Commit Graph

18 Commits

Author SHA1 Message Date
Ori Cohen
0b8fd4467c Disable PhysX cleaning of mesh for per poly skeletal mesh case.
[CL 2107509 by Ori Cohen in Main branch]
2014-06-16 18:02:40 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Matthew Griffin
98a1cdce0f Added Structs to store streamed audio chunks for runtime streaming or in DDC.
Followed pattern set out by texture streaming so that each chunk of audio data resides in its own bulkdata struct. It is currently possible to split audio into chunks when SoundWaves are marked for streaming but there is no way of doing this exposed at present.
Changed the parameters of FAudioDevice::GetRuntimeFormat so that the relevant SoundWave must be passed in, to allow for different formats for individual sounds/streaming options.
USoundWave::FreeResources no longer resets the NumChannels as it is unnecessary and causes sounds to be unable to play after the OGG data is flushed when attempting to switch to OPUS.

[CL 2099012 by Matthew Griffin in Main branch]
2014-06-09 11:13:16 -04:00
Jamie Dale
0cfe5f0651 Added PlatformInfo to DesktopPlatform and improved the editors Supported Platform UI
TTP# 337136 - SETTINGS: Target Platform settings polish
TTP# 337652 - EDITOR: Limit Project supported Android icons down to 1
TTP# 337650 - EDITOR: There is only 1 icon for Apple for Project Supported Platforms

DesktopPlatform now contains a static array of FPlatformInfo. This can be used to query UE4 about its available platforms, even when they're not available as a target platform.

FPlatformInfo contains the information required by the editor (such as a localized display name and icon), as well as whether a platform is a variation ("flavor") of another, and if so, whether the flavor affects the build output (eg, Win32 or Win64), or the cook output (eg, Android_XYZ). This lets the editor build up nested menus for the "Package Project" and "Cook Project" options, rather than just showing everything as a flat list.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2095796 by Jamie Dale in Main branch]
2014-06-05 12:13:44 -04:00
Max Preussner
18c542ddff TargetPlatform: Documentation and formatting clean up pass
[CL 2095419 by Max Preussner in Main branch]
2014-06-05 01:23:47 -04:00
Terence Burns
ed12de7f13 Added support to configure which target RHI's we desire on platforms.
User can now select target RHI's for windows under: Edit->Project Preferences->Windows->Targeted RHIs

Split up GetShaderFormats into GetAllPossibleShaderFormats and GetAllTargetedShaderFormats.
D3D11 and D3D10 remain the only two on, by default, for windows.

#ReviewedBy Nick.Penwarden

[CL 2068025 by Terence Burns in Main branch]
2014-05-09 08:51:44 -04:00
Bob Tellez
cf896552ca Back out changelist 2060765. These temporary log changes are no longer needed.
[CL 2060800 by Bob Tellez in Main branch]
2014-05-01 01:01:20 -04:00
Bob Tellez
575a39d1ce UE4: Even more logs to help track down the cook crash.
[CL 2060765 by Bob Tellez in Main branch]
2014-04-30 23:46:04 -04:00
Dmitry Rekman
123eaf1a69 Removed unused GetBuildArtifacts() from ITargetPlatform (this is now being done in UAT).
#codereview Peter.Sauerbrei

[CL 2059006 by Dmitry Rekman in Main branch]
2014-04-29 21:53:09 -04:00
Matthew Griffin
40695e5258 Allowing Compression Info class to be selected by cooked platform
Moved functions to check for and select Compressed Audio Info class to the audio device as the audio formats are not accessible in cooked builds (and shouldn't really need to be either).

[CL 2057758 by Matthew Griffin in Main branch]
2014-04-28 10:49:16 -04:00
Matthew Griffin
fb32e49bba Created Opus audio format for streaming sounds
Added an audio format for Opus, which also required a resampler to make sure that all imported sounds are converted to a compatible sample rate.
Added the speex resampler from the opus tools package to the third party source, including built libraries for windows and mac.
Changed FVorbisAudioInfo so that it inherits from an interface for any kind of compressed audio, which can be used everywhere instead of being wrapped in #WITH_VORBIS.
Added FOpusAudioInfo to decompress Opus data, not sure at this point whether it's only going to be used for streaming audio but works for non-streamed playback.

[CL 2056352 by Matthew Griffin in Main branch]
2014-04-25 08:39:14 -04:00
Allan Bentham
aae3bf9968 #ttp 322654 - UE4: RENDERING: Texture compression pipeline should support per-format maximum sizes
#proj Engine
#branch UE4
#summary Added GetFormatCapabilities to ITextureFormat interface, TextureCompressorModule attempts to downsample images that are too large.
#add GetFormatCapabilities to ITextureFormat and all affected subclasses.
#change BuildTextureMips now attempts to construct a source that is compatible with the maximum size for a texture compressor.

[CL 2053233 by Allan Bentham in Main branch]
2014-04-23 20:04:50 -04:00
Marc Audy
a39fab6a6d Remove unused SoundWave.bLoopable flag
[CL 2050271 by Marc Audy in Main branch]
2014-04-23 19:41:55 -04:00
Peter Sauerbrei
0600bc5b81 #ue4
* fix for IPP causing deploy or package to fail when running from Game Launcher

[CL 2039103 by Peter Sauerbrei in Main branch]
2014-04-23 17:23:52 -04:00
Daniel Lamb
e12bc9941e Added support for cook on the fly to work with multiple platforms (slowly removing -targetplatform commandline option).
Phase 1
Added platform to the cooked file requests so that the cooker just cooks files for the requested platform.
Reviewed Daniel Wright

[CL 2038767 by Daniel Lamb in Main branch]
2014-04-23 16:44:02 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00