Change 2800193 on 2015/12/11 by Marcus.Wassmer

	SSAO AsyncCompute support.
	#rb Martin.Mittring

Change 2801631 on 2015/12/14 by Olaf.Piesche

	Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic

	#rb martin.mittring

Change 2803240 on 2015/12/15 by Gil.Gribb

	UE4 - Added command to collect stats on spammy stats.

Change 2803476 on 2015/12/15 by Rolando.Caloca

	DR - Allow toggling compute skin dispatch at runtime
	- r.SkinCacheShaders Now enable the shaders and feature
	- r.SkinCaching enables toggling at runtime
	- r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting
	- Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes)
	#codereview Marcus.Wassmer, Martin.Mittring

Change 2803940 on 2015/12/15 by Marcus.Wassmer

	Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes.  So far it looks like WaveLimits behave better in UE4.

	Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries.  In my testing this takes SSAO cost from .5ms -> .2ms.   However it had to be hacked to run without normals.  Hopefully Martin can get some real AsyncSSAO in.

	#rb Martin.Mittring
	#codereview Martin.Mittring

Change 2803999 on 2015/12/15 by Uriel.Doyon

	Refactored the shader complexity material override logic to allow other viewmodes shader overrides.
	TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming.
	WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming.
	Added an option to stream textures based on the AABB distance instead of using the sphere approximation.
	Added an option to only keep a the wanted mips.
	Moved optimization related viewmodes into a submenu to avoid polluting the interface.
	#jira UE-24502
	#jira UE-24503
	#jira UERNDR-89

Change 2804150 on 2015/12/15 by Olaf.Piesche

	make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency

	#rb martin.mittring

Change 2804367 on 2015/12/15 by Daniel.Wright

	Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map

Change 2805293 on 2015/12/16 by Olaf.Piesche

	logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.)

	#rb martin.mittring

Change 2805586 on 2015/12/16 by Zabir.Hoque

	Adding support for decals to fade and destroy themselves automatically.

	#CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche

Change 2807663 on 2015/12/17 by Rolando.Caloca

	DR - Remove expensive logging
	#codereview Marcus.Wassmer

Change 2807903 on 2015/12/17 by Zabir.Hoque

	Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints.

	#CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche

Change 2809261 on 2015/12/18 by Martin.Mittring

	Added VisualizeShadingModels to track down issues like that:
	  FORT-16913 Textures on Hero Mesh is not shown
	#rb:David.Hill
	#code_review:Bob.Tellez

Change 2810136 on 2015/12/21 by Rolando.Caloca

	DR - Added back draw event colors
	PR #1602
	#jira UE-21526
	#codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams

Change 2810680 on 2015/12/21 by Martin.Mittring

	moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering
	#test:editor

Change 2811205 on 2015/12/22 by Brian.Karis

	Pulled clear coat out of the reflection compute shader. Added permutation for skylight.

	Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade.

Change 2811275 on 2015/12/22 by David.Hill

	UE-24675
	#rb martin.mittring

	Corrected buffer-size related problem with fringe.

Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00