Commit Graph

15337 Commits

Author SHA1 Message Date
Mark Satterthwaite
da5b2b1b80 Merging CL #2690470: Change the FVectorFieldUniformParameters structure alignment again to resolve another alignment problem with the FVector/float3 arrays. It isn't clear to me whether this mis-alignment is in our TStaticArray which should be aligning each 12-byte FVector to a 16-byte boundary, or the Metal SL where float3 should be 16-byte aligned, but they demonstrably don't match in ElementalDemo.
[CL 2693689 by Mark Satterthwaite in Main branch]
2015-09-16 12:24:56 -04:00
Mark Satterthwaite
2a337b0ca3 Merging CL #2693296: Fix particle vertex declaration mismatch on iOS Metal.
[CL 2693688 by Mark Satterthwaite in Main branch]
2015-09-16 12:24:45 -04:00
Dmitry Rekman
122226d9a3 Linux: move setting LC_NUMERIC to an earlier stage.
[CL 2693649 by Dmitry Rekman in Main branch]
2015-09-16 12:07:55 -04:00
John Abercrombie
e881c0491c Merging using UE4-Fortnite-To-UE4 @ CL 2685327
[CL 2693429 by John Abercrombie in Main branch]
2015-09-16 10:22:45 -04:00
Gil Gribb
48936dda41 UE4 - Moved churn tracker to launch instead of game ticks.
[CL 2693422 by Gil Gribb in Main branch]
2015-09-16 10:18:31 -04:00
Gil Gribb
0fed117096 UE4 - remove malloc churn on strings in slate.
[CL 2693421 by Gil Gribb in Main branch]
2015-09-16 10:18:23 -04:00
Mieszko Zielinski
ec3f63328f Added a safety feature that should address navmesh-generation related classes when BP-implemented actors get their construction script re-run just after navmesh generation ending #UE4
UE-20646

#codereview Lukasz.Furman

[CL 2693380 by Mieszko Zielinski in Main branch]
2015-09-16 09:56:10 -04:00
Max Chen
4709152fa1 Sequencer: Fix skeletal mesh animation timing.
- Reverse dilation so that 0.5 means slower and 2x means faster.
- Protect against 0 dilation value.

[CL 2693312 by Max Chen in Main branch]
2015-09-16 08:58:15 -04:00
Jamie Dale
e1b3f0c3b6 Fixed Slate atlas textures no longer making full use of their page space
UE-21089 - Slate Atlas Textures are not making full use of page space

[CL 2693304 by Jamie Dale in Main branch]
2015-09-16 08:52:26 -04:00
Ben Marsh
aa6f55aff9 Change the format for error messages when compiling shaders on the build machines, so that the post processor can parse them correctly. Now formats them all on one line, and outputs errors with a verbosity of error.
[CL 2693264 by Ben Marsh in Main branch]
2015-09-16 07:47:17 -04:00
Max Chen
d6846d2e9b Sequencer: Fix crash when trying to key bool property when there's multiple property paths (ie. properties on components)
[CL 2693050 by Max Chen in Main branch]
2015-09-16 01:45:09 -04:00
Max Chen
c7f7eaad4c Sequencer: When autokeying is off, a key at the current time shouldn't be updated if the property changes. Fixed property tracks so that they don't cause runtime instances to be updated if no key is going to be added whent he property changes.
[CL 2693020 by Max Chen in Main branch]
2015-09-16 00:07:12 -04:00
Ori Cohen
acbbd4fe60 Fix non-unity build
[CL 2692896 by Ori Cohen in Main branch]
2015-09-15 21:05:35 -04:00
Stan Melax
13b7532c22 attach weldness of being crash
Some sort of change in collision status, attachment, welding configuration was causing a recreate of physx objects.  because of the way things were configured, it was attempting to initialize a body twice into physx.   the first time due to an unweld would instantiate the "root' which turned out to be self, and then again later it detected that it was actor was already created but not properly dealt with.  now we remove things from the to-be-created-and-added-to-scene list if they happen to magically appear during the welding steps.

http://crashreporter/Buggs/Show/70202
#jira UE-20075

[CL 2692798 by Stan Melax in Main branch]
2015-09-15 20:06:37 -04:00
Bob Tellez
7661d36198 #UE4 Compile fix for slate null renderer.
[CL 2692764 by Bob Tellez in Main branch]
2015-09-15 19:47:36 -04:00
Ori Cohen
7abc4dcef3 Parallel cloth now uses async tick function instead of tasks. Moved end and start cloth into cloth manager.
[CL 2692682 by Ori Cohen in Main branch]
2015-09-15 19:13:31 -04:00
Ori Cohen
d359edb2f7 Turn on async component tick by default.
[CL 2692596 by Ori Cohen in Main branch]
2015-09-15 18:42:50 -04:00
Bob Tellez
04d892c6bd [AUTOMERGE]
#UE4 Added the initial revision of the slate null renderer. When using -nullrhi, this renderer is used instead of SlateRHIRenderer.

#rb Matt.Kuhlenschmidt

#codereview Matt.Kuhlenschmidt

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2692587 by Bob.Tellez on 2015/09/15 18:41:09.

[CL 2692588 by Bob Tellez in Main branch]
2015-09-15 18:41:34 -04:00
Sammy James
75d1092657 Add support for input actions in UserWidget
[CL 2692548 by Sammy James in Main branch]
2015-09-15 18:21:58 -04:00
Jamie Dale
da7d4ec4fe Fixed a case where FastDecimalFormat would incorrectly format a negative fractional number whose integral part is zero
[CL 2692378 by Jamie Dale in Main branch]
2015-09-15 16:45:06 -04:00
Bob Tellez
8d310163dd [AUTOMERGE]
#UE4 Removed PendingNavAreaRegistration and made NavAreaClasses non-static. This array is now populated when a navigation system is created and updated when nav areas are loaded for all instances. This allows normal GC rules to apply and no longer violates disregard-for-gc rules with the nav system CDO.

#rb Lukasz.Furman

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2692376 by Bob.Tellez on 2015/09/15 16:44:24.

[CL 2692377 by Bob Tellez in Main branch]
2015-09-15 16:44:43 -04:00
Lina Halper
2b4d8f0f94 Fix compile error.
Merging

//depot/UE4-Orion/Engine/Source/Runtime/Engine/Private/Animation/AnimNode_BlendListBase.cpp

to //depot/UE4/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_BlendListBase.cpp

[CL 2692335 by Lina Halper in Main branch]
2015-09-15 16:26:48 -04:00
Lina Halper
d20dc12ee8 Make sure Alpha Blend does not change weight unless, it's Update to guarantee that weight transition is applied properly when parameter has changed.
- Usually this class is used by update node or so, and modifying weight directly often results in undesired behavior because it changes weight outside of update, which can cause issues - in this case Montages.

- You can modify weight by setting alpha value, but you won't apply weight directly otherwise, Update will make sure your blended value gets applied.

- Moved Morphtarget eval data gathering to update Animation.

- Added verbose logs on weight tracking

Merging

//depot/UE4-Orion/Engine/Source/Runtime/Engine/...

to //depot/UE4/Engine/Source/Runtime/Engine/...

[CL 2692288 by Lina Halper in Main branch]
2015-09-15 16:01:27 -04:00
Lina Halper
d06d9b335f Merging
//depot/UE4-Orion/Engine/Source/Runtime/Engine/Private/Animation/AnimInstance.cpp

to //depot/UE4/Engine/Source/Runtime/Engine/Private/Animation/AnimInstance.cpp

[CL 2692282 by Lina Halper in Main branch]
2015-09-15 16:00:05 -04:00
Lina Halper
019ef9528a temp fix merge
- Merging all of it to make sure it doesn't confuse P4.

Merging

//depot/UE4-Orion/Engine/Source/Runtime/Engine/...

to //depot/UE4/Engine/Source/Runtime/Engine/...

[CL 2692280 by Lina Halper in Main branch]
2015-09-15 15:59:34 -04:00