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16298 Commits
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2cf40e541e |
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3091903)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3072947 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game texture. #review-3072934 @marcus.wassmer #jira UE-34045 Change 3073301 on 2016/08/02 by Ben.Woodhouse Fix for large spotlight culling precision issues, reported on UDN by Aaron Jacobs at Double Fine. For a full description, see the UDN post https://udn.unrealengine.com/questions/305440/shadowed-light-flicker-caused-by-floating-point-pr.html #jira UE-34052 Change 3073689 on 2016/08/02 by Ben.Woodhouse Improved skin postprocess - support for full resolution, with diffuse/spec lighting combined into single RGBA (sharing chroma) Full res lighting gives less temporal AA flickering, sharper diffuse and specular lighting in the surface (since this is now at full resolution), faster postprocessing if using a 64-bit rendertarget (on NV 980Ti). Checkerboard rendering is controlled via the r.sss.checkerboard cvar. - 0 is off/full res, 1 is checkerboard, 2 is automatic based on scenecolor (non-checkerboard requires 64bit or more rendertarget w/separate alpha) Tested/profiled on PC, PS4 Change 3074666 on 2016/08/02 by Daniel.Wright Fixed stationary skylight brightness Change 3074667 on 2016/08/02 by Daniel.Wright Fixed r.ReflectionEnvironmentLightmapMixing Change 3074687 on 2016/08/02 by Daniel.Wright Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. Change |
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c9cd5d81b9 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3090553)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026802 on 2016/06/24 by Lina.Halper
#Pose Asset work
# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
- Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
- When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1]
- Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp
# pose asset preview fix
- made sure it adds to curve, so you don't have to use delegate to apply
- PreviewOverride is now added to output curve, so we don't have to apply that curve later
- only reason of anim instance delegate is now for normal anim blueprint.
#pose asset change
- Curve extraction happens with ExtractContext, the output curve is stricly output curve
- Pose Asset supports Shrink now, but only shrink if full pose
- Added PoseHandler to handle most of common stuff between different pose nodes
- Still have to work on how to update pose asset - wip
- todo: clean up single node player to handle pose asset in a function
#code review:Martin.Wilson, James.Golding
Change 3027519 on 2016/06/24 by Lina.Halper
Reverted FTransform name change as that causes compile errors due to lack of deprecated messages
- not worth to keep the old functions and add new one
#code review: Martin.Wilson
Change 3060205 on 2016/07/21 by Zak.Middleton
#ue4 - Don't strip map/package name from shipping on dedicated server in UGameInstance::StartGameInstance(), to allow specifying map name on servers via commandline. Don't ever parse "-replay" on dedicated servers.
#jira UE-29424
github #2273
Change 3061365 on 2016/07/22 by Jon.Nabozny
Fix single frame character flip on death in ShooterGame.
#jira UE-28053
Change 3061370 on 2016/07/22 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body.
#jira UE-33463
Change 3061406 on 2016/07/22 by Lukasz.Furman
deprecated blueprint interface for avoidance groups, added new set of functions working with FNavAvoidanceMask struct instead of packed flags
#jira UE-32625
Change 3061847 on 2016/07/22 by Bob.Tellez
Duplicating CL#3058203 from //Fortnite/Main
#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.
Change 3063080 on 2016/07/25 by Benn.Gallagher
Fixes to APEX rendering artefacts, by discarding all incoming render data from the APEX asset and skinning our render data to the simulation mesh.
#jira UEFW-182
Change 3063119 on 2016/07/25 by Ori.Cohen
Fix constraint index not being assigned correctly. Also expose FindConstraintBoneName to blueprints
#JIRA UE-33716
Change 3063956 on 2016/07/25 by Ori.Cohen
Fix SetRootBodyIndex so that it uses world space transform instead of ref skeleton. Fixes a few issues when using ragdolls on skeletal mesh assets that were imported with offset/rotation.
Also fix crash when opening up old physics asset and changing its mesh.
#JIRA UE-33753
#JIRA UE-33754
Change 3064846 on 2016/07/26 by Benn.Gallagher
Fixed crash when loading skeletal meshes with clothing in -game
#jira UE-33771
Change 3065237 on 2016/07/26 by Ori.Cohen
Fix physics handle component not accounting for bone rotation/offset
Change 3065241 on 2016/07/26 by Ori.Cohen
Fix constraint component not using root body when no bone name is provided.
Change 3069508 on 2016/07/28 by Aaron.McLeran
Adding debug exec commands to help with debugging audio
Solos sounds when using the following exec commands:
- AudioSoloSoundWave
Solos sounds with the given wave name
- AudioSoloSoundClass
Solos sounds with the given sound class
- AudioSoloSoundCue
Solos sounds with the given sound cue name
-All solo commands can be active at the same time and will solo sounds that match all their substring name searches.
- Only active in non-shipping builds
Change 3070857 on 2016/07/29 by Ori.Cohen
Expose Grab Rotation for physics handle component. Also brought over changes from Jeff.F where we can now specify hard vs soft physics handle
Change 3072817 on 2016/08/01 by Wes.Hunt
turn off optimizations to speed up build times. ~45s->~5sec apiece.
Change 3073855 on 2016/08/02 by Zak.Middleton
#ue4 - Fix tooltip text for p.NetEnableListenServerSmoothing command.
Change 3074325 on 2016/08/02 by Aaron.McLeran
UE-34081 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3075259 on 2016/08/03 by James.Golding
Fix up my ProcMeshComp test BPs
Change 3076637 on 2016/08/03 by Aaron.McLeran
UE-34081 Adjustments to procedural sound wave implementation
- Cleaned up base class implementation of GeneratePCMData
- Calls bound callback function first if there aren't enough samples available, then pumps the enqueued audio buffers
- Wrote a prototype gameplay C++ class that implements this to test procedural sound wave generation with a sine tone and to test not immediately returning audio when called back (to test the empty buffer copy code).
Change 3077340 on 2016/08/04 by Marc.Audy
Minor header cleanups and readability changes
Change 3079669 on 2016/08/05 by Aaron.McLeran
OR-26580 Implementing 3071258 to Dev-Framework
Change 3080958 on 2016/08/08 by Aaron.McLeran
UE-34325 In process audio resource is corrupted during level change.
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was previous 100% repro)
Change 3081314 on 2016/08/08 by Marc.Audy
Trim DSO components that no longer have an archetype in the class hierarchy
#jira UE-28374
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60aed92e71 |
* Adding license for Alembic logo
* Adding .tps files for approved but undocumented TPS. * Minor .tps updates #rb none #lockdown Nick.Penwarden [CL 3087561 by Leslie Nivison in Main branch] |
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e17ec4db9c |
Fixed crash that could happen when deleting a line from a ML editable text
#jira UE-34527 #rb none #lockdown Nick.Penwarden [CL 3085468 by Jamie Dale in Main branch] |
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67a0d73fa0 |
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch] |
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ef754f64de |
Fix static analysis warning
#rb: Marc.Audy #lockdown:nick.penwarden [CL 3081183 by Lina Halper in Main branch] |
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5f72049a23 |
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3080732)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3058607 on 2016/07/20 by Mike.Beach Preventing a uneeded FStructOnScope allocation from happening - was causing issues with the memstomp allocator (internally, FStructOnScope was allocating mem of zero size and then asserting on the returned pointer). Change 3059586 on 2016/07/21 by Maciej.Mroz Added comments Change 3061614 on 2016/07/22 by Ben.Cosh Fix for a bug in the blueprint profiler tunnel mapping code that caused asserts when internal pure tunnel pins were linked to each other as pass thru. #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Proj BlueprintProfiler Change 3061686 on 2016/07/22 by Mike.Beach Keeping cyclically dependent Blueprints from infinitely trying to recompile each other, when both have an unrelated error that will not be resolved by compiling the other. Change 3061760 on 2016/07/22 by Ben.Cosh Minor refactor of the delegate event code in the profiler to fix some stubborn issues. #Jira UE-33466 - Key events still have problems with recording event stats correctly #Proj BlueprintProfiler, Kismet Change 3061819 on 2016/07/22 by Maciej.Mroz #jira UE-26676 Blueprint native events give error when output ref params aren't in a specific order Force a overriden function to have the same parameter's order as the original one. Change 3061854 on 2016/07/22 by Bob.Tellez Duplicate CL#3058653 //Fortnite/Main #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3062634 on 2016/07/23 by Mike.Beach Accounting for EditablePinBase nodes whose UserDefinedPins have the wrong direction assigned to them (we now validate the direction, and expect it to reflect the EdGraphPin's). We already had made this fixup in CustomEvent nodes, but others (like collapsed tunnels, and math expression nodes) needed the fixup as well. Change 3062926 on 2016/07/25 by Ben.Cosh Added functionality to the blueprint compiler to detect local event function calls and handle them better in profiling conditions. #Jira UE-32869 - Nodes called after a custom event call do not record stats in the profiler #Proj CoreUObject, BlueprintProfiler, UnrealEd, KismetCompiler, BlueprintGraph - Added script emitted inline event start/stop calls for inline events so we can pull out and process these events discretely - Looked into adding something similar for all events but couldn't find a good place to put it/get it operational so it caught more standard events. Change 3063406 on 2016/07/25 by Ben.Cosh Modifying the execution graph selection highlight coloring. #Jira none #Proj EditorStyle Change 3063505 on 2016/07/25 by Ben.Cosh The blueprint profiler tunnel mapping was missing a call seek past reroute nodes #Jira UE-33670 - Reroute nodes used in 'for' loops break profiler communication #Proj BlueprintProfiler Change 3063508 on 2016/07/25 by Ben.Cosh Fixed a minor bug in the stat creation code that reported tunnel pure timings twice. #Jira UE-33707 - BP Profiler - Pure nodes internal to macro reported twice in tree view #Proj Kismet Change 3063511 on 2016/07/25 by Ben.Cosh Fix for a bug introduced that caused pie instances to mapped twice in the blueprint profiler. #Jira UE-33697 - BP Profiler: Extra instance showing up in the tree view #Proj BlueprintProfiler Change 3063627 on 2016/07/25 by Maciej.Mroz #jira UE-33027 Crash when implementing interface to child blueprint and then implementing it with parent blueprint Removed premature validation. Change 3064349 on 2016/07/26 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Enabled and fixed local variables on event graph. Local variable can be only created as return value (so we're sure it doesn't require any resistency between calls.) It reduces size of executable file (2MB in Orion.exe dev config). It reduces number of member variables in nativized class (local varaibles in functions are not uproperties, so the number of generated of objects decreases). Change 3064788 on 2016/07/26 by Ryan.Rauschkolb Fixed Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis #UE-31931 Change 3064828 on 2016/07/26 by Ryan.Rauschkolb Removed flag to disable Single Layout Blueprint Editor (no longer experimental feature) #jira UE-32038 Change 3064966 on 2016/07/26 by Ryan.Rauschkolb Fixed Comment bubbles don't handle widget visibility correctly #UE-21278 Change 3068095 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Private and protected properties have PrivatePropertyOffset (PPO) function in .generated.h. This function allows the nativized code to access the property without using UProperty. -It reduces the size of executable file (added by nativized plugin) about 10%. The OrionGame.exe (development config) is 6MB smaller. -It reduces the number of FindField function calls and stativ variables in the nativized code. List of inaccessible properties (that cannot be accessed using PPO) is logged while cooking (with nativization enabled). Change 3068122 on 2016/07/28 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Hardcoded asset paths are split, so string literals can be better reused. Added UDynamicClass::FindStructPropertyChecked. It replaces FindFieldChecked<UStructProperty>, without inlining, and implicit FName constructor. It reduced the size of OrionGame.exe 1MB. Change 3068159 on 2016/07/28 by Maciej.Mroz #jira UE-32806 GitHub 2569 : Exposed GetComponentByClass to blueprint #2569: Exposed GetComponentByClass to blueprint (Contributed by Koderz) Change 3069715 on 2016/07/29 by Maciej.Mroz #jira UE-33460 [CrashReport] UE4Editor_CoreUObject!UObjectPropertyBase::ParseObjectPropertyValue() [propertybaseobject.cpp:237] UObjectPropertyBase::ParseObjectPropertyValue won;t crash when property is invalid. Property validation in UserDefinedStruct. THe struct is not recompiled on load, so it must be validated after serialization. Change 3070569 on 2016/07/29 by Bob.Tellez Duplicating CL#3070518 from //Fortnite/Main #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3071292 on 2016/07/30 by Mike.Beach Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072078 on 2016/08/01 by Maciej.Mroz #jira UE-33423, UE-33860 Removed too strint ensures. Fixed FGraphObjectTextFactory - After Custom Event nodes are pased, Skel Class is recompiled, because other pasted nodes may require its signature. Change 3072166 on 2016/08/01 by Dan.Oconnor PR #2589: fix EaseIn / EaseOut descriptions (Contributed by dsine-de) #jira UE-32997 Change 3072614 on 2016/08/01 by Mike.Beach Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 #codreview Maciej.Mroz, Phillip.Kavan Change 3073939 on 2016/08/02 by Dan.Oconnor Final fix for function graphs that cannot be deleted (bAllowDeletion erroneously set to false). Issue only manifests with assets created before 4.11, as the original bug was fixed in 2842578 #jira UE-19062 Change 3075793 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Don't make parent BP package dirty, when a component in child BP was modified. Change 3076990 on 2016/08/04 by Ben.Cosh This fixes issues with mapping tunnel boundary pure nodes and addresses some asserts recently introduced. #Jira UE-33691 - Assert when compiling Blueprint with profiler instrumentation #Jira UE-33138 - BP Profiler: crash when trying to set child actor in profiler #Jira UE-33654 - Editor crash on compilation when feeding impure data to macros implemented via blueprint while profiling is enabled #Proj Kismet, BlueprintProfiler, BlueprintGraph - Fixed inline event detection ( it was causing function stats to fail, happened across it ) - Updated pure node lookup to use the entry pin, this was required because pure nodes span function contexts and lookup is a problem in nested tunnels. - Updated tunnel pure node code, added a stubbed pure chain early on external pure links add this and it maps at an appropriate time. - Changed the way nested tunnels are mapped, now only top level tunnels are gathered mapping the blueprint and these map nested tunnels and register them. - Updated pure node stat refreshes and heat level updates ( this was causing a bunch of extra cost with my changes ) - Fixed an issue with script perf data that caused nan's with no samples. - Updated pure node playback to cache pure nodes and avoid a second involved lookup when applying timings. - Renamed FScriptExecutionPureNode to FScriptExecutionPureChainNode to better reflect it's updated role. - Added extra editor stat collection for checking the cost breakdown of the profiler ( hottest path and heat level calcs now have discreet timings ) Change 3079235 on 2016/08/05 by Phillip.Kavan Fix for a bug in pi to pure node lookup functionality that caused pure nodes to be mapped more than once. #Jira UE-34254 - Crash compiling blueprint with instrumentation - !ScriptExecNode.IsValid() #Proj BlueprintProfiler, Kismet - Fixed the code to focus observed pins - Fixed event pin mapping code that was failing when linked directly to a tunnel node. Note: Submitting on behalf of BenC (per MikeB). Change 3080417 on 2016/08/08 by Ben.Cosh This fixes the way execution path stats are calculated. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet Change 3080484 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Change 3080571 on 2016/08/08 by Ben.Cosh This addresses some flaws in the fix submitted in CL 3080417 that were discovered after submission. #Jira UE-34150 - Exec pin containers in the profiler are accumulating time incorrectly. #Proj Kismet [CL 3080751 by Mike Beach in Main branch] |
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1fa8a231ea |
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 Change 3072915 on 2016/08/01 by Nick.Whiting Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh #jira UE-34044 Change 3072891 on 2016/08/01 by Nick.Whiting Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers #jira UE-33579 Change 3072885 on 2016/08/01 by Nick.Darnell UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers. Continued - adding missing file. #jira UE-32876 Change 3072869 on 2016/08/01 by Ori.Cohen Fix CIS #jira UE-3402 Change 3072862 on 2016/08/01 by Josh.Adams - Fixed case issue for Linux #jira UE-34020 Change 3072818 on 2016/08/01 by Nick.Darnell UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers. #jira UE-32876 Change 3072756 on 2016/08/01 by John.Billon Fixed crash when setting a composite texture on a render target cube. #Jira UE-33885 Change 3072755 on 2016/08/01 by John.Billon Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting. #Jira UE-33574 Change 3072753 on 2016/08/01 by John.Billon Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters. #Jira UE-32565 #Jira UE-29528 Change 3072665 on 2016/08/01 by Ben.Marsh Fix parse errors in BuildGraph example script. Change 3072664 on 2016/08/01 by Mike.Beach Mirrors CL 3072620 from Dev-Blueprints. Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors. #jira UE-29631 Change 3072656 on 2016/08/01 by Mike.Beach Mirrors CL 3072614 from Dev-Blueprints. Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 Change 3072649 on 2016/08/01 by Mike.Beach Mirrors CL 3071292 from Dev-Blueprints. Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072568 on 2016/08/01 by Phillip.Kavan Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) Mirrored from //Orion/Dev-General (CLs# 3065749/3065868). #jira UE-32780 Change 3072565 on 2016/08/01 by Rolando.Caloca UE4.13 - More info to track down crash with missing Primitive uniform buffer #jira UE-33418 Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt Fix hovering broken in the details panel #jira UE-20903 Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable #jira UE-20903 Change 3072479 on 2016/08/01 by Ori.Cohen Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision #JIRA UE-34023 Change 3072438 on 2016/08/01 by Chris.Wood Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them. [UE-33943] - Crash Report Client window not opening in a packaged build #jira UE-33943 #test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher Change 3072360 on 2016/08/01 by Chris.Babcock Enable Google Play Games for ARM64 on Android #jira UE-34031 #ue4 #android Change 3072337 on 2016/08/01 by Mitchell.Wilson Saving multiple files from VR template to resolve empty engine version warnings. #jira UE-33937 Change 3072302 on 2016/08/01 by Lina.Halper Fix issue where weight doesn't update correctly while updating list #jira: UE-33023 Change 3072250 on 2016/08/01 by Lina.Halper Add error message when rename failed #jira: UE-33661 Change 3072103 on 2016/08/01 by Lina.Halper - Undid previous propagating change of morphtarget - Refresh function - Made sure whatever happening, the buffer size remains sane and render thread will always get the same size #code review: Rolando.Caloca #jira: UE-33923 Change 3072062 on 2016/08/01 by Jurre.deBaare Static Mesh Editor and Persona viewport are very dark #fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator) #jira UE-33945 Change 3072061 on 2016/08/01 by Jurre.deBaare Incorrect importing of morph target weights when setting the percentage bases option on import #fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number #jira UE-34003 Change |
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a07d7042ef |
Fixed compression flag being consumed by wrong parameter
#rb none #jira UE-33457, UE-33720 #lockdown Nick.Penwarden [CL 3078022 by Jeff Campeau in Main branch] |
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5e11b5f16a |
Fixed duplicate localization tag.
#jira UE-34120 #lockdown nick.penwarden #rb none [CL 3077830 by Uriel Doyon in Main branch] |
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28be3c41b4 |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3075869)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3059740 on 2016/07/21 by Ben.Marsh Format license violations on separate lines rather than as a single multi-line string, so they can be parsed out correctly by the EC log parser. Change 3063115 on 2016/07/25 by Ben.Marsh Add missing projects to Mono AutomationTool solution. Change 3067125 on 2016/07/27 by Ben.Marsh Clean up and document the engine versioning system. * Version.h has a summary of all the different versioning concepts in UE4, as well as an explanation of what all the macros do. * VersionLocked.h has been removed. ENGINE_NET_VERSION and ENGINE_REPLAY_VERSION can be overriden directly in Version.h if necessary. * Added explicit macros for ENGINE_CURRENT_CL_VERSION And ENGINE_COMPATIBLE_CL_VERSION. The MODULE_API_VERSION macro is now defined to be the same as ENGINE_COMPATIBLE_CL_VERSION. * Build/Build.version now includes the compatible CL version, so it can be determined without having to parse header files inside MacToolChain.cs. * UpdateLocalVersion UAT command now exposes a -CompatibleCL=... argument to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version. * SetVersion BuildGraph task now has a CompatibleChange="" attribute to update ENGINE_COMPATIBLE_CL_VERSION and the CompatibleChange property in Build.version. * VersionFileUpdater now makes an effort to parse tokens matching the macros it's going to overwrite, rather than requiring exact matches in whitespace in Version.h. * Running UpdateLocalVersion now syncs files to revision 0 before writing if P4 is enabled, similarly to UGS, or fails if they are not writable. Change 3067242 on 2016/07/27 by Ben.Marsh Fix UGS showing a build failure/warning dialog immediately if you submit while the build is yellow/red. Now ignores builds before your last submitted CL. Change 3068116 on 2016/07/28 by Ben.Marsh Add a small Windows utility to terminate all running processes under a given root directory, and run it before and after every sync. Mean to fix instances where zombie editor processes do not terminate correctly and cause subsequent syncs to fail. Change 3068246 on 2016/07/28 by Ben.Marsh UGS: Improvements to 'Clean Workspace' dialog - empty folders are now set to be deleted by default, and added a context menu to select all/none/empty/default for a subtree, as well as to open Windows explorer at that location. Change 3068573 on 2016/07/28 by Ben.Marsh Attempt to fix AppDomain unload errors; suspect caused by delay to terminate child processes when managed exception is thrown on child threads. Now waits for the currently running threads to finish executing before quitting. Change 3068575 on 2016/07/28 by Ben.Marsh Respect the -noxge command-line argument when compiling UHT. Change 3068665 on 2016/07/28 by Ben.Marsh Delete any DLLs in output folders which share names with build products. The Windows loader reads DLLs from the first location it finds a file with a matching name, so we need to ensure that it doesn't load stale DLLs when output directories are changed (moving a module into a plugin, for example). Change 3073316 on 2016/08/02 by Ben.Marsh CoreUObject: Replace header guards with #pragma once directives. Change 3073325 on 2016/08/02 by Ben.Marsh CoreUObject: Manually untangle a few circular includes around ObjectBase.h and Class.h to allow making them into IWYU-style headers. Change 3074391 on 2016/08/02 by Ben.Marsh GitHub #2646: Always allow programs to build as part of non-game solution configurations. Change 3075123 on 2016/08/03 by Richard.Fawcett Ensure that zip files created outside of Ionic Zip can be unzipped with CommandUtils.UnzipFiles Zip files created with 7-zip, WinRAR, and Windows Explorer all contain entities for directories, not just the files in them. Code in CommandUtils.UnzipFiles made the assumption that all entities in the zip file were files, and an exception was being thrown on encountering a directory. Change 3075848 on 2016/08/03 by Ben.Marsh UBT: Fix a few cases where it's possible to construct a non-canonical DirectoryReference - root directories on Windows must always have a terminating slash, but any other directories must note. DirectoryInfo and Path.GetFullPath() do not enforce this requirement. Change 3075850 on 2016/08/03 by Ben.Marsh UBT: Fix UHT failures when running with -nopch. Change 3077058 by Ben.Marsh UHT: Remove the auto-generated ObjectBase.h include from generated header files. Was originally added to allow doxygen to parse headers more easily, but was switched to parsing the file only as part of parent files instead. [CL 3077308 by Ben Marsh in Main branch] |
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e5ed1f2b5d |
Integrate - Removed bOverride_AntiAliasingMethod and outdated ini references to PP AntiAliasingMethod
#lockdown nick.penwarden #rb none [CL 3075747 by Daniel Wright in Main branch] |
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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] |
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0405000a3b |
Fix for warning from GetBoneTransform when we call it before the master component has been registered.
#jira UE-33718 #rb Thomas.Sarkanen #lockdown nick.penwarden [CL 3071786 by Martin Wilson in Main branch] |
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a140e73bbf |
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255)
#lockdown Nick.Penwarden Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing #rb marcus.wassmer #tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0 #codereview david.nikdel Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified #rb marcus.wassmer #tests Tested using MallocLeak Stop and MallocLeak Dump Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only) #rb marcus.wassmer #tests Tested on my desktop and compared to dxdiag output Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory. Can be disabled with the cvar demo.LoadCheckpointGarbageCollect. #jira OR-25964 #tests bug repro #rb john.pollard Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev Borderless window support improvements: - the cursor changes to resize when hovering over the window edge - added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.) - used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled #rb Jeff.Campeau #tests Tested in editor build on PC Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 29.2 @ CL 3063307 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral #ROBOMERGE-AUTHOR: ben.marsh Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics. #rb none #tests none #ROBOMERGE-SOURCE: CL |
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b430f8fa9a |
Sequencer: Revert 3057233 because it breaks sequence recording.
Copy from Dev-Sequencer #jira UE-33569 #rb none #lockdown Nick.Penwarden [CL 3065268 by Max Chen in Main branch] |
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f2fed4a8ad |
Update version number in //UE4/Main to 4.14.
#rb none #lockdown Nick.Penwarden [CL 3065231 by Ben Marsh in Main branch] |
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05f28b8a5b |
Editor - The game no longer gets priority when it comes to processing debugger commands. This was too disruptive a change to most folks workflow. The new strategy is to always process the debugger commands first, however if users want, the keybindings in the editor for commands like Stop, now correctly work. So you no longer need to modify the ini file to disable or change certain debugger commands, and it allows using options like Shift+Escape to stop where as before, only keys without modifers were the possible bindable keys.
#rb Matt.Kuhlenschmidt #lockdown Nick.Penwarden [CL 3063238 by Nick Darnell in Main branch] |
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e02c96d97b |
Resolved remaining UE localization warnings
- Ensured that everything has a unique loc key. - Downgraded a warning from asset gathering to a log (it's not that important). - Tested gathering for Engine and Editor (which were showing warnings) and both now gather cleanly. #jira UE-25833 #rb none #lockdown Nick.Penwarden [CL 3063138 by Jamie Dale in Main branch] |
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3a6fff06f9 |
Fix CIS non-unity build
#rb none #lockdown Nick.Penwarden [CL 3062273 by Ori Cohen in Main branch] |
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b3cf2c5fd5 |
Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622)
#rb none #lockdown nick.penwarden Change 3046743 on 2016/07/12 by Mark.Satterthwaite Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance. #rb ben.woodhouse #jira UE-33028 Change 3046820 on 2016/07/12 by Peter.Sauerbrei PR#2594 - fix for analog input, courtesy of CleanCut #rb daniel.lamb Change 3046826 on 2016/07/12 by Peter.Sauerbrei PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet #rb daniel.lamb Change 3046835 on 2016/07/12 by Peter.Sauerbrei PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet PR#2552 - Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser #rb daniel.lamb Change 3046838 on 2016/07/12 by Peter.Sauerbrei PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet #rb daniel.lamb Change 3046854 on 2016/07/12 by Peter.Sauerbrei PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation #rb daniel.lamb Change 3046858 on 2016/07/12 by Peter.Sauerbrei PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston #rb daniel.lamb Change 3046862 on 2016/07/12 by Peter.Sauerbrei fix for type in tooltip #jira UE-27123 #rb daniel.lamb Change 3046919 on 2016/07/12 by Daniel.Lamb Stop texture derived data from loading it's bulk data when the linker is destoryed. #rb Peter.Sauerbrei Change 3046922 on 2016/07/12 by Daniel.Lamb Updated the default cooker gc settings so that it can have more resources. Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker. Changed the way reentry data is stored in the cooker. Cook only editor content flag in project settings now works again. #rb Josh.Adams #test cook Paragon Change 3046924 on 2016/07/12 by Daniel.Lamb Added support for encrypting ini files. Added new project setting in the editor and setting in ufe. Also added ForDistribution flag to ufe. #rb Peter.Sauerbrei Change 3046936 on 2016/07/12 by Mark.Satterthwaite Fix compute shader TLV clear for async. compute on Mac. #rb chris.babcock Change |
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1ae32843fa |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change |
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a0625fdf15 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change |
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e8b0edbafc |
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3057841)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3043219 on 2016/07/08 by Dan.Oconnor SKismetInspector was incoherently using it's property view's EditingEnabledDelegate. Now assigning it only in one place. This causes the kismet inspector in the diff tool to be read only as client code intends #jira UE-32932 Change 3044844 on 2016/07/11 by Ryan.Rauschkolb Fixed issue where older CustomEvents had incorrect UserDefinedPin directions associated with them #jira UE-32683 Change 3045508 on 2016/07/11 by Mike.Beach Ensuring the order in which we reinstance Blueprint components is correct (SCS templates need to come before their instances). #jira UE-32985 Change 3045986 on 2016/07/12 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Reuse hardcoded paths. Reduce amount of generated strings. Change 3046188 on 2016/07/12 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Reduce number of TArray::operator[] calls. Change 3046412 on 2016/07/12 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Reduced size of FBlueprintDependencyData constructor (no inlined code). Reducednumber of TArray.Add calls. Change 3046608 on 2016/07/12 by Ryan.Rauschkolb Fixed crash when breaking all links when pins are split pins with an array type #jira UE-31919 Change 3046755 on 2016/07/12 by Ben.Cosh This improves handling of inherited functions and events in the blueprint profiler and adds the concept of class scope to the instrumented signals. #Jira UE-32873 - Crash profiling blueprint that has a child blueprint with an instance in the level #Proj BlueprintProfiler, Kismet - Renamed EScriptInstrumentationEvent to EScriptInstrumentationSignal for improved clarity - Minor tidy up/refactor in EScriptInstrumentationSignal, moved some of the code to scripcore.cpp for visibility of other object types and exported it under COREUOBJECT_API. - Added class scope tracking to capture context and EScriptInstrumentationSignal so we can emit signals when the scope changes. - Modified LatentActionManager to implement new EScriptInstrumentationSignal interfaces. - Added code in the blueprint profiler to create sub class contexts when a class scope switch is emitted. - Added option in the blueprint profiler toolbar to hide.show inherited events - Removed the code for expand all option from the blueprint profiler toolbar and ExecutionStatDisplay - Modified the node colors to use preferences where applicable and added new code to discover graphnode flags before exec node creation - Added Scoped function name and event name calls to FBlueprintExecutionContext and FBlueprintFunctionContext - Modified the compiler module to rebuild inherited classes with instumentation when a child is built. Change 3047035 on 2016/07/12 by Ben.Cosh This adds some functionality to correctly map nested tunnels and macro's in the blueprint compiler so that correct source nodes and tunnels can be identified from the blueprint debug data. #Jira UE-33114 - The blueprint compiler fails to create correct debug information for nested macros #Proj BlueprintGraph, KismetCompiler, UnrealEd, Engine - Modified FEdGraphUtilities::MergeChildrenGraphsIn to optionally create boundary nodes when recursively merging graphs, this is only active during instrumented blueprint compilation and will be refactored later as a more general solution. - Modified UK2Node_TunnelBoundary to find source node guids for the current graph and cache them away for use in the VM backend - Modified UK2Node_TunnelBoundary to locate the source tunnel instance (Macro or Composite Node) and cache away for use in the VM backend. - Removed some potentially problematic checks added into the KismetCompiler before 4.13 branch to avoid fallout, these will be added back in with care later. - Added some extra data into the CompilerResults log to make the above work and not get stomped on by recursive macro node injection, again will be refactored out later. Change 3047206 on 2016/07/12 by Ben.Cosh This updates the blueprint profiler to make use of the new boundary node code to get the nested tunnel stats working. #Jira UE-32863 - Timings inside nested tunnels are still not working 100% #Proj BlueprintProfiler - This should be the final piece bar a few minor issues. Updated the macro/tunnel mapping code and the event processing to make use of the new tunnel data brought in with CL 3047035 - Still a problem that needs to be looked at regarding tracepaths in the widgets and tunnels, it might actually be more general than that but I don't think it's a huge concern/will be difficult to fix Change 3047468 on 2016/07/13 by Phillip.Kavan [UE-32254] Add a normalized heatmap view mode to the Blueprint profiler. change summary: - added EBlueprintProfilerHeatLevelMetricsType and changed EBlueprintProfilerHeatMapDisplayMode to an enum class - renamed GetNodeHeat*() methods to GetExclusiveHeat*() - added UBlueprintProfilerSettings and relocated heat map display settings from IBlueprintProfilerInterface/FBlueprintProfiler - changed access to heat map display settings to route through UBlueprintProfilerSettings instead of FBlueprintProfiler - modified UEditorExperimentalSettings::PostEditChangeProperty() to remove calls to set static heat level threshold limits; this is being handled elsewhere - modified FBlueprintProfiler ctor to remove calls to set static heat level threshold limits; this is now being handled elsewhere - modified SBlueprintProfilerToolbar to include a toggle switch for heat level metrics type; user ability to customize threshold settings is now tied to the toggle switch - added IBlueprintProfilerInterface::GetProfilerDataForBlueprint() API and implementation in FBlueprintProfiler - modified FScriptPerfData to include fields for caching calculated heat level values (now returned by the Get*() accessor methods, rather than calculating on each access) - added FScriptHeatLevelMetrics struct - added FScriptPerfData::SetHeatLevels() - added FScriptExecutionNode::CalculateHeatLevelStats() - added FScriptExecutionBlueprint::UpdateHeatLevelMetrics(), now being called from FScriptExecutionBlueprint::RefreshStats() to update heat level thresholds based on user-selected type - now calling CalculateHeatLevelStats() on BP/instance exec nodes as part of FScriptExecutionBlueprint::RefreshStats() (i.e. heat levels are now precalculated and cached after updating stats) - modified SGraphNodeK2Base::GetNodeIndicatorOverlayColor() to calculate the appropriate heat levels for the local aggregated PerfNode based on the current toggle switch setting (relative or custom) #jira UE-32254 Change 3047513 on 2016/07/13 by Phillip.Kavan [UE-32254] Fix code merge oversight causing compile error. #jira UE-32254 Change 3048638 on 2016/07/13 by Phillip.Kavan [UE-33131] Fix crash when compiling a Blueprint with multiple event graphs with instrumentation enabled. change summary: - added FBlueprintEditorUtils::IsEventGraph() - modified FBlueprintExecutionContext::MapBlueprintExecution() to avoid stomping the ubergraph entry - modified FBlueprintExecutionContext::GetFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name - modified FBlueprintExecutionContext::GetScopedFunctionNameFromGraph() to map secondary event graphs to the ubergraph function name notes: - will also address UE-33133 #jira UE-33131 Change 3048796 on 2016/07/13 by Maciej.Mroz FAnimNode_BlendListByBool constructor works the same way both in runtime and in editor. It is necessary for BP->C++ converter. To reduce size of code construction, a diff between a "default" structure instance is used (so the default instance must be the same in runtime). Change 3048797 on 2016/07/13 by Ryan.Rauschkolb Fixed issue where output nodes sometimes weren't being created when collapsing nodes to macros #jira UE-33124 Change 3048805 on 2016/07/13 by Maciej.Mroz #jira UE-32942 BP Nativization: Reduce the size of executable files Reduce size of struct construction. While generating code, structures are diff with default instances. FLatentActionInfo and FBodyInstance are handled in a special way. Change 3048988 on 2016/07/13 by Ben.Cosh Some fixes to the pure node stat code to start to adress asserts recently introduced and re-enable the profiler widgets for pure nodes. #Jira UE-33141 - Crash processing pure nodes in the blueprint profiler #Proj BlueprintProfiler, Kismet - Part 1 of these changes, this addresses standard pure node asserts in the profiler. - The second part which is underway will address problems inside macro and tunnel instances. Change 3050027 on 2016/07/14 by Ben.Cosh This fixes an issue adding instrumentation to blueprints that don't implement events #Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level. #Proj BlueprintProfiler - The profiler made an assumption that a blueprint has an ubergraph function, whicn apparently is incorrect. - Removed some stale ubergraph code and added some extra checks when looking up function names. Change 3050029 on 2016/07/14 by Ben.Cosh This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data. #Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level. #Proj BlueprintProfiler, Kismet, UnrelEd - This also improves the execution graph UI, notifying the user that no instances are available to display data from. Change 3050275 on 2016/07/14 by Ben.Cosh Updating the blueprint profiler connection policy to handle scoped function names and fix the wire heatmaps. #Jira UE-33287 - BP Profiler - Enabling wire heatmap crashes editor #Proj BlueprintProfiler Change 3050513 on 2016/07/14 by Ryan.Rauschkolb BP Profiler: Distinguish (by name) the top level event and the nested event node in the tree-view #jira UE-32293 Change 3050624 on 2016/07/14 by Ben.Cosh This switches off some blueprint profiler debug defines checked in errantly in CL 3048988 #Jira UE-33141 - Crash processing pure nodes in the blueprint profiler #Proj Kismet Change 3052034 on 2016/07/15 by Ben.Cosh This fixes some incorrect wording on a UI notification message warning about profiling data not being available because no instances are placed in the current level #Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level. #Proj Kismet Change 3052037 on 2016/07/15 by Mike.Beach To maintain functionality, and address fallout from CL 3041603 - removing a callback that was previously never used (not until CL 3041603). If a Blueprint graph is read-only, that is not enough to block us from editing properties when inside that graph (think interfaces, math experssion graphs, etc.). #jira UE-33330 Change 3052271 on 2016/07/15 by Ryan.Rauschkolb BP Profiler: Added persistence for display settings #jira UE-32929 Change 3052416 on 2016/07/15 by Ben.Cosh This change adds new functionality to map pure links through tunnel boundaries and fixes some asserts caused by missing profiler nodes. #Jira UE-33254 - Crash processing pure nodes on tunnel boundaries #Proj BlueprintProfiler, Kismet - Added map through tunnel functionality for pure nodes - Added some code to patch in pure exec nodes to the tunnel calling context, this is to support pure nodes wired to tunnel pure pins which are mapped by the tunnel but really in the calling function. - Changed the way simple tunnel entry nodes create child widgets to get rid of a visual error. - Changed the blueprint compiler to use the updated true source nodes when registering pure ranges for impure nodes. Change 3052791 on 2016/07/16 by Ben.Cosh Fix for the internal function appearance for profiler stats, it was failing to display function inner stats. #Jira UE-33085 - BP Profiler - Internal function not listed nor heatmapped #Proj BlueprintProfiler Change 3052794 on 2016/07/16 by Ben.Cosh This fixes function return stats to be colored correctly in the blueprint profiler #Jira UE-32635 - BP Profiler: Pure node chains wired to a result node in a function graph don't appear in the profiler view. #Proj BlueprintProfiler Change 3052957 on 2016/07/17 by Ben.Cosh Removing Sample Bias settings and the ability to disable pure node times in the blueprint profiler #Jira UE-32260 - BP Profiler: Remove "Pure Timings" option from profiler window #Jira UE-33366 - BP Profiler: Remove "Recent Sample Bias" options from profiler window #Proj BlueprintProfiler, Kismet, UnrealEd Change 3052964 on 2016/07/17 by Ben.Cosh Renaming exclusive timings internally inside the blueprint profiler. #Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings #Proj GraphEditor, Kismet, UnrealEd, BlueprintProfiler - Doesn't resolve UE-32264, its more of a supporting change - Refactoring node exclusive API naming conventions to reflect the decision to go with average. Change 3052979 on 2016/07/17 by Ben.Cosh This fixes problems with sequence and tunnel instances with sequences inside them showing extra samples in the blueprint profiler #Jira UE-33365 - Tunnel instances with sequence nodes wired to the tunnel exit show extra samples #Jira UE-32271 - Sequence node stats are recording a sample for every output pin. #Proj BlueprintProfiler, Kismet - Added SampleBase so the perfdata can account for re-entrant samples. - Fixed sequence node re-entrant/sample count stats - Added a second number format for times and made times work and display in Millisecs rather than seconds. - Added trace histories for the tunnel entry/exit sites. Change 3052986 on 2016/07/17 by Ben.Cosh This updates support for heatwires in the blueprint profiler connection drawing policy to support changes in the tunnel mapping. #Jia UE-30591 - Profiler Heatwires fail at times around macro nodes #Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap #Proj BlueprintProfiler Change 3053027 on 2016/07/17 by Ben.Cosh Fix for some missing pure node entries that were causing and assert in certain blueprints when profiling. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj BlueprintProfiler, Kismet - Fixes to the way we gather tunnel instance pure nodes and the way we patch them into calling function contexts. Change 3053886 on 2016/07/18 by Maciej.Mroz #jira UE-33389 Error Event node K2.. is out-of-date. Please refresh it. from Source: /Game/Maps/Menu/CharacterScreen.. Class- and asset-types are listed in UEdGraphSchema_K2::GetVariableTypeTree. Change 3053904 on 2016/07/18 by Ben.Cosh This fixes an issue found when mapping nested tunnels in the blueprint profiler that caused them to display incorrectly. #Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly. #Proj BlueprintProfiler, Kismet - A minor update to the exit site mapping of tunnels to avoid the issue. Change 3053920 on 2016/07/18 by Ben.Cosh Disabling the heat display for the max time column in the blueprint profiler. #Jira UE-32290 - BP Profiler: Max time column should not be colored (it's too noisy) #Proj Kismet Change 3053985 on 2016/07/18 by Maciej.Mroz #jira UE-33035, UE-32951 BP Nativization: - Dependencies for UserDefinedStruct default values - Fixed array of class declaration. Change 3054266 on 2016/07/18 by Ben.Cosh Missed something in CL 3053904 that caused the tunnel exit mapping to cause asserts. This just corrects the oversight ( bad check ) #Jira UE-33399 - Nested tunnels do not display correctly, the exit sites are displayed incorrectly. #Proj BlueprintProfiler Change 3054357 on 2016/07/18 by Phillip.Kavan BP Profiler - misc. UI polish change summary: - stat columns are now right-justified; stats centered vertically within cells; samples column is centered - darkened the profiler view's content area a bit to help hotspot stats stand out a bit better - made it so that the columns will stretch to fill the content area when the BP editor window is maximized - exec node name column text now remains white when selected (to be consistent w/ stat text) - desaturated the tree view highlight to work better w/ the darker content area and light stat/name text Change 3054504 on 2016/07/18 by Ben.Cosh Removing the hottest endpoint profiler wire option from the blueprint profiler. #Jira UE-32258 - BP Profiler: Remove "Hottest Endpoints" wire heatmap visualization #Proj BlueprintProfiler, Kismet Change 3055145 on 2016/07/19 by Maciej.Mroz Fixed a missing header problem when "bDontNativizeDataOnlyBP=false" Change 3055187 on 2016/07/19 by Maciej.Mroz #jira UE-28448 Ensure occurs dragging a level from Levels window into Blueprint event graph Change 3055366 on 2016/07/19 by Maciej.Mroz #jira UE-30063 Compiling specific blueprints in user projects cause editor to freeze and become unresponsive Fixed FBlueprintEditorUtils::GetDependentBlueprints. BP is not dependent on itself. Change 3055415 on 2016/07/19 by Ben.Cosh Fixing up some average timing namings that regressed/were missed to exclusive. #Jira UE-32264 - BP Profiler: Clarify and polish language used in the profiler settings #Proj BlueprintProfiler, GraphEditor, Kismet Change 3055708 on 2016/07/19 by Phillip.Kavan [UE-32929] BP profiler tool - display/threshold options are now being saved. change summary: - added properties for stat display options to BP profiler settings. - moved custom threshold values from experimental editor settings to BP profiler settings object. - removed BP profiler settings accessor methods in favor of a direct get/set (to be consistent w/ other usages). - modified FBlueprintProfilerStatOptions ctor to sync display option flags w/ BP profiler settings (from config). - modified FBlueprintProfilerStatOptions::OnChecked() to sync BP profiler settings w/ display option flags (to config). - consolidated custom heat threshold value get/set UI delegate methods + added internal ECustomPerformanceThreshold type. - added global defaults for custom heat thresholds to BP profiler settings; these are currently being used to determine whether or not to show the "reset to default" button in the UI (previously was mirroring hard-coded values in the delegate methods). #jira UE-32929 Change 3055801 on 2016/07/19 by Mike.Beach Reverting a SButton change from WEX merge, as it caused noticable problems when repeatedly clicking certain buttons in the editor. #jira UE-33328 Change 3056088 on 2016/07/19 by Ben.Cosh This is a general update on the stat calculations for blueprint to bring them into line with recent changes. ( and fix them ) #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-33451 - Stats issues with Sequence nodes #Jira UE-33105 - Stats issues with Sequence nodes #Proj BlueprintProfiler, Kismet - Did a pass through tunnel stats and got them working in the non instance view - Made tunnel stats inclusive rather than average and updated the code a little ( set average as 0.0, so the samples work but with no discrete timings ) - Fixed complex tunnel widget generation ( it was missig the input pin links ) - Fixed simple tunnel widget generation - Moved pure chain exec nodes over to being FScriptExecutionPureNode's - Fixed blueprint pure timings - Renamed the BaseSample in the scriptperfdata to SampleFrequency ( I couldn't think of a good name the other day ) - Fixed a couple of issues I introduced into the FScriptPerfData updates that blocked blueprint stat updates working. - Made average stats always show when samples are present. Change 3056373 on 2016/07/19 by Maciej.Mroz #jira UE-33464 Several Fornite assets fail to compile, Custom events out-of-date, array inputs must have input wired into them Change 3057320 on 2016/07/20 by Maciej.Mroz #jira UE-32305 Trying to compile a complex blueprint that has been upgraded from an older version of the engine could cause a stack overflow FArchiveReplaceObjectRef works without recursion (it caused Stack overflow for very big BP). Change 3057341 on 2016/07/20 by Maciej.Mroz #jira UE-33474 QAGame fails to package with Nativization - UMG_AllPaletteWidgets fails to compile after conversion Change 3057448 on 2016/07/20 by Maciej.Mroz #jira UE-28941 Contains node giving incorrect result with literal Enum Any literal, passed as parameter to any Custom Thunk function, will have a proper type. Change 3057764 on 2016/07/20 by Ben.Cosh This fixes a problem with the blueprint profiler mapping actor instances created at runtime to fail mapping and assert. #Jira UE-33444 - Crash spawning a new instance of a blueprint with a delay node attached to BeginPlay at runtime while profiling that blueprint #Proj BlueprintProfiler [CL 3058256 by Mike Beach in Main branch] |
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Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3057646)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2840895 on 2016/01/23 by Max.Chen
Sequencer: Moved key proxy handling from section into key area; added support for grouped keys; exposed color properties in context menu.
Change 2937981 on 2016/04/08 by Max.Chen
Sequencer: Refactored GetKeyHandles to take a time range for filtering keys
Change 3051834 on 2016/07/15 by Max.Chen
Sequencer: Adjust tooltips for autokeying and key all to be more descriptive.
#jira UE-33081
Change 3053057 on 2016/07/17 by Max.Chen
Sequencer: String track editor
#jira UE-32141
Change 3053083 on 2016/07/18 by Max.Chen
Sequence Recorder: Add an option to maximize the viewport when starting recording.
Change 3053084 on 2016/07/18 by Max.Chen
Added UnmapAction to FUICommandList
Sequencer uses this to re-hook into the level editor commands without issue when it re-opens.
Change 3053085 on 2016/07/18 by Max.Chen
Sequence Recorder: Display name of next sequence in sequence recorder
Also display on-screen during countdown
Change 3053086 on 2016/07/18 by Max.Chen
Sequence Recorder: Improved recording indicator icon, text & timer
Also fixed a bug with record/stop button where they would not show/enable correctly if no animations were being recorded for a sequence.
Change 3053089 on 2016/07/18 by Max.Chen
Sequencer: Added hotkey for recording selected actors
Alt+R now records selected actor into sequencer.
Change 3055488 on 2016/07/19 by Max.Chen
Sequencer: Fixed NotifyCameraCut() being erroneously called every frame (in FSequencer), and not being called at all in ULevelSequencePlayer
Change 3056783 on 2016/07/19 by Max.Preussner
PS4Media: Attempting to fix playlist advance on PS4 (UE-33481)
#jira UE-33481
[CL
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