Commit Graph

107 Commits

Author SHA1 Message Date
Jack Porter
2082f7ec9b Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None

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

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

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

	#jira UE-26421
	#ue4
	#android

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

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

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

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

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

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

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

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

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

	Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK

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

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

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

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

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

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

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

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

	#jira UE-6135
	#ue4
	#android

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

	Fix crash with RenderOutputValidation when running with cooked content

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

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

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

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

	#ue4
	#android
	#jira UE-32318

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

	Remove unused methods from AndroidJNI header
	#ue4
	#android

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

	Rename android es31+aep -> glesdeferred.

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

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

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

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

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

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

	#jira UE-32302

	#ue4
	#android

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

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

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

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

	#jira UE-25325
	#ue4
	#android

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

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

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

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

	#jira UEMOB-115

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

	TcpMessageTransport - connection-based message bus transport.

	#jira UEMOB-112
	#jira UEMOB-113

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

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

	#jira UEMOB-112
	#jira UEMOB-113

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

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

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

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

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

	Fix shadow crash
	#jira UE-32884

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

	fix for IOS launch on failures

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

	better fix for the multi-device deployment issue

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

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

	#jira UE-16992
	#android
	#ue4

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

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

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

	Fixed crash in FTcpMessageTransportConnection::Stop

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

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

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

	Fixing Mac Editor build erros from CL# 3042222

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

	Add ES3.1 profile & compiler_glsl_es3_1 to shaders.

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

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

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

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

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

	Undo android XGE change.

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

	One more compile fix from CL# 3042222

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

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

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

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

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

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

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

	Corrected NAME_GLSL_ES3_1_ANDROID format string.

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

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

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

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

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

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

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

	Add missing import to GameActivity.java

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

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

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

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

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

	Rename FBasePassFowardDynamicPointLightInfo

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

	Missing file for rename FBasePassFowardDynamicPointLightInfo

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

	Fix incorrect TargetPlatformDescriptor string generation.

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

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

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

	Remove AndroidGL4 remnants.

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

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

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

	Fixing UAT crash when packaging project for iOS

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

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

	#code_review: Ben.Marsh

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

	Fixed incorrect comment order in CL 3049390

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

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

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

	Automatic CSM shader toggling
	#jira UE-27429

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

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

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

	#code_review Daniel.Wright
	#jira UEMOB-110

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

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

	#jira UE-20320
	#ue4
	#android

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

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

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

	Fix shadowed variables

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

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

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

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

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

	Win32 build fix

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

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

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

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

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

	Fixed local variable aliasing in unity build

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

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

	#jira UEMOB-152

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

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

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

	Fix for UnrealTournamentProto.Automation.cs build errors

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

	Junk OnlineBlueprintSupport module binaries

[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Gil Gribb
e581ead572 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none

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

Change 3028958 on 2016/06/27 by Ben.Woodhouse

	Fix for perf issue with GetSingleFinalDataConst

	This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.

	Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)

	#jira UE-26179

Change 3029401 on 2016/06/27 by Rolando.Caloca

	DR - More vk logging

Change 3029549 on 2016/06/27 by Uriel.Doyon

	Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
	New options "r.Streaming.UsePerTextureBias" that assign a  bias between 0 and MipBias to each texture in order to fit in budget.
	Fixed crash when disabling texture streaming.
	Fixed issue when disabling texture streaming that would make current loaded texture low res.
	New logic to prevent retrying to cancel a streaming request more than once.
	Pending load request of one extra mip will not be cancelled anymore.
	Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
	#jira UE-32197
	#jira UE-31102

Change 3029837 on 2016/06/27 by David.Hill

	Fixed Shutter SM4 not working when using compute shader eye-adaptation
	#jira UE-32443

	The default eye adaptation value was missing.

Change 3030039 on 2016/06/27 by Uriel.Doyon

	Fix for crash when landscape materials are used in the Texture Streaming Build.
	#jira UE-32196

Change 3030081 on 2016/06/27 by Uriel.Doyon

	Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.

Change 3030401 on 2016/06/28 by Ben.Woodhouse

	Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
	#jira UE-31238

Change 3030607 on 2016/06/28 by Marc.Olano

	Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.

Change 3030627 on 2016/06/28 by Ben.Woodhouse

	Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).

Change 3030809 on 2016/06/28 by Marc.Olano

	Noise shader function rename & perf improvement.

	Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.

Change 3030850 on 2016/06/28 by Marc.Olano

	Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.

Change 3030981 on 2016/06/28 by Rolando.Caloca

	DR - vk - More logging

Change 3031056 on 2016/06/28 by Marc.Olano

	Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map

Change 3031398 on 2016/06/28 by Benjamin.Hyder

	updating TM-Shadermodels (correcting Mt Rushmore)

Change 3031441 on 2016/06/28 by Marc.Olano

	Use only float version of BBS shader rand function for ES2

Change 3031463 on 2016/06/28 by John.Billon

	Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
	#Jira UE-32020

Change 3031512 on 2016/06/28 by Zabir.Hoque

	Relax clear flags for DX12 RHIs.
	Properly flush pending commands before residency is updated.

Change 3031517 on 2016/06/28 by Rolando.Caloca

	DR - vk logging using r.Vulkan.DumpLayer

Change 3032359 on 2016/06/29 by Allan.Bentham

	Fix mobile shadows crash.

Change 3032431 on 2016/06/29 by Gil.Gribb

	Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3032757 on 2016/06/29 by Uriel.Doyon

	Fixed global mip bias being applied twice following integration with main.

Change 3033121 on 2016/06/29 by Rolando.Caloca

	DR - vk - Logging

Change 3033529 on 2016/06/29 by Daniel.Wright

	Null world guard on UReflectionCaptureComponent::ReadbackFromGPU

Change 3033668 on 2016/06/29 by Uriel.Doyon

	Grouped texture streaming settings to simplify logic.
	New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
	#jira UE-32118

Change 3034403 on 2016/06/30 by Rolando.Caloca

	DR - Shorten dumped shader debug strings

Change 3034475 on 2016/06/30 by Rolando.Caloca

	DR - Missing logging

Change 3034722 on 2016/06/30 by Uriel.Doyon

	Improved StreamingAccuracy viewmodes with alpha test and translucent materials
	#jira UE-32656

Change 3034797 on 2016/06/30 by Rolando.Caloca

	DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again

Change 3034799 on 2016/06/30 by Rolando.Caloca

	DR - vk - missed file

Change 3034905 on 2016/06/30 by Rolando.Caloca

	DR - vk - Fix for render passes being reused with wrong dimensions

Change 3035503 on 2016/07/01 by Simon.Tovey

	Async compute version of translucency lighting volume clear.

Change 3035577 on 2016/07/01 by Marc.Olano

	Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.

Change 3035587 on 2016/07/01 by Ben.Woodhouse

	Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)

	#jira UE-32709

Change 3035618 on 2016/07/01 by Olaf.Piesche

	Asset fixes

Change 3035692 on 2016/07/01 by Rolando.Caloca

	DR - vk - Deferred deletion queue

Change 3035808 on 2016/07/01 by Rolando.Caloca

	DR - vk - Stat for deletion time, fixed some logging

Change 3036012 on 2016/07/01 by John.Billon

	Alpha Coverage Preservation
	-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
	#Jira UE-31986

Change 3036041 on 2016/07/01 by Rolando.Caloca

	DR - vk - Fix for 32bit

Change 3036433 on 2016/07/01 by Rolando.Caloca

	DR - More vk logging

Change 3036935 on 2016/07/04 by Simon.Tovey

	Removing Data Objects

Change 3036942 on 2016/07/04 by Ben.Woodhouse

	Fix for decal rendering resource leak

	The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.

	The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer

	This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.

	#jira UE-32602

Change 3037563 on 2016/07/05 by Chris.Bunner

	HLOD self-shadowing in baked lighting fix.

Change 3037640 on 2016/07/05 by Marcus.Wassmer

	Fix bug in USE_GPU_OVERWRITE_CHECKING

Change 3037927 on 2016/07/05 by Rolando.Caloca

	DR - Fix touch pads not showing on Vulkan
	#jira UE-32062

Change 3038085 on 2016/07/05 by Chris.Bunner

	HLOD dynamic shadowing support.
	#jira UE-22627

Change 3038209 on 2016/07/05 by Rolando.Caloca

	DR - vk - Android compile fix

Change 3038644 on 2016/07/05 by Uriel.Doyon

	Added LerpRange that allows to lerp between two rotators without taking the sortest path.

Change 3038820 on 2016/07/05 by Uriel.Doyon

	Selecting streaming accuracy view modes will not automatically generate missing visualization data.

Change 3039332 on 2016/07/06 by John.Billon

	-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
	#Jira UE-31710

Change 3039454 on 2016/07/06 by Simon.Tovey

	Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
	Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.

	Plus a few other edits to remove Curves/DataObjects that I missed in last CL.

Change 3039517 on 2016/07/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3039587 on 2016/07/06 by Rolando.Caloca

	DR - vk logging, submit counter

Change 3039603 on 2016/07/06 by Rolando.Caloca

	DR - Allow more samplers on GL4
	#jira UE-32628
	#jira UE-32744

Change 3039661 on 2016/07/06 by Daniel.Wright

	Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
	Skylight occlusion tint now applies to specular
	Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor

Change 3039960 on 2016/07/06 by Daniel.Wright

	Forward renderer initial implementation
	* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
	* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
	* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
	* A full Z Prepass is forced with forward shading.  This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
	* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
	* GBuffer render targets are still allocated
	* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
	* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
	* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures

Change 3040050 on 2016/07/06 by Daniel.Wright

	Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps

Change 3040160 on 2016/07/06 by Daniel.Wright

	Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space

Change 3040163 on 2016/07/06 by Rolando.Caloca

	DR - vk - More logging

Change 3040257 on 2016/07/06 by Daniel.Wright

	Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early

Change 3040316 on 2016/07/06 by Daniel.Wright

	PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection.  Fix from licensee

Change 3040361 on 2016/07/06 by Daniel.Wright

	Fixed TexCreate_UAV being used on translucency volume textures in SM4

Change 3040402 on 2016/07/06 by Rolando.Caloca

	DR - vk - Make host mem accesses coherent

Change 3040486 on 2016/07/06 by Daniel.Wright

	CIS fixes

Change 3041028 on 2016/07/07 by Gil.Gribb

	Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3041235 on 2016/07/07 by Simon.Tovey

	Compile fix for FName conflict on UProperty (hopefully).

Change 3041666 on 2016/07/07 by Daniel.Wright

	Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume

Change 3041731 on 2016/07/07 by Olaf.Piesche

	Adding Niagara to dynamically loaded module list; should fix UE-32915

Change 3042181 on 2016/07/07 by Daniel.Wright

	CIS fix

[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
Unrealbot
e05d94470b Branch snapshot for CL 3018379
[CL 3018379 in Main branch]
2016-06-17 17:28:41 -04:00
Jack Porter
9e86647a3d Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3010693)
#lockdown nick.penwarden
#rb none

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

Change 2958982 on 2016/04/28 by Dmitriy.Dyomin

	Set owner name for RHI texture, for easier debugging

Change 2976446 on 2016/05/12 by Niklas.Smedberg

	Fixed Device Profile CVars so they work even if a DLL with the cvar definition is loaded afterwards. (And they now also go through the common code path for CVars.)

Change 2983781 on 2016/05/19 by Steve.Cano

	Check in PlayUsingLauncher if the device we're launching to is authorized by the computer. Could not get to this information about Devices so added an IsAuthorized interface to ITargetDevice that is overriden in the AndroidTargetDevice. Also make sure to referesh the authorized state as needed for Android device detection. Finally, changed the name of the authorized variable to be more readable (true == authorized instead of true == unauthorized)

	#jira UE-21121
	#ue4
	#android

Change 2994202 on 2016/05/31 by Allan.Bentham

	Prevent clear transulcency volume null deref crash.

	Change test for allocated deferred render targets  by testing against an exclusively deferred target (instead of potentially shared shadow depth surface)

	probable fix for UE-22073

Change 2995613 on 2016/05/31 by Dmitriy.Dyomin

	Added: Option to force full precision in a material
	UEMOB-109

Change 2997960 on 2016/06/02 by Gareth.Martin

	Refactored Landscape serialization to allow cooking both the data used for normal rendering and mobile rendering into the same package
	#jira UE-31474

Change 2997988 on 2016/06/02 by Gareth.Martin

	Files missing from CL 2997960
	#jira UE-31474

Change 2999222 on 2016/06/03 by Jack.Porter

	Fix up ETargetPlatformFeatures::ForwardRendering and ETargetPlatformFeatures::DeferredRendering for iOS to support the Metal MRT deferred renderer

Change 2999229 on 2016/06/03 by Jack.Porter

	Rename ETargetPlatformFeatures::ForwardRendering to TargetPlatformFeatures::MobileRendering

Change 3003540 on 2016/06/07 by Jack.Porter

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

Change 3003779 on 2016/06/07 by Dmitriy.Dyomin

	Fixed: Criss-crossed sublevels cause NavMesh errors
	#jira UE-27157

Change 3004535 on 2016/06/07 by Steve.Cano

	Adding the OnControllerConnectionChange delegate message when a controller is connected on Android. Also added additional future broadcast statement when disconnect support is added for Android.

	#jira UE-25697
	#ue4
	#android

Change 3005205 on 2016/06/07 by Niklas.Smedberg

	Bumped ASTC format version to invalidate bad server DDC

Change 3005347 on 2016/06/08 by Dmitriy.Dyomin

	Added a way to cache OpenGL program binaries on the disk. Disabled by default. Can be enabled only on Android platform (r.UseProgramBinaryCache=1)
	#jira UEMOB-108

Change 3005524 on 2016/06/08 by Dmitriy.Dyomin

	Fixed iOS build broken by CL# 3005347

Change 3005528 on 2016/06/08 by Jack.Porter

	Changed hardcoded checkboxes from quality level overrides dialog to use the general property details code.
	Now magically supports any uproperty types such as enums or integers added to FMaterialQualityOverrides.

Change 3005607 on 2016/06/08 by Dmitriy.Dyomin

	Fixed: Occasional crash on using Launch on Android device when device is being disconnected

Change 3006705 on 2016/06/08 by Chris.Babcock

	Fix virtual joystick to return -1 to 1 ranges for thumbsticks
	#jira UE-31799
	#ue4
	#android
	#ios

Change 3006960 on 2016/06/08 by Jack.Porter

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

Change 3007050 on 2016/06/09 by Jack.Porter

	FAutomationWorkerModule::ReportTestComplete() needs to send analytics first as the message endpoint will free the memory resulting in a crash

Change 3007129 on 2016/06/09 by Dmitriy.Dyomin

	Fixed: Black edges seen on flames in Sun Temple
	#jira UE-31712

Change 3010686 on 2016/06/13 by Dmitriy.Dyomin

	Fixed: Android Monolithic warnings for glGetProgramBinaryOES and glProgramBinaryOES
	#jira UE-31933

[CL 3011074 by Jack Porter in Main branch]
2016-06-13 12:20:22 -04:00
Josh Adams
da8ed3878f Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login
	#lockdown josh.adams

Change 2970373 on 2016/05/09 by Lee.Clark

	PS4 - Fix NumInstances not getting reset after DrawIndirect calls

Change 2972873 on 2016/05/10 by Michael.Trepka

	Correct initial position for SlateViewer windows on Mac

Change 2974363 on 2016/05/11 by Mark.Satterthwaite

	Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect.

Change 2975921 on 2016/05/12 by Michael.Trepka

	Removed unused AdjustWindowRegion declaration from LinuxWindow.h

	#codereview Dmitry.Rekman

Change 2977002 on 2016/05/13 by Michael.Trepka

	Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready

	#codereview Ben.Marsh

Change 2977337 on 2016/05/13 by Brent.Pease

	UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error
	  + Prevent illegal characters from being entered in the packaging UI
	  + Report an error from iPhonePackager if a illegal bundle id is specified
	  + Convert special characters to XML equivalents

	- Correctly check for the presence of iTunes 12 when packaging iOS games on Windows

	- Improve ios certificate and provision message in package settings UI

	#codereview peter.sauerbrei

Change 2977509 on 2016/05/13 by Brent.Pease

	 + Fix mac compile error

Change 2978036 on 2016/05/14 by Mark.Satterthwaite

	One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN.
	#jira UE-30777

Change 2978037 on 2016/05/14 by Mark.Satterthwaite

	Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago.

Change 2978333 on 2016/05/16 by Lee.Clark

	Fix packaging of non-code projects when plugins are enabled

	#codereview Peter.Sauerbrei

Change 2978780 on 2016/05/16 by Mark.Satterthwaite

	Reduce temporary allocations required to set uniform parameters in Metal.

Change 2979680 on 2016/05/16 by Nick.Shin

	editor's HTML5 platform settings was missing due to the emscripten SDK move

	should have been included with CL: #2946251

Change 2979681 on 2016/05/16 by Nick.Shin

	cleaned up websocket processing for HTML5

	#jira UE-13657 - HTML5 plugin OnRawRecieve overflow

Change 2979701 on 2016/05/16 by Brent.Pease

	UE-28421 - Message box cannot be closed after accessing the home screen on iOS

	 + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution

Change 2980766 on 2016/05/17 by Jeremiah.Waldron

	Adding Android build support for HarfBuzz
	 - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them
	 - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config>

	Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly
	#jira UE-28586
	#codereview chris.babcock

Change 2980953 on 2016/05/17 by Jeremiah.Waldron

	Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo
	#jira UE-28586

Change 2981039 on 2016/05/17 by Jeff.Campeau

	ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support)

Change 2981054 on 2016/05/17 by Jeff.Campeau

	Enable Live OSS for Orion on Xbox One

Change 2981553 on 2016/05/18 by Jeff.Campeau

	Enable Oodle for Xbox One

Change 2981555 on 2016/05/18 by Jeff.Campeau

	Scalability settings for Xbox One

Change 2981774 on 2016/05/18 by Keith.Judge

	Xbox One - Duplicating Movie Player fix from 4.12.

Change 2981789 on 2016/05/18 by Keith.Judge

	Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12.

Change 2981802 on 2016/05/18 by Keith.Judge

	Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12.

Change 2981875 on 2016/05/18 by Keith.Judge

	Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12.

Change 2981900 on 2016/05/18 by Keith.Judge

	Xbox One - D3D11Query refactor. Duplicated from 4.12

Change 2981945 on 2016/05/18 by Nick.Shin

	filled out response headers for HTML5 platform

	#jira UE-26047 - HTML5 HTTP Response Headers not implemented

Change 2981981 on 2016/05/18 by Lee.Clark

	PS4 - Fix COTF not updating files

	#codereview Daniel.Lamb

Change 2982246 on 2016/05/18 by Michael.Trepka

	Fixed Mono compile errors in UT build scripts

Change 2983869 on 2016/05/19 by Mark.Satterthwaite

	Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures.
	#jira UE-29557

Change 2983871 on 2016/05/19 by Mark.Satterthwaite

	Pool Metal texture update buffers to reduce churn.

Change 2983892 on 2016/05/19 by Mark.Satterthwaite

	Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors.

Change 2983898 on 2016/05/19 by Mark.Satterthwaite

	Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.

Change 2983911 on 2016/05/19 by Mark.Satterthwaite

	Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen.

Change 2983916 on 2016/05/19 by Mark.Satterthwaite

	Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected.

Change 2984874 on 2016/05/20 by Keith.Judge

	Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps.

	#jira UEPLAT-1295

Change 2985446 on 2016/05/20 by Mark.Satterthwaite

	Remove the non-functional -metaldebug option from MetalRHI.

Change 2985827 on 2016/05/20 by Nick.Shin

	call EndSession() onbeforeunload()

	note: API CHANGE
	- HTML5JavaScripteFx.{js,h}
	- UE_MakeHTTPDataRequest()

	#jira UE-22285 - Session End events are not generated for HTML5

Change 2986013 on 2016/05/20 by Jeremiah.Waldron

	PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio)

	Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo
	Pulled from Release-4.12 CL

	#jira UE-30782
	#codereview chris.babcock, Peter.Sauerbrei

Change 2986057 on 2016/05/20 by Mark.Satterthwaite

	Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.

Change 2986059 on 2016/05/20 by Mark.Satterthwaite

	Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes).

Change 2986060 on 2016/05/20 by Mark.Satterthwaite

	Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level.

Change 2986063 on 2016/05/20 by Mark.Satterthwaite

	Missing change from previous CL.

Change 2986066 on 2016/05/20 by Mark.Satterthwaite

	More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame.

Change 2986455 on 2016/05/23 by Keith.Judge

	Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler.

Change 2986886 on 2016/05/23 by Mark.Satterthwaite

	Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.

Change 2986955 on 2016/05/23 by Brent.Pease

	 + Do not error out if "[PROJECT_NAME]" is in the bundle ID

	#codereview peter.sauerbrei

Change 2987304 on 2016/05/23 by Chris.Babcock

	Remove old Android platforms
	#ue4
	#android
	#codeview Josh.Adams

Change 2987571 on 2016/05/23 by Mark.Satterthwaite

	Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass)
	#jira UE-31111

Change 2987591 on 2016/05/23 by Mark.Satterthwaite

	Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5.

Change 2987679 on 2016/05/23 by Mark.Satterthwaite

	Re-enable tiled reflections on Nvidia by default now that they work.

Change 2987799 on 2016/05/24 by Mark.Satterthwaite

	Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac).

Change 2989395 on 2016/05/25 by Lee.Clark

	PS4 - Fix shader output / render target format mismatch for sparse MRT.

Change 2990003 on 2016/05/25 by Jeremiah.Waldron

	When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function.

Change 2990393 on 2016/05/25 by Mark.Satterthwaite

	Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5  and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal...

Change 2990516 on 2016/05/25 by Brent.Pease

	 + UEPLAT-1294 - Support for local notifications
	 + UEPLAT-1254 - Add BP event for device orientation change
	 + Added a new class based on UGameInstance for mobile device callbacks
	 + Ensured IOSAppDelegate.cpp follows convention for lambda functions

Change 2991361 on 2016/05/26 by Jeremiah.Waldron

	Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it

Change 2992450 on 2016/05/27 by Mark.Satterthwaite

	Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders.

Change 2993027 on 2016/05/27 by Mark.Satterthwaite

	Fix typo for new CFLAG_BoundsChecking enumeration value.

Change 2993594 on 2016/05/27 by Mark.Satterthwaite

	Build fix - check not assert...

Change 2993595 on 2016/05/27 by Mark.Satterthwaite

	Fix typo from Xcode hang...

Change 2993614 on 2016/05/28 by Mark.Satterthwaite

	At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers.

Change 2993747 on 2016/05/28 by Mark.Satterthwaite

	Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used.

Change 2994256 on 2016/05/31 by Lee.Clark

	PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working.

	#codereview Chad.Taylor,Aaron.McLeran

Change 2994281 on 2016/05/31 by Rolando.Caloca

	DP - Allow hlslcc to process type casts containing the 'const' keyword
	- it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile.
	#codereview Mark.Satterthwaite, Dmitry.Rekman
	#jira UE-31411

Change 2994467 on 2016/05/31 by Josh.Adams

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

Change 2994493 on 2016/05/31 by Daniel.Lamb

	Fixed issue with DDC commandlet not caching things from the startup packages list.

Change 2994644 on 2016/05/31 by Mark.Satterthwaite

	Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project.

Change 2996074 on 2016/06/01 by Lee.Clark

	PS4 - Fix GS mode not getting disabled when using parallel contexts.

	#codereview Marcus.Wassmer

Change 2996129 on 2016/06/01 by Brent.Pease

	Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch.

Change 2996130 on 2016/06/01 by Jeremiah.Waldron

	PR #2387 part 2  (Contributed by gameDNAstudio)
	Adding ability to consume purchases during GooglePlay RestorePurchases

	This also touches IOS due to changes to base classes and function signatures
	#codereview chris.babcock, Peter.Sauerbrei

Change 2996441 on 2016/06/01 by Jeremiah.Waldron

	Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio)

	Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function.

	#codereview chris.babcock

Change 2996514 on 2016/06/01 by Jeff.Campeau

	Fix merge issue from main
	#jira UE-31502

Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick

	https://jira.ol.epicgames.net/browse/UE-31446
	Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed.

	Renamed handleReserveFailed to handleReserveFailedLightweight

Change 2997235 on 2016/06/01 by Jeremiah.Waldron

	RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node.
	The IAP product in Match3 is non-consumable so just passing an empty array where necessary

Change 2997241 on 2016/06/01 by Jeremiah.Waldron

	OnlineSubsystemGameCircle Plugin
	 - Leaderboards
	 - Achievements
	 - Friends
	 - IAP
	 - External UI Interface
	 - Runtime Settings in Project Settings Plugin section when plugin is enabled
	 - Disabled by default
	#jira UEPLAT-105
	#codereview chris.babcock

Change 2997618 on 2016/06/02 by Lee.Clark

	#UE4Docs: Removed PS4MapFileUtil info

Change 2997840 on 2016/06/02 by Jeremiah.Waldron

	Removing trace logging from OnlineSubsystemGameCircle_APL

Change 2998754 on 2016/06/02 by Brent.Pease

	Change BlueprintMobileLibrary to BlueprintPlatformLibrary

Change 3000762 on 2016/06/03 by Jeff.Campeau

	Add example rating info to ShooterGame

Change 3001037 on 2016/06/04 by Brent.Pease

	 + Add ui screens for delegate test, local notification test, and iap test
	 + Implement delegate test

Change 3001250 on 2016/06/05 by Brent.Pease

	 + Initial pass at IAP test screen

Change 3001639 on 2016/06/06 by Jeff.Campeau

	Fix Xbox One build issue with DX12
	#codereview Zabir.Hoque

Change 3002574 on 2016/06/06 by Jeremiah.Waldron

	Adding Android Install Location to Android platform runtime settings and manifest generation

Change 3002780 on 2016/06/06 by Brent.Pease

	 + Initial implementation of local notification test

Change 3003005 on 2016/06/06 by Jeremiah.Waldron

	OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute

Change 3004392 on 2016/06/07 by Jeremiah.Waldron

	Fixing typo in APL comment :)

Change 3005768 on 2016/06/08 by Josh.Adams

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

Change 3005929 on 2016/06/08 by Josh.Adams

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

Change 3006151 on 2016/06/08 by Peter.Sauerbrei

	fix for LocalNotifications not available on TVOS
	#lockdown josh.adams

Change 3006183 on 2016/06/08 by Brent.Pease

	Manual merge CL#3000242 from Release-4.12 into Dev-Platform

	#lockdown josh.adams

Change 3006296 on 2016/06/08 by Peter.Sauerbrei

	submit an updated iPhonePackager and support DLLs
	#lockdown josh.adams

Change 3006378 on 2016/06/08 by Peter.Sauerbrei

	fix for API update to RestorePurchases
	#codereview brent.pease
	#lockdown josh.adams

#lockdown nick.penwarden

[CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
Gil Gribb
28af311319 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421)
#lockdown nick.penwarden

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

Change 2998081 on 2016/06/02 by Rolando.Caloca

	DR - Update vulkan headers to 1.0.13.0

Change 2998087 on 2016/06/02 by Rolando.Caloca

	DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode

Change 2998092 on 2016/06/02 by Rolando.Caloca

	DR - Updated ThirdParty/glslang to 1.0.13.0

Change 2998113 on 2016/06/02 by Martin.Mittring

	Added -Deterministic and -BuildName=... as command line option for Screenshot verification

Change 2998115 on 2016/06/02 by Martin.Mittring

	optimied Tonemapper sharpen 25->17 instructions
	fixes: very bright HDR pixel appeared to not be antialiased
	no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen)
	moved one multipy into C++
	Added debug visualization (HLSL define)

Change 2998132 on 2016/06/02 by Rolando.Caloca

	DR - Remove auto from VulkanRHI wherever possible

Change 2998148 on 2016/06/02 by Rolando.Caloca

	DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes

Change 2998180 on 2016/06/02 by Rolando.Caloca

	DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0
	- Check we are not asking for a VkFormat out of bounds (ie only works with core formats)

Change 2998293 on 2016/06/02 by Rolando.Caloca

	DR - Add support for BC6H & BC7 in desktop Vulkan

Change 2998419 on 2016/06/02 by Brian.Karis

	Optimized CountBits

Change 2998480 on 2016/06/02 by Rolando.Caloca

	DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list)

Change 2998486 on 2016/06/02 by Martin.Mittring

	fixed ES2 shader compile

Change 2998527 on 2016/06/02 by Daniel.Wright

	Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled.  This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled).

Change 2998531 on 2016/06/02 by Daniel.Wright

	Fixed Pixel Normal Offset refraction mode with materials using world space normals

Change 2998568 on 2016/06/02 by Rolando.Caloca

	DR - Fix typo

Change 2998630 on 2016/06/02 by Rolando.Caloca

	DR - Relaxed glslang strictness to get Pos tCombineLUTs working
	- Reenabled Post CombineLUTs on Vulkan
	- Removed some extra glsl output from Vulkan backend
	- Fixed RHI thread uniform buffer assert

Change 2998639 on 2016/06/02 by Brian.Karis

	Fix for crash when removing instances while lighting is building

Change 2998640 on 2016/06/02 by Martin.Mittring

	added r.ResetViewState to allow for more deterministic rendering
	made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker)

Change 2998790 on 2016/06/02 by Martin.Mittring

	minor optimization to SSR

Change 2999849 on 2016/06/03 by Martin.Mittring

	fixed issue with sort order

Change 3000340 on 2016/06/03 by Rolando.Caloca

	DR - Integrate change from 3000177
	Workaround for random crash shutting down D3D11/NV driver
	jira UE-18906

Change 3000422 on 2016/06/03 by Rolando.Caloca

	DR - Mirror change in Odin

Change 3000571 on 2016/06/03 by Rolando.Caloca

	DR - Vulkan SM4 prep

Change 3001652 on 2016/06/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3001935 on 2016/06/06 by Gil.Gribb

	UE4 - Fixed botched merge

Change 3002390 on 2016/06/06 by Gil.Gribb

	UE4 - Added code to prevent flooding of rendering thread with heartbeats.

Change 3002442 on 2016/06/06 by Martin.Mittring

	Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough

Change 3002460 on 2016/06/06 by Martin.Mittring

	fixed missing file in ImageValidator
	added .exe to extras

Change 3002514 on 2016/06/06 by Martin.Mittring

	added OpenSubDiv 3.0.2, not yet used

Change 3002536 on 2016/06/06 by Martin.Mittring

	fixed help text on cvar

Change 3002647 on 2016/06/06 by Martin.Mittring

	adding r.ResetViewState to RenderOutputValidation
	added r.Streaming.FramesForFullUpdate to r.DisplayInternals
	#code_review:Benjamin.Hyder

Change 3002945 on 2016/06/06 by Rolando.Caloca

	DR - Fix hlslcc issue with access to matrix elements:
	This would fail:
	M._m30 += f;
	- Fixed IRDump for matrix swizzled
	- Fix hlslcc_exe not linking

Change 3002979 on 2016/06/06 by John.Billon

	DDS unsupported format error
	#Jira UE-24529

Change 3002983 on 2016/06/06 by Martin.Mittring

	split FPixelShaderInOut in in and out

Change 3003011 on 2016/06/06 by Martin.Mittring

	updated OpenSubDiv to 3.0.2
	Fixed SubDivisonRendring by using OpenSubDiv

Change 3003264 on 2016/06/06 by Daniel.Wright

	Fixed bUseSingleSampleShadowFromStationaryLights on particles

Change 3003296 on 2016/06/06 by Daniel.Wright

	Renamed files Forward* to Mobile*

Change 3003350 on 2016/06/06 by Daniel.Wright

	Improved "Repaired Painted Vertex Colors" log message.  This is now done once on levels at load in the editor, instead of for every component (massive log spam).  Total load time caused by the fixup is reported.

Change 3003815 on 2016/06/07 by Chris.Bunner

	Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing.
	Removed compiler override cvar.
	#jira UE-28574

Change 3003827 on 2016/06/07 by Gil.Gribb

	UE4 - Increased stack sizes for thread pools.

Change 3003971 on 2016/06/07 by Martin.Mittring

	fixed compiler warnings

Change 3004028 on 2016/06/07 by Rolando.Caloca

	DR - Update glslang exe

Change 3004555 on 2016/06/07 by Rolando.Caloca

	DR - vk - Fix validation warning

Change 3004637 on 2016/06/07 by Martin.Mittring

	fixed compiler warning

Change 3004841 on 2016/06/07 by Daniel.Wright

	Fix for shadowed variable

Change 3005044 on 2016/06/07 by Daniel.Wright

	SubUV Animations can get opacity information from any channel of the source texture

Change 3005057 on 2016/06/07 by Daniel.Wright

	Renamed ForwardShading* to Mobile*

Change 3005135 on 2016/06/07 by Uriel.Doyon

	Moving wanted mip computation (according to budget) to async task.
	Update "stat streaming" to show visible mips and also loading progression.
	Fixed overly wanted mip issue cause be max range clamping.
	Optimized cost of the texture streamer on the gamethread.
	Character, Terrain and Forced Load are now loaded with priority in the AsyncIO
	Reduced streaming temp memory requirements on PS4.
	Async streaming task now runs in parallel to the incremental update.
	Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming.
	Fixed metrics with HiddenScale being applied in addition to overbudget limitation.
	Improved budget stability when using split load request (one for visible mips + one for hidden mips)
	Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5)
	Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function.
	Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData).
	Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects.

Change 3005207 on 2016/06/07 by Uriel.Doyon

	Fixed warning

[CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
Robert Manuszewski
f4fb4b8596 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 2996057)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2975196 on 2016/05/12 by Robert.Manuszewski

	Garbage Collector will no longer be responsible for generating class token stream, instead the token stream will be generated on startup or when a class has finished loading.

	- This way we can avoid very long GC times after new blueprints have been loaded.
	- Temporarily enabled CLASS_TokenStreamAssembled check in development builds (for testing purposes)

Change 2993960 on 2016/05/30 by Robert.Manuszewski

	Fixing leaked linkers created by blocking load requests during async loading.

Change 2959398 on 2016/04/28 by Steve.Robb

	TMap references are strong and cannot be nulled by pending kill.  This makes references in values strong too, even though we only really care about keys, which will corrupt the map when nulled.

	#jira UE-20828

Change 2960723 on 2016/04/29 by Graeme.Thornton

	Fix for texture asset import data being ignored when async loaded

Change 2960938 on 2016/04/29 by Robert.Manuszewski

	Nulling out sql db handle after closing it.

Change 2967127 on 2016/05/05 by Steve.Robb

	Move constructors explicitly disabled in generated code.

Change 2967143 on 2016/05/05 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2967164 on 2016/05/05 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer

Change 2968650 on 2016/05/06 by Steve.Robb

	Fix for HotReload copying module manager.

Change 2968915 on 2016/05/06 by Robert.Manuszewski

	Fixing spelling of SetImageIntegrityStatus function name.

Change 2970406 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	Function uses '...' bytes of stack:  exceeds /analyze:stacksize '81940'.  Consider moving some data to heap.

Change 2970419 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.
	warning C6011: Dereferencing NULL pointer '...'.
	warning C6385: Reading invalid data from '...':  the readable size is '...' bytes, but '...' bytes may be read.
	warning C6386: Buffer overrun while writing to '...':  the writable size is '...' bytes, but '...' bytes might be written.

Change 2970431 on 2016/05/09 by Steve.Robb

	Static analysis fixes:

	warning C6299: Explicitly comparing a bit field to a Boolean type will yield unexpected results.

Change 2972032 on 2016/05/10 by Steven.Hutton

	Workflow fixes to bugg / crashgroup filtering. Filters should now correctly persist across queries.

Change 2972085 on 2016/05/10 by Steve.Robb

	Const-correctness fix for FLogCategoryBase::IsSuppressed.

Change 2972087 on 2016/05/10 by Steve.Robb

	ELogVerbosity moved into its own header.

Change 2972090 on 2016/05/10 by Steve.Robb

	Redundant ensure removed.

Change 2972103 on 2016/05/10 by Steve.Robb

	Removal of redundant use of USING_CODE_ANALYSIS.

Change 2972139 on 2016/05/10 by Steve.Robb

	Fix for ensure macros throwing C6326 warnings during static analysis.

Change 2972147 on 2016/05/10 by Steve.Robb

	Fix for UE_LOG_ACTIVE macro throwing C6326 warnings during static analysis.

Change 2972162 on 2016/05/10 by Steve.Robb

	SCOPE_CYCLE_COUNTER_GUARD removed.

Change 2972168 on 2016/05/10 by Steve.Robb

	Compile error fix for logOrEnsureNanError in static analysis builds.

Change 2973084 on 2016/05/10 by Chris.Wood

	Crash Report Server performance tweak

Change 2974030 on 2016/05/11 by Steve.Robb

	Fix for IPropertyHandle::SetValue - used to take a non-const reference to a const UObject*, now it takes const references to both non-const and const UObject*.

Change 2974053 on 2016/05/11 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2974191 on 2016/05/11 by Steve.Robb

	Fix for template instantiation error in VS2013.

Change 2975298 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.

Change 2975318 on 2016/05/12 by Steve.Robb

	Fix for hot reload info being reported as warnings.

	#jira UE-30586

Change 2975447 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.  Did you intend to use the bitwise-and operator?
	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.  Did you intend to use the bitwise-and operator?
	warning C6285: (<non-zero constant> || <non-zero constant>) is always a non-zero constant.  Did you intend to use the bitwise-and operator?
	warning C6286: (<non-zero constant> || <expression>) is always a non-zero constant.  <expression> is never evaluated and might have side effects.
	warning C6289: Incorrect operator:  mutual exclusion over || is always a non-zero constant.  Did you intend to use && instead?
	warning C6316: Incorrect operator:  tested expression is constant and non-zero.  Use bitwise-and to determine whether bits are set.

Change 2975478 on 2016/05/12 by Steve.Robb

	Static analysis fixes for lots of redundant <zero constant> and <non-zero constant> warnings.

Change 2975538 on 2016/05/12 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'StaticResource'

Change 2976640 on 2016/05/13 by Robert.Manuszewski

	Fixing crashes caused by token stream generation changes. Making sure the token stream gets re-generated when a class gets re-linked.

	#jira UE-30675

Change 2978320 on 2016/05/16 by Steve.Robb

	Fix for static analysis warnings in XNA headers.

Change 2978329 on 2016/05/16 by Steve.Robb

	Static analysis fixes:

	warning C6334: sizeof operator applied to an expression with an operator might yield unexpected results:  Parentheses can be used to disambiguate certain usages.

Change 2980222 on 2016/05/17 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'.
	warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.

Change 2980458 on 2016/05/17 by Chris.Wood

	Attempt to fix crash report submission problems from CRP to CR website
	[UE-30257] - Crashreports are sometimes missing file attachments

	Passing crash GUID so that website can easily check for duplicates in future
	Increased request timeout for AddCrash to be longer than website database timeout
	Logging retries for future visibility
	CRP v.1.1.6

Change 2980639 on 2016/05/17 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'.
	warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.

Change 2981750 on 2016/05/18 by Steve.Robb

	check()s in ContainerAllocationPolicies.h changed to checkSlow()s, as they only exist to check that the container has been written correctly.

Change 2982106 on 2016/05/18 by John.Mahoney

	Fixed a crash caused by loading two stat capture files simultaneously in the profiler.
	If the user tries to load a capture file while another load is in progress, the previous load is now cancelled and cleaned up before proceeding with the new load.
	Made the delegates in FNewStatsReader explicitly specify which profiler instance they are loading data for, instead of relying on the current value of LoadConnection->InstanceId.
	This also fixes a crash that occurs when selecting a different capture file in the "Stats dump browser" pane of the profiler (after using Load Folder) while another file is still loading.
	Cleaned up some weak pointer usage in the profiler window.

	#jira UE-30741

Change 2983366 on 2016/05/19 by Steven.Hutton

	Changes for passing crash type directly from CRP to CRW.

Change 2983394 on 2016/05/19 by Steven.Hutton

	Minor changes to add crash with more error reporting

Change 2984685 on 2016/05/20 by Robert.Manuszewski

	Merging //UE4/Dev-Main @ 2984626 to Dev-Core (//UE4/Dev-Core)

Change 2985143 on 2016/05/20 by Steve.Robb

	Missing semi-colons.

Change 2986463 on 2016/05/23 by Steve.Robb

	CopyTemp added to make it clear that you want to make a copy (rather than a move, or an accidental copy) at the call site of a function taking rvalue refs.

Change 2986475 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6313: Incorrect operator:  zero-valued flag cannot be tested with bitwise-and.

Change 2986476 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6313: Incorrect operator:  zero-valued flag cannot be tested with bitwise-and.

Change 2986480 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant

Change 2986515 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6340: Mismatch on sign: 'X' passed as _Param_(N) when some unsigned type is required in call to 'Func'

Change 2986680 on 2016/05/23 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'Ptr':  the writable size is 'X' bytes, but 'Y' bytes might be written.
	warning C6387: 'Ptr' could be '0':  this does not adhere to the specification for the function 'Func'
	warning C6031: Return value ignored: 'snprintf'.
	warning C6340: Mismatch on sign: 'const unsigned int' passed as _Param_(4) when some signed type is required in call to 'snprintf'.

Change 2986865 on 2016/05/23 by Robert.Manuszewski

	Removing redundand AddReferencedObjects functions

Change 2987968 on 2016/05/24 by Robert.Manuszewski

	Removing redundant UPROPERTY macros from intrinsic classes.

Change 2987979 on 2016/05/24 by Steve.Robb

	Optimization of some FString and FPaths operations to produce fewer temporaries.

Change 2988297 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 2988430 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6385: Reading invalid data from 'var':  the readable size is 'X' bytes, but 'Y' bytes may be read.

Change 2988461 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.

Change 2988464 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6262: Function uses 'X' bytes of stack:  exceeds /analyze:stacksize 'Y'.  Consider moving some data to heap.

Change 2988494 on 2016/05/24 by Steve.Robb

	Static analysis fixes:

	warning C6237: (<zero> && <expression>) is always zero.  <expression> is never evaluated and might have side effects.

Change 2989411 on 2016/05/25 by Robert.Manuszewski

	Splitting GC cluster index and intenral object flags to allow more UObjects in editor builds.

Change 2989429 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6387: '_Param_(X)' could be '0':  this does not adhere to the specification for the function 'Func'.

Change 2989982 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6001: Using uninitialized memory 'LODPlanesMin'.

Change 2990018 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'X'

Change 2990077 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2990114 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.

Change 2990125 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.

Change 2990162 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C6294: Ill-defined for-loop:  initial condition does not satisfy test.  Loop body not executed.

Change 2990193 on 2016/05/25 by Steve.Robb

	Static analysis fixes:

	warning C28182: Dereferencing NULL pointer. 'type' contains the same NULL value as 'type->base_type' did.
	warning C6011: Dereferencing NULL pointer 'Semantic'.

Change 2991006 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C28113: Accessing a local variable dummy via an Interlocked function:  This is an unusual usage which could be reconsidered.

Change 2991012 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6031: Return value ignored: 'InitializeCriticalSectionAndSpinCount'.

Change 2991013 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 2991016 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.

Change 2991017 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6326: Potential comparison of a constant with another constant.

Change 2991019 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6292: Ill-defined for-loop:  counts up from maximum.

Change 2991023 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6322: Empty _except block.
	warning C28251: Inconsistent annotation for 'WinMain': this instance has no annotations.

Change 2991070 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C28182: Dereferencing NULL pointer. 'Ptr1' contains the same NULL value as 'Ptr2' did.

Change 2991416 on 2016/05/26 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2992738 on 2016/05/27 by Steve.Robb

	Revert changes to FString::MatchesWildcard.

Change 2992916 on 2016/05/27 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2992960 on 2016/05/27 by Chris.Wood

	Optimized P4 access in Crash Report Process and MinidumpDiagostics.

Change 2992964 on 2016/05/27 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Ptr'.

Change 2993956 on 2016/05/30 by Robert.Manuszewski

	Fixing a crash after adding a new C++ class in the editor - made sure new classes have the token stream assembled after hot-reload.

	#jira UE-31309

Change 2993977 on 2016/05/30 by Robert.Manuszewski

	Don't wait for all packages to finish loading before PostLoading those which already have.

Change 2994206 on 2016/05/31 by Robert.Manuszewski

	PR #2429: Three bug fixes required for script support to work properly (Contributed by pluranium)

#lockdown Nick.Penwarden

[CL 2996251 by Robert Manuszewski in Main branch]
2016-06-01 12:08:56 -04:00
Gil Gribb
07eea7c4b8 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470)
#lockdown nick.penwarden

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

Change 2943963 on 2016/04/14 by Daniel.Wright

	Shader compile errors are unsuppressed

Change 2943978 on 2016/04/14 by Gil.Gribb

	UE4 - First pass at async loading improvements....mostly disabled.

Change 2944021 on 2016/04/14 by Martin.Mittring

	fixed HLSL compiler warning

Change 2944031 on 2016/04/14 by Martin.Mittring

	fixed ensures, wrapped some members behind get accessor functions

Change 2944086 on 2016/04/14 by Martin.Mittring

	cleanup: removed not needed code

Change 2944177 on 2016/04/14 by Daniel.Wright

	Clamp on FarShadowCascadeCount, prevents crashing from huge values

Change 2944182 on 2016/04/14 by Martin.Mittring

	removed not needed code

Change 2944250 on 2016/04/14 by Rolando.Caloca

	DR - vk - Minor fixes

Change 2944286 on 2016/04/14 by Daniel.Wright

	Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
	Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
	Added bShowPreviewPlane to planar reflection actors
	The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes

Change 2944288 on 2016/04/14 by Daniel.Wright

	Fixed refraction with a world space normal

Change 2944291 on 2016/04/14 by Daniel.Wright

	Panner nodes have an optional speed input

Change 2944346 on 2016/04/14 by Rolando.Caloca

	DR - Fix Vulkan shader platform on Android
	- Added more info on checks()

Change 2945007 on 2016/04/15 by Gil.Gribb

	Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2945348 on 2016/04/15 by Daniel.Wright

	Fixed compile error

Change 2945358 on 2016/04/15 by Olaf.Piesche

	#jira UE-29241

	Sequential particle selection code was all sorts of weird. Rewrote and simplified.

Change 2945941 on 2016/04/15 by Martin.Mittring

	added r.DisplayInternals to debug determinism for screen shot comparison

Change 2945999 on 2016/04/15 by Martin.Mittring

	improved r.DisplayInternal output

Change 2946023 on 2016/04/15 by Olaf.Piesche

	Adding missing call to Super::PostEditChangeProperty; UDN 286717

Change 2947155 on 2016/04/18 by Martin.Mittring

	started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
	#test:PC

Change 2947207 on 2016/04/18 by Martin.Mittring

	fixed engine compiling in shipping/test
	#code_review:Uriel.Doyan

Change 2947212 on 2016/04/18 by Uriel.Doyon

	Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
	#jira UE-29317

Change 2947374 on 2016/04/18 by Uriel.Doyon

	Fixed support for resolution scale for the PostProcessVisualizeComplexity
	#jira UE-29473

Change 2947903 on 2016/04/19 by Gil.Gribb

	Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2948019 on 2016/04/19 by Rolando.Caloca

	DR - Allow vk format as a target format for win

Change 2948162 on 2016/04/19 by Simon.Tovey

	Fix for crash with Collision visualization.

Change 2948419 on 2016/04/19 by Martin.Mittring

	fixed sort priority of translucent rendering (caused by recent checkin)

Change 2948433 on 2016/04/19 by Martin.Mittring

	fixed memory handling of FRendererViewExtension

Change 2948631 on 2016/04/19 by Martin.Mittring

	fixed compile error on Mac

Change 2948832 on 2016/04/19 by Martin.Mittring

	fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)

Change 2949013 on 2016/04/19 by Martin.Mittring

	refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
	this is useful for MeshDecals
	#test:PC, parallel on and off

Change 2949620 on 2016/04/20 by Martin.Mittring

	fixed compiler warning

Change 2949639 on 2016/04/20 by Uriel.Doyon

	Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader

Change 2949721 on 2016/04/20 by Chris.Bunner

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

Change 2949722 on 2016/04/20 by Chris.Bunner

	Prevent nullptr crash and added additional logging.
	#jira UE-28387

Change 2949913 on 2016/04/20 by Martin.Mittring

	marked ccommand as cheat

Change 2950064 on 2016/04/20 by Martin.Mittring

	added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background

Change 2950065 on 2016/04/20 by Martin.Mittring

	nicer debug printout

Change 2950201 on 2016/04/20 by Martin.Mittring

	fixed UE-29752 Console commands input with " = " should display an error message

Change 2950531 on 2016/04/20 by Martin.Mittring

	fixed comment

Change 2951737 on 2016/04/21 by HaarmPieter.Duiker

	Adds support forHDR displays using Dolby PQ output

Change 2951869 on 2016/04/21 by Martin.Mittring

	polish r.DisplayInternal

Change 2951950 on 2016/04/21 by HaarmPieter.Duiker

	Reordered variable definition to address build warning

Change 2951996 on 2016/04/21 by Martin.Mittring

	fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
	changed directory order
	to run locally it currently requires "r.ScreenshotDelegate=0"
	#code_review:Ben.Salem, Michael.Noland

Change 2952146 on 2016/04/21 by Olaf.Piesche

	make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures

Change 2952230 on 2016/04/21 by Martin.Mittring

	* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
	* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
	#code_review:Daniel.Wright

Change 2953173 on 2016/04/22 by Olaf.Piesche

	Adding UI for easilly browsing and switching in a folder full of stats dumps

Change 2953213 on 2016/04/22 by Olaf.Piesche

	Renaming a stat to be more descriptive

Change 2953393 on 2016/04/22 by Zabir.Hoque

	Get DX12 running again:
	  - Port Shader Resource Table change
	  - Line up VS outputs and ps inputs
	  - Fix incorrectly defining a static global in a .h

Change 2953453 on 2016/04/22 by Martin.Mittring

	polished r.DisplayInternal

Change 2954618 on 2016/04/25 by Zabir.Hoque

	2 Fixes:
	  - GLSL does not understand "unsigned int", converted to "uint"
	  - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction.

Change 2955369 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Fix some memory leaks in the frontend

Change 2955403 on 2016/04/25 by Uriel.Doyon

	Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux.
	Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4
	#jira UE-28840

Change 2955419 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Reenabled support for static global variables being not const

Change 2955432 on 2016/04/25 by Zabir.Hoque

	Fix build break from not undef'ing LOCTEXT_NAMESPACE

Change 2955459 on 2016/04/25 by Zabir.Hoque

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

Change 2956292 on 2016/04/26 by Zabir.Hoque

	Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output).

	#CodeReview: Jack.Porter, Allan.Bentham

Change 2956662 on 2016/04/26 by Chris.Bunner

	Temporary fix for new Tonemapper issues.
	#jira UE-29935

Change 2957614 on 2016/04/27 by Marcus.Wassmer

	Fix PS4 shader compiler errors.

Change 2958468 on 2016/04/27 by Rolando.Caloca

	DR - Fix hlslcc validation issue
	- Show error on SCW if shader format not found when running with -directcompile
	#jira UE-29982

Change 2959105 on 2016/04/28 by Rolando.Caloca

	DR - Rebuilt hlslcc for Mac

Change 2959891 on 2016/04/28 by Daniel.Wright

	Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields

Change 2959895 on 2016/04/28 by Daniel.Wright

	Work around build machine string matching heuristics that will cause a cook to fail

Change 2959902 on 2016/04/28 by Daniel.Wright

	Added LowerHemisphereSolidColor to sky lights

Change 2959930 on 2016/04/28 by Daniel.Wright

	Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles

Change 2959933 on 2016/04/28 by Daniel.Wright

	Substring matching for console command suggestions
	* Only implemented in the editor, game uses UConsole which needs an entirely different implementation
	* Not sorting starting matches first, although that is desired

Change 2959942 on 2016/04/28 by Daniel.Wright

	Gracefully handle when input string doesn't match search results

Change 2960743 on 2016/04/29 by Gil.Gribb

	UE4 - UAT - Add map name to editortest command line.

Change 2960940 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960955 on 2016/04/29 by Gil.Gribb

	UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled).

Change 2960961 on 2016/04/29 by Chris.Bunner

	Potential material translator Lerp node pre-computations/optimizations.
	#jira OR-20138

Change 2961087 on 2016/04/29 by Gil.Gribb

	Fixed compile error in preflight relating to load time test rig

Change 2962565 on 2016/05/02 by Gil.Gribb

	Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2965058 on 2016/05/03 by Chris.Bunner

	Shader version bump.
	#lockdown Gil.Gribb
	#jira UE-30206

Change 2966554 on 2016/05/04 by Chris.Bunner

	Bumping shader version again, unintentionally polluted DDC previously.
	#lockdown Gil.Gribb
	#jira UE-30329

Change 2967183 on 2016/05/05 by Gil.Gribb

	UE4 - Fixed a bad hash on landscape grass components. Simple, safe.
	#lockdown nick.penwarden

[CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00
Andrew Grant
a0ef617fd2 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2949393)
#lockdown Nick.Penwarden

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

Change 2949393 on 2016/04/20 by Graeme.Thornton

	Orion non-pak file security.
	 - Removed security bypass code from platform pak file
	 - Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not
	 - Added an orion delegate which whitelists appropriate files

	#rb robert.manuszewski
	#tests win64 client + dedicated server. golden path.

Change 2949232 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: michael.noland
	Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus)
	#jira OR-18017
	#rb marcus.wassmer
	#tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points

	#ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2949032 on 2016/04/19 by Zak.Middleton

	#orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered.

	This should have the following effects:
	1. Reduce server CPU cost (we tick minions at the net frequency).
	2. Reduce server bandwidth
	3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received).

	#rb Bart.Bressler, John.Pollard
	#codereview Dmitry.Rekman
	#tests MultiPIE AI lane, Replays

Change 2948966 on 2016/04/19 by Lina.Halper

	Added log (check) of the asset info for Anim Per Track contains invalid format key

	#rb: Michael.Noland
	#code review: Martin.Wilson, Laurent.Delayen, Michael.Noland
	#tests: editor/ cooked and test with AI_Tests with 10 bots.

Change 2948876 on 2016/04/19 by Michael.Noland

	PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory)
	#rb none
	#codereview marcus.wassmer
	#tests Ran Paragon on PS4

Change 2948765 on 2016/04/19 by Daniel.Lamb

	Removed AssetImportData tag from cooked asset registry builds.
	#rb Andrew.Grant
	#test Cook orion

Change 2948691 on 2016/04/19 by Marcus.Wassmer

	Fix copytoresolvetarget ensure
	#rb none
	#test pc agora

Change 2948633 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: jason.bestimt
	[AUTOMERGE]

	Fix copytoresolve crash and change validation to ensure.
	#test PC editor / PC golden path
	#rb none

	--------
	Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32.

	#ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2948507 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: andrew.grant
	Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release
	#rb none
	#tests cooked client, checked game runs

	#ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2948431 on 2016/04/19 by Steve.Robb

	CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.

	#codereview robert.manuszewski,bob.tellez
	#rb bob.tellez
	#tests Ran editor

Change 2948408 on 2016/04/19 by Leslie.Nivison

	Adding .tps
	#rb none
	#test none

Change 2948185 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: chris.bunner
	Fix for HLOD visibility freeze.
	#tests Golden Path, Editor
	#rb rolando.caloca, michael.noland
	#lockdown andrew.grant
	#jira OR-19863

	#ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2948149 on 2016/04/19 by Simon.Tovey

	Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do.

	#rb none
	#tests No more crash
	#codereview Marcus.Wassmer

Change 2948129 on 2016/04/19 by Lukasz.Furman

	fixed gameplay debugger getting stuck with outdated data pack on client,
	changed names of AI related debug cvars
	#rb none
	#tests game, PIE
	#codereview Mieszko.Zielinski

Change 2948027 on 2016/04/19 by david.nikdel

	#ROBOMERGE-AUTHOR: graeme.thornton
	Fix for OR-20033 - CRASH:  Client will crash with FRCPassPostProcessCircleDOFSetup

	#rb none
	#tests checked game runs without crashing

	#ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt

	Fix compile error

	#rb none, #tests none

Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt

	Added more logging to track down

	https://jira.ol.epicgames.net/browse/OR-19841

	#rb none, #tests none

Change 2947412 on 2016/04/18 by Ryan.Gerleve

	Fix shadowed variable.

	#rb none
	#tests none

Change 2947377 on 2016/04/18 by Jamie.Dale

	Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes

	#rb Matt.Kuhlenschmidt
	#tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather.

Change 2947351 on 2016/04/18 by Ryan.Gerleve

	Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay.
	Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later.

	#tests golden path, replays
	#rb john.pollard

Change 2947103 on 2016/04/18 by david.nikdel

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 24.1 @ CL 2947071

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2947007 on 2016/04/18 by Zak.Middleton

	#ue4 - Improve linear smoothing in the presence of low net frequency updates.

	#rb Bart.Bressler
	#tests MultiPIE AI with lanes

Change 2946994 on 2016/04/18 by Mieszko.Zielinski

	Improvements to NavigationSystem's "abstract navigation data" support #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2946760 on 2016/04/18 by Chris.Bunner

	Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all.
	#tests Editor
	#rb None

Change 2946745 on 2016/04/18 by david.nikdel

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 24.1 @ CL 2946637

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2946645 on 2016/04/18 by Richard.Fawcett

	When promoting a buidl to staged, prevent enumeration of files already in S3

	Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones.

	#rb Leigh.Swift
	#tests This technique has already been used in launcher promotions for several months

Change 2946622 on 2016/04/18 by Richard.Fawcett

	By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time.

	This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check.

	#rb Leigh.Swift
	#tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified.

Change 2945812 on 2016/04/15 by Daniel.Lamb

	Fixed error in diff cooked build commandlet.
	#rb ben.marsh
	#test Compile.

Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt

	Fix crash exporting actors with non-scene components to fbx

	#rb none, #tests full scene exporting on maps that crashed
	#codereview alexis.matte

Change 2945078 on 2016/04/15 by Simon.Tovey

	Fix for OR-19778

	When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially.
	So the component did not think it had to update it's LOD but the emitters were not at the correct LOD.
	Have forced a LOD set on init when the component LOD is non-zero.

	#rb none
	#tests Works in editor and game.

	#codereview Olaf.Piesche

Change 2944664 on 2016/04/14 by Uriel.Doyon

	Fix to SM4 compilation issue
	#jira OR-19706
	#rb marcus.wassmer
	#tests tested editor in SM4 and SM5

Change 2944642 on 2016/04/14 by Lukasz.Furman

	changed waypoint switch conditions in meta nav paths
	#rb none
	#tests PIE
	#codereview Mieszko.Zielinski

Change 2944599 on 2016/04/14 by david.nikdel

	#ROBOMERGE-AUTHOR: andrew.grant
	Added sha1 to UnrealPak list output
	#rb none
	#tests listed content of pakfile

	#ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2944441 on 2016/04/14 by Marcus.Wassmer

	Duplicate change to output shader compiler errors.
	#rb none
	#test run PC and see errors.

Change 2944437 on 2016/04/14 by John.Pollard

	Possible fix for https://jira.ol.epicgames.net/browse/OR-19614

	#rb JoshM
	#codereview Josh.Markiewicz
	#tests Golden path matchmaking

Change 2944430 on 2016/04/14 by david.nikdel

	#ROBOMERGE-AUTHOR: michael.noland
	Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget
	#rb david.ratti
	#tests Tested in the editor

	#ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2944198 on 2016/04/14 by David.Ratti

	Paragon - register for slow/stun/root/silence callbacks on any tag count  change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE.

	Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there.

	#rb dayY
	#tests pie

Change 2944124 on 2016/04/14 by Wes.Hunt

	Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need.
	#codereview:leslie.nivison
	#rb none
	#tests ran UAT ListThirdPartySoftware <for Orion>

Change 2944107 on 2016/04/14 by Wes.Hunt

	MeshUtilities now depends on new module nvTessLib to better track the third party dependency.
	#codereview:daniel.wright
	#rb none
	#tests build OrionClient/Editor for Win64

Change 2944102 on 2016/04/14 by Wes.Hunt

	Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches.
	#tests ran the UBT command
	#rb none

Change 2943851 on 2016/04/14 by Ryan.Gerleve

	Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance.

	#rb john.pollard
	#tests golden path, replays, PIE

Change 2943847 on 2016/04/14 by Ryan.Gerleve

	Fixes to support client replay recording & playback in another world:
	When recording a replay, only swap actor roles if the remote role is ROLE_Authority
	When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache

	#rb john.pollard
	#tests golden path, replays, PIE

Change 2943691 on 2016/04/14 by david.nikdel

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_24 - Fix for OR-19609, OR-19610, and OR-19611

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2943508 on 2016/04/14 by Richard.Fawcett

	Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads.

	#jira OPPBUILD-44
	#rb Leigh.Swift
	#tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones

Change 2943274 on 2016/04/13 by jason.bestimt

	#ORION_MAIN - Merge 24 @ CL 2943257

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

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

Change 2943178 on 2016/04/13 by Olaf.Piesche

	Bumping size of the particle curve texture to 512x512

	#rb martin.mittring

	#tests PC Editor, Game

Change 2943174 on 2016/04/13 by Aaron.McLeran

	OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match

	- Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice.
	- Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases.

	#codereview Bob.Tellez
	#rb Bob.Tellez
	#tests ran orion with this change testing problematic sound cue

Change 2943042 on 2016/04/13 by Rob.Cannaday

	Fix crash in HTTP completion delegates on shutdown
	Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called
	#rb josh.markiewicz
	#tests shutting down multiple times

Change 2942913 on 2016/04/13 by Lukasz.Furman

	added meta navmesh paths
	#orion
	#rb Mieszko.Zielinski
	#tests PIE

Change 2942132 on 2016/04/13 by Wes.Hunt

	Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment.
	#codereview:leslie.nivison
	#rb peter.sauerbrei
	#tests running UBT with and without -listbuildfolders

Change 2941651 on 2016/04/12 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 2941645

	#RB:none
	#Tests:none

Change 2941539 on 2016/04/12 by Laurent.Delayen

	FABRIK: Normalize outgoing rotations.
	Fixes Chains Q ability crashing.

	#rb none
	#tests Chains not crashing

Change 2941469 on 2016/04/12 by Wes.Hunt

	Fix UBT -ListBuildFolders to not prep target for deployment.
	#codereview:leslie.nivison
	#rb none
	#tests tested -ListBuildFolders for Android

Change 2941434 on 2016/04/12 by Leslie.Nivison

	Adding/cleaning up .tps files
	#rb none
	#test none

Change 2941241 on 2016/04/12 by Daniel.Lamb

	Removed shadername from the shader code to fix deterministic material cooking issue.
	#jira UE-29320
	#codereview Marcus.Wassmer
	#rb Marcus.Wassmer
	#test Running editor, cooking orion.

Change 2941046 on 2016/04/12 by Laurent.Delayen

	Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset.
	Fixes Twinblast double shot for the left primary attack.

	#rb benn.gallagher
	#codereview lina.halper, ray.arnett, aaron.eady
	#tests twinblast's LMB

Change 2941032 on 2016/04/12 by Jason.Bestimt

	#ORION_24 - Merge MAIN @ CL 2940950

	#RB:none
	#Tests:none

[CL 2952833 by Andrew Grant in Main branch]
2016-04-22 11:21:10 -04:00
Chris Babcock
2b886e2c93 Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2911743 on 2016/03/16 by Allan.Bentham

	Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359
	Cleaned up some ronin integration hacks from ronin.

Change 2912053 on 2016/03/16 by Peter.Sauerbrei

	disable Vulkan in Win32 builds for now
	#codereview rolando.caloca
	#jira UE-28465

Change 2914512 on 2016/03/18 by Dmitriy.Dyomin

	Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled

Change 2914944 on 2016/03/18 by Allan.Bentham

	Fix es2 tonemap flip. Fixes UE-25148

Change 2915248 on 2016/03/18 by Chris.Babcock

	Updates to support NDK r11
	#jira UE-28529
	#ue4
	#android

Change 2919192 on 2016/03/22 by Chris.Babcock

	NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices
	#jira UE-28408
	#ue4
	#android
	#codereview Jack.Porter

Change 2919591 on 2016/03/23 by Allan.Bentham

	Merge ronin's Gaussian DoF to 4.11's dof changes.

	Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+.
	Added permutation to exclude separate translucency from Gaussian recombine shader when not in use.

	#codereview martin.mittring

Change 2920758 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: shifting lighting samples octree
	https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html

Change 2920793 on 2016/03/24 by Dmitriy.Dyomin

	Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value
	#jira UE-26426

Change 2920981 on 2016/03/24 by Dmitriy.Dyomin

	GPU particles support for iOS Metal (A8+ only)
	#jira UE-11067
	#jira UE-28514
	#codereview Jack.Porter

Change 2921383 on 2016/03/24 by Allan.Bentham

	Fix inverted image on device when framebuffer fetch/bViewRectSource is not used.
	#codereview jack.porter

Change 2925694 on 2016/03/29 by Dmitriy.Dyomin

	Fixed: GPU particles and bloom on S7 Mali

Change 2927065 on 2016/03/29 by Chris.Babcock

	Set the DT_SONAME field in linker (stops warning toast)
	#ue4
	#android
	#codereview Jack.Porter

Change 2927375 on 2016/03/30 by Jack.Porter

	Fixed localization for placement mode Cube, Sphere, Cylinder and Cone

Change 2928643 on 2016/03/30 by Jack.Porter

	Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF

	#code_review: allan.bentham

Change 2932773 on 2016/04/04 by Jack.Porter

	Reapply android Vulkan version fixes

Change 2932853 on 2016/04/05 by Jack.Porter

	Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion

Change 2932998 on 2016/04/05 by Jack.Porter

	Native web browser widget on iOS

	#jira UEMOB-20

Change 2933420 on 2016/04/05 by Chris.Babcock

	Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78)
	#jira UE-29066
	#pr #2236
	#ue4
	#android

Change 2934315 on 2016/04/05 by Chris.Babcock

	Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony)
	#jira UE-23937
	#PR #1820
	#ue4
	#android
	#codereview Ryan.Gerleve

Change 2935038 on 2016/04/06 by Chris.Babcock

	Fix OpenGLES31 compile error
	#ue4
	#android
	#codereview Jack.Porter

Change 2936288 on 2016/04/07 by Allan.Bentham

	Planar reflection captures for mobile. (UE-27426)
	Added mobile planar reflection flag to material.

	#codereview jack.porter, daniel.wright

Change 2936297 on 2016/04/07 by Allan.Bentham

	Missed file. Planar reflection captures for mobile. (UE-27426)
	#codereview jack.porter, daniel.wright

Change 2937763 on 2016/04/08 by Dmitriy.Dyomin

	Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick)
	GitHub #2031
	#jira UE-26576
	#codereview Jack.Porter

Change 2937863 on 2016/04/08 by Jack.Porter

	Merged Ronin CLs 2840392, 2860028

	Allow vertex texture fetches on ES2 (requires absolute mip level)

Change 2938461 on 2016/04/08 by Chris.Babcock

	Write Android uninstall batch files
	#ue4
	#android

Change 2939679 on 2016/04/11 by Allan.Bentham

	Remove bStationaryLightUsesCSMForMovableShadows from light component's UI.
	renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects

	#codereview jack.porter, daniel.wright

Change 2939887 on 2016/04/11 by Chris.Babcock

	Android ARM64 libraries
	#jira UEPLAT-1268
	#ue4
	#android

Change 2940125 on 2016/04/11 by Chris.Babcock

	Added requirements to Arm64 and x86_64 tooltips

Change 2941051 on 2016/04/12 by Allan.Bentham

	Fix for inverted RG channels when using filmic tonemapper with ES2.
	#codereview jack.porter

Change 2942523 on 2016/04/13 by Chris.Babcock

	Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs
	#ue4
	#android
	#codereview Josh.Adams

Change 2942578 on 2016/04/13 by Chris.Babcock

	Add cxademangle dependency to Core for Android
	#ue4
	#android
	#codereview Josh.Adams

Change 2942997 on 2016/04/13 by Chris.Babcock

	Run Ant with -quiet first and run again without if there is an error for the log
	#ue4
	#android
	#codereview Josh.Adams

Change 2943320 on 2016/04/14 by Jack.Porter

	Fixed planar reflection merge errors

Change 2943352 on 2016/04/14 by Jack.Porter

	Fix NAME_VULKAN_ES3_1_ANDROID shader format name

	#codereview: Rolando.Coloca

Change 2943367 on 2016/04/14 by Dmitriy.Dyomin

	Added cvars to add or strip specific GL extensions from a driver reported extensions string
	#jira UE-29467

Change 2943425 on 2016/04/14 by Dmitriy.Dyomin

	Better logging of MobileHDR mode

Change 2943461 on 2016/04/14 by Dmitriy.Dyomin

	Fixing HDR rendering and bloom on Galaxy S7

Change 2943493 on 2016/04/14 by Dmitriy.Dyomin

	Better HDR fix for devices with ES3 support

Change 2943855 on 2016/04/14 by Allan.Bentham

	Mobile planar reflections.
	 - currently only supports opaque materials
	#codereview jack.porter

Change 2944721 on 2016/04/14 by Chris.Babcock

	Allow Vulkan-only Android builds
	#ue4
	#android
	#codereview Allan.Bentham,Jack.Porter

Change 2944771 on 2016/04/14 by Dmitriy.Dyomin

	Fixed: mesh particles crash in ES2

Change 2944827 on 2016/04/15 by Dmitriy.Dyomin

	Fixed: GPU particles not working on S6 with Android 6.0.1

Change 2944836 on 2016/04/15 by Jack.Porter

	Disable FX system calls in forward renderer when particles showflag is off

Change 2944840 on 2016/04/15 by Jack.Porter

	Re-enabled non-radial TDeferredLightVS on ES2 for planar and put  #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4  around the radial shader code which was tripping up ES2.

	#codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright

Change 2944914 on 2016/04/15 by Jack.Porter

	Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode

Change 2945020 on 2016/04/15 by Gareth.Martin

	Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12.

	Change 2943560 on 2016/04/14 by Gareth.Martin

	        Added ability to expand landscape bounds
	        #jira UE-28928
	        #jira UE-25230

	Change 2943538 on 2016/04/14 by Gareth.Martin

	        Fix a crash with saving a level >2GB in size.
	        There may still be other crashes with >2GB levels.

	Change 2943477 on 2016/04/14 by Gareth.Martin

	        Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool
	        Also moved all the LOD settings together in LandscapeProxy.h because it was messy

	Change 2942113 on 2016/04/13 by Gareth.Martin

	        Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled.

	Change 2941030 on 2016/04/12 by Gareth.Martin

	        Cleanup and commenting

	Change 2940994 on 2016/04/12 by Gareth.Martin

	        Implement random scale option for Landscape Grass.
	        #jira UE-25743

	Change 2940993 on 2016/04/12 by Gareth.Martin

	        Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent

	Change 2940150 on 2016/04/11 by Gareth.Martin

	        Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform

	Change 2940101 on 2016/04/11 by Gareth.Martin

	        Additional checks for bad static mesh when building the HISMC tree

Change 2945560 on 2016/04/15 by Rolando.Caloca

	DM - Fix for newer Vulkan sdks

Change 2945638 on 2016/04/15 by Chris.Babcock

	Fix permissions on uninstall script on Mac
	#jira UE-29236
	#ue4
	#android
	#lockdown Jack.Porter

Change 2945856 on 2016/04/15 by Rolando.Caloca

	DM - vk - Fix mapped allocations on mobile

#lockdown nick.penwarden

[CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
Robert Manuszewski
6a4795ba36 Copying //UE4/Dev-Core to //UE4/Main (Source: //UE4/Dev-Core @ 2942060)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2930055 on 2016/04/01 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	FOutputDeviceFile will now use a separate thread for writing to the file archive. Reduces time spent in Serialize by 3-5x (SSD setup).

	#jira UE-28907

Change 2930590 on 2016/04/01 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Initial implementation of memory output device (ring buffer for memory only logs).

Change 2934971 on 2016/04/06 by Steve.Robb@Dev-Core

	More HotReload cleanup:

	DoHotReloadInternal logic moved up to the call sites.
	BroadcastHotReload removed.
	Redundant FModuleManager::Get() fixes.
	Nesting removal.
	Replacing loops with ranged-for.

Change 2934829 on 2016/04/06 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Fixed FLinkerManager::GetLoadersWithNewImportsAndEmpty emptying the wrong array.
	Made FLinkerManager::DissociateImportsAndForcedExports touch imports only in non-cooked builds because in cooked builds linkers don't stay around long enough to see any of their imports being GC'd before they get deleted themselves.
	Removed the global DissociateImportsAndForcedExports function.

Change 2934634 on 2016/04/06 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Don't report ensures after the engine has already crashed.

Change 2925735 on 2016/03/29 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Removing UnrealSync

	#jira UE-28085

Change 2928979 on 2016/03/31 by Steve.Robb@Dev-Core

	Fixes to FIntPoint::Size() and FIntVector::Size() overflows when dealing with large components.

	#jira UE-24933

Change 2929163 on 2016/03/31 by Steve.Robb@Dev-Core

	TQueue is now non-copyable.

	#jira UE-28803

Change 2930280 on 2016/04/01 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	DLLInjection test binaries

Change 2930320 on 2016/04/01 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Setting the FOutputDeviceFile thread name to something more unique in case there's multiple instances of it.

Change 2931687 on 2016/04/04 by Steve.Robb@Dev-Core

	Fix for 'not all control paths return a value' in TUnion::operator==.

Change 2931714 on 2016/04/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Fixing crash + hang in log output device

Change 2931930 on 2016/04/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Fixes and improvements to logging to memory.

Change 2932830 on 2016/04/05 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	When verifying disregard for GC assumptions, assert after ALL offenders have been dumped to log.

Change 2933097 on 2016/04/05 by Graeme.Thornton@GThornton_DevCore

	UBT writes to log when including signing keys in executable

Change 2933348 on 2016/04/05 by Steve.Robb@Dev-Core

	Const-correcting of FModuleManager.
	Use of TOptional instead of 'object + bool' for ModulePathsCache.
	Use of ranged-for instead of iterators.
	Use of TFunction instead of delegates.

Change 2934630 on 2016/04/06 by Steven.Hutton@steven.hutton-CrashReporter

	Removing Pagination TPS

Change 2935001 on 2016/04/06 by Steve.Robb@Dev-Core

	Some redundant temporary arrays removed.

Change 2936348 on 2016/04/07 by Steve.Robb@Dev-Core

	Checks about module loading moved to ModuleManager.

Change 2936422 on 2016/04/07 by Steve.Robb@Dev-Core

	Changed modules passed to DoHotReloadInternal.

Change 2937440 on 2016/04/07 by Steve.Robb@Dev-Core

	ToHashSet extension method for IEnumerable.

Change 2937453 on 2016/04/07 by Steve.Robb@Dev-Core

	Only recompile modules that have changed (and their dependencies) on hot reload.

	#jira UE-28981

Change 2937939 on 2016/04/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Added support for suspending thread heartbeat for slow tasks.

	+ Fixed HangDuration from ini not being used when checking if a thread has hung

Change 2937960 on 2016/04/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Adding explicit constructors to FSlowHeartBeatScope.

Change 2939532 on 2016/04/11 by Steve.Robb@Dev-Core

	GitHub #1908 - [UBT/Hot-reload] Fixed compilation for modules without number suffix

[CL 2942307 by Robert Manuszewski in Main branch]
2016-04-13 12:14:19 -04:00
Andrew Grant
5b1ede0851 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2934481)
#lockdown Nick.Penwarden

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

Change 2934326 on 2016/04/05 by Andrew.Grant

	Modified row-error message for easier clarity of culprit.
	#rb #tests none

Change 2934266 on 2016/04/05 by Leslie.Nivison

	Adding .tps files
	#rb none
	#test none

Change 2934151 on 2016/04/05 by Andrew.Grant

	Fix for lightmass compilation with VS2015 update 2
	#rb #tests none

Change 2934101 on 2016/04/05 by Leslie.Nivison

	Moving .tps to build.cs location
	#rb none
	#test none

Change 2934095 on 2016/04/05 by Leslie.Nivison

	Adding .tps files
	#rb none
	#test none

Change 2934039 on 2016/04/05 by Aaron.McLeran

	OR-19011 Implementing CL 2933664 into //Orion/Dev-General/

	#codereview Michael.Trepka
	#rb Michael.Trepka
	#tests compile and run orion

Change 2934004 on 2016/04/05 by Bart.Bressler

	- Fix issue with ability widgets always showing as unactivatable in Replays
	- Fix issue with exhaust gameplay tag always triggering when jumping back in replays if the followed player was travelling at the time

	#rb cody.haskell
	#tests recorded replay, and viewed on PC

Change 2933997 on 2016/04/05 by Marc.Audy

	Don't use ranged-for iterator for Actors since (bad) user content could spawn a new actor from an component unregister event
	#jira OR-19021
	#rb none
	#tests compiles

Change 2933808 on 2016/04/05 by Ben.Marsh

	BuildGraph: Include the group name in the telemetry data for each job step.

Change 2933774 on 2016/04/05 by Ben.Marsh

	BuildGraph: Store node dependencies on each step in telemetry data, rather than on the job. Makes it easier to split out.

Change 2933724 on 2016/04/05 by Dan.Youhon

	Add horizontal location offsets to MoveToActor root motion force along with several OffsetAlignment modes (from target to source, target actor forward, world space)
	- Hooked up to Sword Ultimate, updated Muriel's Ultimate with new offset settings

	#rb None
	#tests MultiPIE
	#codereview Andrew.Bains

Change 2933700 on 2016/04/05 by Alexis.Matte

	Fix the bind T0 ref pose

	#code review: lina.halper, nick.darnell
	#rb: lina.halper
	#tests: import pyro fbx with bindT0RefPose option to true and make sure the result show the gobelin over the dynosaurus

Change 2933667 on 2016/04/05 by Ben.Marsh

	BuildGraph: Include dependency information in stream telemetry, so we can calculate critical path in the dashboard.

Change 2933655 on 2016/04/05 by Alexis.Matte

	Back out changelist 2933558

	because integration can be problematic, this change will be redone manually

	#code review: lina.halper, nick.darnell
	#rb: lina.halper
	#tests: none

Change 2933558 on 2016/04/05 by Alexis.Matte

	Merging using Dev-Editor_to_Orion_Dev-General

	Fix the bind T0 ref pose

	#code review: lina.halper, nick.darnell
	#rb: lina.halper
	#tests: import pyro fbx with bindT0RefPose option to true and make sure the result show the gobelin over the dynosaurus

Change 2933539 on 2016/04/05 by Ben.Marsh

	BuildGraph: Add tooltip for a job's start time in the dashboard.

	#codereview Andrew.Grant

Change 2933156 on 2016/04/05 by Ben.Marsh

	BuildGraph: Set up email notifications for new build system, and add an optional "NotifyOnWarnings" attribute to nodes to disable spam for localization and cooks. Will re-enable for cooks once we have the ability to include non-coders.

	#rb none
	#tests exported job definition for nightly build and verified recipients list

Change 2933095 on 2016/04/05 by Alexis.Matte

	Merging using Dev-Editor_to_Orion_Dev-General

	Fix the skinxx workflow

	#code review: lina.halper, nick.darnell
	#rb: lina.halper

[CL 2935407 by Andrew Grant in Main branch]
2016-04-06 15:34:41 -04:00
Peter Sauerbrei
865909dbbb Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599
#lockdown nick.penwarden

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

Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin

	Added support for Landscape grass to use the landscape's light/shadow maps
	(original github pull request #1798 by Frugality)

Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM

	DM - glslang

Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Common RHI changes

Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Initial rhi check-in. Tappy & SunTemple working on PC.
	#codereview Jack.Porter, Chris.Babcock, Josh.Adams

Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Split Immediate command list off RHI

Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	changes to exclude LPV shaders from Vulkan
	(reapplied with edit instead of integrate records)

Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Static shadowing + dynamic-object CSM

Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Mobile GPU particles

Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Planar reflections very WIP

Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	Separate Translucency very WIP

Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	ProtoStar engine changes

Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream

	HACK for Max Texture Samplers hardcoded to 8 on ES2
	Should be cleaned up better with UE-24419.
Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Integrate pipeline cache

Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM

	DM - Initial CCT support

Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Empty bound shader states cache
	- Only used currently on Vulkan

Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM

	DM - Added GRHINeedsExtraDeletionLatency from 4.11

Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM

	DM - Remove batched elements quads (was not been used at least since UE3!)

Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Fence mgr (disabled)

Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Resource management (disabled)

Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Expand number of stencil op bits

Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Add support for more MaxSimultaneousRenderTargets

Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Support for 3d staging textures

Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream

	Vulkan RHI stub for new SharedResourceView RHI call

Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - SM4 preq

Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream

	Android Vulkan support initial checkin

Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile

	Reinstate vertex fog, fixes UE-28166

Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Use fence manager

Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM

	DM - Descriptor pool

[CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Josh Adams
b9b38fe97b Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2816560 on 2016/01/05 by Jeff.Campeau

	Remove duplicate CEF binaries

Change 2835599 on 2016/01/20 by Lee.Clark

	PS4 - Added pragma optimization macros

Change 2841103 on 2016/01/23 by Mark.Satterthwaite

	Integrate Git PR #1958: Fixed typo in EMetalFeatures enum
	#jira UE-25721

Change 2841369 on 2016/01/24 by Mark.Satterthwaite

	Fix for Metal crash due to attempt to set a null uniform & null SRV to a shader which requires both exist.
	#jira UE-25910

Change 2841795 on 2016/01/25 by Lee.Clark

	PS4 - MovieStreamer improvements

	* Use GPU for YUV conversion
	* Use new Software2 Decoder

Change 2842261 on 2016/01/25 by Mark.Satterthwaite

	Fix some memory leaks.

Change 2842831 on 2016/01/25 by Mark.Satterthwaite

	Metal implementation for RHIBlockUntilGPUIdle.

Change 2842838 on 2016/01/25 by Mark.Satterthwaite

	When using parallel command contexts in Metal we must ensure that the FRingBuffer is still valid, which means some smart/weak pointers are in order. We should also ensure that functions that may return auto-released objects are appropriately wrapped with scoped autorelease pools. Texture creation failures should also be fatal as we never expect that to occur.

Change 2842914 on 2016/01/25 by Mark.Satterthwaite

	Change assert in MetalTexture's format-shifting SRV constructor to enforce the Metal textureView limits:
	1. No format shifting for MSAA color buffers.
	2. No access to stencil in MSAA packed depth/stencil surface.

	This will allow Metal MSAA support to work on iOS when using separate depth & stencil textures since there's no format shifting involved there.
	#codereview peter.sauerbrei

Change 2843028 on 2016/01/25 by Mark.Satterthwaite

	In Metal wwitch to blit on the correct context when copying out the stencil data into the stencil SRV copy.

Change 2845531 on 2016/01/27 by Lee.Clark

	PS4 - Fix memory alignment  for back buffers
	* Fix memory alignment for MapLargeBlock
	* Fix available direct memory tracking

Change 2846491 on 2016/01/27 by Jeff.Campeau

	2015 compile fixes for Orion

Change 2847395 on 2016/01/28 by Mark.Satterthwaite

	Clear the stencil-SRV copy to 0 in Metal using a blit when created to avoid artefacts if used prior to the parent texture being rendered.
	#jira UE-25834

Change 2847419 on 2016/01/28 by Mark.Satterthwaite

	Apply the same fix to OpenGL's Stencil SRV logic as CL #2847395 applies to Metal.

Change 2848093 on 2016/01/28 by Mark.Satterthwaite

	Cache parallel encoding Metal contexts & reuse them rather than creating a new one each time in order to massively improve parallel encoding performance. This required adding a reset function to Metal's internal state-cache which calls the CommandEncoder wrapper's reset so we don't accidently retain previous state.

Change 2849469 on 2016/01/29 by Mark.Satterthwaite

	Defer render & compute command encoder construction to draw/dispatch etc to eliminate redundant encoders that then perform unnecessary driver & GPU synchronisation work. Currently Clear loadActions force an encoder even if it would then be empty as otherwise we see incorrect rendering. This needs to be tracked and optimised away too in order to achieve the same performance as D3D11.

Change 2849820 on 2016/01/29 by Daniel.Lamb

	Fixed issue where a single DDC back end would not create a hierarchy.
	#codereview Peter.Sauerbrei

Change 2850762 on 2016/02/01 by Jeff.Campeau

	System-wide critical section support for Xbox One

Change 2850763 on 2016/02/01 by Jeff.Campeau

	Network and product config for Orion

Change 2852459 on 2016/02/02 by Mark.Satterthwaite

	Temporarily disable the lazy render command-encoder construction while investigating why it turns some samples black in Metal SM5 mode.

Change 2853947 on 2016/02/03 by Mark.Satterthwaite

	Fix some lazy encoder construction fallout which also means we don't need to recreate render encoder state when performing profiling - the next draw/clear will do that as required.

Change 2854015 on 2016/02/03 by Mark.Satterthwaite

	Move Stencil SRV blitting into FMetalSurface::UpdateSRV called when binding the texture SRV instead of having it done immediately post-rendering. This should avoid paying for the blit when stencil SRV sampling is never used or multiple blits when render-encoders that write stencil are split up due to query buffer overflow or similar. The cost will be a blit per-bind instead which should be more predictable.

Change 2854142 on 2016/02/03 by Mark.Satterthwaite

	Implemented GetTextureBaseRHI (brought over from Dev-Rendering CL #2853948) for Metal to avoid unnecessary virtual function call chain to resolve the FMetalSurface* from an RHI texture.

Change 2854222 on 2016/02/03 by Mark.Satterthwaite

	Remove the uniform buffer resource caching from Metal to match Dev-Rendering CL #2853948.

Change 2854246 on 2016/02/03 by Mark.Satterthwaite

	Removed the uniform buffer resource caching from OpenGLDrv & implemented GetTextureBaseRHI to avoid unnecessary virtual function calls to match Dev-Rendering CL #2853948.

Change 2854279 on 2016/02/03 by Mark.Satterthwaite

	Remove direct access to the MTLCommandQueue, for parallel rendering to work we're going to need to do a bit of management that means its more sensible to keep it private.

Change 2855524 on 2016/02/04 by Lee.Clark

	PS4 - Fix Grayscale SRGB support

[CL 2898161 by Josh Adams in Main branch]
2016-03-07 20:55:29 -05:00
Matthew Griffin
3e9e41984e Merging //UE4/Release-4.11 to //UE4/Main (up to CL#2858478)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2853169 on 2016/02/02 by Stephen.Ellis

	#jira UE-26348 Updated GitHub readme page to include notice that Releases branch currently contains 4.11 Preview code.

Change 2853250 on 2016/02/02 by Aaron.McLeran

	#jira UE-26305 No audio when melee minions attack in Orion

Change 2853341 on 2016/02/02 by Chris.Babcock

	Fix compile issue with GearVR for x86
	#jira UE-26382
	#ue4
	#android

Change 2853785 on 2016/02/03 by Robert.Manuszewski

	Fixing UnrealFrontend failing to launch due to missing plugin if there's a program (UHT) plugin that's enabled by default.

	#jira UE-25593

Change 2854011 on 2016/02/03 by Benn.Gallagher

	Fix for crash reimporting skeletal meshes when they are currently open in Persona
	#rb Thomas.Sarkanen
	#jira UE-26336

Change 2854039 on 2016/02/03 by Lauren.Ridge

	Changing font in Unreal Match 3 from Pirata One to Averia Serif

	#jira UE-26398

Change 2854085 on 2016/02/03 by Taizyd.Korambayil

	#jira UE-10975 Adjusted Rocks to Cover Seams

Change 2854182 on 2016/02/03 by Ben.Marsh

	Always add the 32-bit toolchain to the PATH environment variable. If we're VS2013 Express to cross-compile for a 64-bit target using a 32-bit toolchain, it needs the PATH environment variable updating to include the standard 32-bit toolchain so it can find MSPDB120.dll.

	Originally CL 2820925.

	#jira UE-25089

Change 2854402 on 2016/02/03 by Taizyd.Korambayil

	#jira UE-5479 Corrected Spelling

Change 2854439 on 2016/02/03 by Taizyd.Korambayil

	#jira UE-13971 Added Validation Checks to Orary BP and Removed unused Actor references from LevelBP

Change 2854469 on 2016/02/03 by Taizyd.Korambayil

	#jira UE-26023 Adjsuted Background Lighting settings to match 4.10

Change 2854549 on 2016/02/03 by Taizyd.Korambayil

	#jira UE-7043 Adjusted God Ray so that hard cutoff is not visible

Change 2854554 on 2016/02/03 by Ian.Shadden

	#UE4 #match3 fixing potential divide by 0
	#jira UEDOC-2869

Change 2854594 on 2016/02/03 by Rolando.Caloca

	UE4.11 - Integration from 2853796
	#jira UE-24967

	PC: Update D3D12 RHI

	- Fix more memory leaks upon device exit

	- Fix edge case where ResourceLocations were getting allocated in a pooled and un-pooled maner

	- Set ID3D12Object names with a utility function so we can easily disable naming if necessary

	- Update RHICreateRasterizerState to behave similarly to RHICreateDepthStencilState/RHICreateBlendState and avoid a copy of D3D12_RASTERIZER_DESC

Change 2854599 on 2016/02/03 by Rolando.Caloca

	UE4.11 - Compile fix
	#jira UE-24967

Change 2854630 on 2016/02/03 by Taizyd.Korambayil

	#jira UE-26314 Adjusted Location of Backdrop Asset so that it doesnt appear to be floating

Change 2854694 on 2016/02/03 by Taizyd.Korambayil

	#jira UE-26334 Corrected Spelling Error

Change 2854710 on 2016/02/03 by Michael.Trepka

	Improved Mac trackpad and Magic Mouse support in UMG and Texture editor viewports

	#jira UE-1450

Change 2855018 on 2016/02/03 by mason.seay

	Test assets for 3D Stereo Spread

	#jira UE-24473

Change 2855154 on 2016/02/03 by Dan.Oconnor

	Fix for crash when a blueprint enum colides with a a details customization name
	#jira UE-23921

Change 2855350 on 2016/02/04 by Dmitriy.Dyomin

	Fixed: StrategyGame and Sun Temple levels render as black on the several Mobile devices
	Added workaround for GL_EXT_shader_framebuffer_fetch on Adreno devices
	Added support for framebuffer fetch in ES3.0
	#jira UE-25747

Change 2855475 on 2016/02/04 by Jurre.deBaare

	UE-25235 incorrect #endif caused issue with colour for visible collision components
	#rb Thomas.Sarkanen

[CL 2863046 by Matthew Griffin in Main branch]
2016-02-11 09:44:56 -05:00
Ben Marsh
5e75112469 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2828332 on 2016/01/14 by Matthew.Griffin

	Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.

Change 2828335 on 2016/01/14 by Matthew.Griffin

	Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.

Change 2831365 on 2016/01/16 by Ben.Marsh

	Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.

Change 2832166 on 2016/01/18 by Ben.Marsh

	Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.

Change 2835725 on 2016/01/20 by Matthew.Griffin

	Removed more uses of RunningRocket functions

	Switch Linux staging check to see if required files exist until switched to using receipts
	Always stage CrashReporter for Linux
	Mac and Linux will not use Compile Lean And Mean when generating project files
	Allow normal DynamicCompilation check to occur in binary builds
	Allow XMPP dependency on WebRTC now that it's publically distributed

Change 2835864 on 2016/01/20 by Matthew.Griffin

	Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
	Also tidied up some arguments that are set in UVS and never used.

Change 2839932 on 2016/01/22 by Matthew.Griffin

	Removed last uses of RunningRocket from UnrealBuildTool

	Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
	Combined code doing very similar things for single games and rocket projects.
	Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
	Removed RunningRocket function and the code checking for -rocket on the command line

Change 2846971 on 2016/01/28 by Matthew.Griffin

	Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built.

Change 2853879 on 2016/02/03 by Matthew.Griffin

	Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected

	#jira UE-25666

#lockdown Nick.Penwarden

[CL 2854567 by Ben Marsh in Main branch]
2016-02-03 15:40:40 -05:00
Josh Adams
db43da290b Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main)
Change 2783376 on 2015/11/30 by Nick.Shin

	upgrading emscripten SDK to 1.35.9
	following instruction from the README file

Change 2787414 on 2015/12/02 by Nick.Shin

	upgrading emscripten to 1.35.0
	removing old SDK and tools for Mac and Win64

Change 2790218 on 2015/12/04 by Nick.Shin

	merge (CL: #2790164) from //UE4/Dev-Physics to //UE4/Dev-Platform
	PhysX HTML5 bc files

Change 2794786 on 2015/12/08 by Nick.Shin

	merge CL #2794757 part 1 of 2
	from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5
	to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/

Change 2794789 on 2015/12/08 by Nick.Shin

	merge CL #2794758 part 2 of 2
	from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5
	to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/

Change 2799151 on 2015/12/10 by Dmitry.Rekman

	Guarantee XGE.xml sorting order for 10+ builds.

	- A licensee pointed out the problem that AutomationTool.UE4Build.FindXGEFiles() sorts the files by filename, so e.g. UBTExport.10.xge.xml takes priority over UBTExport.2.xge.xml.

	#codereview Ben.Marsh

Change 2799440 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2790251: Temporarily revert some of the changes for Mac mouse cursor locking as they were causing more problems than they solved.

Change 2799441 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2796111 & #2796158: Fix cooking shader cache files - it wasn't being enabled despite a cached shader format being listed.

Change 2799442 on 2015/12/11 by Mark.Satterthwaite

	Duplicate CL #2797758: Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2799601 on 2015/12/11 by Mark.Satterthwaite

	Implement background reading of NSPipe's in Mac ExecProcess to avoid the sub-process blocking trying to write to the meagre 8kb internal buffers. This may fix problems with SVN on Mac.

Change 2799657 on 2015/12/11 by Mark.Satterthwaite

	Remove the hlslcc major version from the Metal and OpenGL shader formats to ensure that there are enough bits to represent the different version components. There's no expectation that the major version of hlslcc will change and it will soon be removed entirely.

Change 2799691 on 2015/12/11 by Mark.Satterthwaite

	Merging final internal-only changes from WWDC.

Change 2800182 on 2015/12/11 by Mark.Satterthwaite

	Capture the system.log contents from the moment we boot to the point we crash to report GPU restarts and other system errors not written into our own logs.

Change 2801395 on 2015/12/14 by Mark.Satterthwaite

	Fix the Metal shader compiler so that it properly reports the number of sampler objects in use, not the number of textures as Metal separates its 16 samplers and up-to 128 textures in a single shader stage, like D3D and unlike OpenGL. This fixes a lot of material compile errors in newer projects which aren't being designed for obsolete OpenGL.

Change 2801653 on 2015/12/14 by Daniel.Lamb

	Load package differ can now diff header part of packages.
	Changed the way IsChildCooker is handled improves performance of multiprocess cooker.

Change 2801655 on 2015/12/14 by Daniel.Lamb

	Added cooker warning to resave packages if they don't have collision data for their static meshes.
	Added NavCollision creation on static mesh import so that we save out the NavCollision.

Change 2801923 on 2015/12/14 by Daniel.Lamb

	Fix compilation error with CreateLoader.

Change 2802076 on 2015/12/14 by Daniel.Lamb

	Remove some debugging assistance code.

Change 2803207 on 2015/12/15 by Mark.Satterthwaite

	Add missing Metal formats for PF_R16_SINT/UINT.

Change 2803254 on 2015/12/15 by Mark.Satterthwaite

	Add additional uint/2/3/4 overrides for SV_Target(x) to MetalUtils and when generating the output variable look for an exact type match before restoring to the first match with the correct number of elements. This ensures that we generate uint/2/3/4 writes when required for CopyStencilToLightingChannelsPS without breaking anything else.

Change 2803259 on 2015/12/15 by Mark.Satterthwaite

	Fix stencil texture swizzle for Metal which uses .x not .g for stencil value.

Change 2803262 on 2015/12/15 by Mark.Satterthwaite

	Fix FMetalRHICommandContext::RHISetScissorRect  handling 0 sized rects when RHISetScissorRect is called before RHISetViewport.

Change 2803321 on 2015/12/15 by Mark.Satterthwaite

	Duplicate CL #2786291: Fix Metal validation errors caused by incorrect instance count and also a crash-bug caused by accessing a defunct depth-stencil texture. This should be enough to ensure Metal works even if you've been playing previously with OpenGL.

Change 2803413 on 2015/12/15 by Mark.Satterthwaite

	Workaround the Material Editor's unfortunate habit of rendering tiles without a depth/stencil-buffer attached despite tiles wanting to write to depth - in Metal we have to create a temporary Depth-Stencil texture so that we don't crash the driver because it won't rewrite the shaders for us (unlike D3D/GL).

Change 2806247 on 2015/12/16 by Daniel.Lamb

	Fixed UParticleRequiredModule deterministic cook issue.
	#codereview Olaf.Piesche

Change 2806834 on 2015/12/17 by Mark.Satterthwaite

	Temporarily work around absence of Checked & Shipping APEX/PhysX binaries on Mac.

Change 2807017 on 2015/12/17 by Mark.Satterthwaite

	Handle the shader cache being initialised for cooking multiple times until I can sort out the implementation properly.

Change 2807027 on 2015/12/17 by Daniel.Lamb

	Enabled DDC stats.
2016-01-19 09:54:25 -05:00
Matthew Griffin
984342ca17 Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) post CL#2804086 to CL#2817167
CL#2805395 resolved as target to avoid copying 2015 changes
#lockdown Nick.Penwarden

[CL 2819197 by Matthew Griffin in Main branch]
2016-01-07 11:21:22 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Josh Adams
660ab7f0c9 Copying //UE4/Dev-Platform to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2719147 on 2015/10/07 by Mark.Satterthwaite

	Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.

Change 2719182 on 2015/10/07 by Mark.Satterthwaite

	Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.

Change 2719185 on 2015/10/07 by Mark.Satterthwaite

	Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.

Change 2719434 on 2015/10/07 by Mark.Satterthwaite

	Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.

Change 2724764 on 2015/10/12 by Josh.Adams

	[Initial AppleTV support]
	Merging	//depot/YakBranch/... to //UE4/Dev-Platform/...

Change 2726266 on 2015/10/13 by Lee.Clark

	PS4 - Calc reserve size required for DMA copy when using unsafe command buffers

Change 2726401 on 2015/10/13 by Mark.Satterthwaite

	Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
	#jira UE-15228

Change 2726421 on 2015/10/13 by Lee.Clark

	PS4 - Don't try to clear invalid targets

Change 2727040 on 2015/10/13 by Michael.Trepka

	Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72

Change 2729783 on 2015/10/15 by Keith.Judge

	Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.

Change 2729847 on 2015/10/15 by Mark.Satterthwaite

	Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
	#jira UE-21992

Change 2729865 on 2015/10/15 by Keith.Judge

	Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.

Change 2729897 on 2015/10/15 by Keith.Judge

	Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.

Change 2729972 on 2015/10/15 by Keith.Judge

	Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.

	This should be marginally quicker as it stops a double call to ClearState().

Change 2731503 on 2015/10/16 by Keith.Judge

	Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).

Change 2731596 on 2015/10/16 by Keith.Judge

	Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.

Change 2731928 on 2015/10/16 by Michael.Trepka

	PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)

Change 2731934 on 2015/10/16 by Michael.Trepka

	PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)

Change 2732018 on 2015/10/16 by Mark.Satterthwaite

	Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
	- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
	- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
	- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.

Change 2732365 on 2015/10/16 by Josh.Adams

	- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)

Change 2733170 on 2015/10/18 by Terence.Burns

	Fix for Android IAP query not returning entire inventory.

Change 2733174 on 2015/10/18 by Terence.Burns

	Fix Movie player issue where wait for movie to finish isnt being respected.

	Seems a stray bUserCanceled event flag was causing this not to be observed.

	Added some verbose logging to apple movie player.

Change 2733488 on 2015/10/19 by Mark.Satterthwaite

	Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
	- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
	- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.

Change 2735226 on 2015/10/20 by Mark.Satterthwaite

	Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
	#jira UE-21214
	#jira UE-19913

Change 2736722 on 2015/10/21 by Daniel.Lamb

	Improved performance of cooking stats system.

Change 2737172 on 2015/10/21 by Daniel.Lamb

	Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
Nick Penwarden
828f57e397 Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main)
#lockdown Ben.Marsh

Change 2718980 on 2015/10/07 by Dmitriy.Dyomin
	UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus)

Change 2719155 on 2015/10/07 by Allan.Bentham
	HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction).

Change 2724572 on 2015/10/12 by Jack.Porter
	Fix for landscape disappearing when using  r.forcelod

Change 2726062 on 2015/10/13 by Jack.Porter

	Merged CL2726057 from 4.10
	Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line
	Fixed problem where landscape grass was not invalidated after using the mirror tool

Change 2726133 on 2015/10/13 by Jack.Porter
	Fix for Device Profiles editor missing specific Android device profiles
	Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms"

Change 2736210 on 2015/10/21 by Dmitriy.Dyomin
	Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes)

Change 2736463 on 2015/10/21 by Jack.Porter
	Merge of 4.10 CL 2736461
	Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode

Change 2742855 on 2015/10/27 by Dmitriy.Dyomin
	Fixed: World origin offset handling for UInterpToMovementComponent
	https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html

Change 2745055 on 2015/10/28 by Allan.Bentham
	Update reflection captures (via update captures button) now works when mobile preview is active.

Change 2755668 on 2015/11/05 by Allan.Bentham
	Use distance from shadow view to object instead of view space Z.

Change 2762186 on 2015/11/11 by Jack.Porter
	The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target

Change 2765902 on 2015/11/13 by Gareth.Martin
	Landscape per-component layer whitelisting basic functionality

Change 2769487 on 2015/11/17 by Jack.Porter
	Support reflection viewmode on ES2 Preview

Change 2769576 on 2015/11/17 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	- added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool
	- automatically added components' painted layers to the component whitelists when enabling whitelist restriction

Change 2771223 on 2015/11/18 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	- Removing a layer from the whitelist will now delete its data from the component

Change 2777862 on 2015/11/23 by Gareth.Martin
	Improved landscape per-component layer whitelisting functionality
	 - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect
	Better handling of erasing 100%-painted areas of blended landscape weightmap
	 - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable.
	 - todo: erasing can still cause disconnects on shared edge verts

Change 2780470 on 2015/11/25 by Dmitriy.Dyomin
	Use hardware instancing when device supports it

Change 2780679 on 2015/11/25 by Jack.Porter
	Landscape layer usage viewmode

Change 2781878 on 2015/11/26 by Gareth.Martin
	Better handling of erasing 100%-painted areas of blended landscape weightmap
	 - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account
	Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core

Change 2782214 on 2015/11/27 by Allan.Bentham
	Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures.
	Merging using Ronin-To-UE4-Dev-Mobile

Change 2782536 on 2015/11/30 by Jack.Porter
	When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete

Change 2792617 on 2015/12/07 by Jack.Porter
	Added a Project Setting to edit the r.DiscardUnusedQuality console variable

Change 2792618 on 2015/12/07 by Gareth.Martin
	Baking landscape material world-position-offset into collision

Change 2794270 on 2015/12/08 by Dmitriy.Dyomin
	DynamicMeshBuilder uses 16bit index buffer on ES2 platforms

Change 2794556 on 2015/12/08 by Allan.Bentham
	Fix incorrect mip/roughness selection for HQ reflections.
	Fixed couple of merge issues.

Change 2794568 on 2015/12/08 by Gareth.Martin
	Fix black spot / hole if all layers on a component use height blending and add to <= 0

[CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
Marc Audy
e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00
Martin Mittring
29f89a390c Integrate from Orion
CL 2704794 2704931 2704948 2704962 2705238 2706353 2700643 2705458

        Uniform Buffer layout name

and

more debug info for this and other bugs: OR-7159 CRASH: Client crashed at start of match in D3D11Commands.cpp

Adding OptionalData (key value pairs) to the shaders (to put shader name into the shader code for better debugging), affects all RHI, invalidate DDC key for all shaders, cleanup existing code (was adding 0/1/5 bytes and had to compensate in many areas)

OptionalData:
key is a char, value is up to 255 bytes, up to 64K in total

#platformnotify Josh.Adams

[CL 2706923 by Martin Mittring in Main branch]
2015-09-25 17:34:00 -04:00
Dmitry Rekman
3e6290e814 Bunch of minor Linux cleanups and improvements.
- Mostly coming from MatthewL with changes.
- UE-19705 (getting MAC) - reworked to use ioctl
- UE-14633: IsFirstInstance is now a function on Linux
- UE-16061:dummy windows shouldn't be visible in the task bar.
- UE-18217 fixed.
- Unnecessary printf() removed.
- Set output to non-cached if running under debugger.

#platformnotify Josh.Adams

[CL 2698549 by Dmitry Rekman in Main branch]
2015-09-20 18:16:58 -04:00
Allan Bentham
e4a5934305 Fix FOpenGLCodeHeader serialisation for android. (where TCHAR == 4 bytes)
#codereview Mark.Satterthwaite

[CL 2669028 by Allan Bentham in Main branch]
2015-08-26 06:02:24 -04:00