#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2845644 on 2016/01/27 by Martin.Wilson
Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again
#Jira OR-13469
#rb Thomas.Sarkanen
#tests in editor tests, bot match.
Change 2845613 on 2016/01/27 by John.Pollard
Latest network profiler binaries
#rb none
#tests run profiler
Change 2845595 on 2016/01/27 by Mieszko.Zielinski
Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4
#rb Lukasz.Furman
#test golden path
Change 2845593 on 2016/01/27 by Jeff.Farris
Added support for setting and choosing filmbacks and lenses for cinematic cameras.
- New CineCameraComponent and CineCameraActor classes
- can define filmback and lens presets via ini file
- details customizations for filmback and lens selection
- added prototype set of filmbacks and lenses (primes and zooms)
- Camera details customization now gracefully handles when CameraSettings category is hidden
- example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap
#rb none
#tests editor
Change 2845585 on 2016/01/27 by Marcus.Wassmer
Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates.
Fixes cert bug about controller disconnect screen staying up permanently
#rb Cody.Haskell
#test Turning off controller, turning on again.
#lockdown Andrew.Grant
Change 2845528 on 2016/01/27 by Max.Chen
Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys.
#jira UE-26084
#tests Add spawnable, +Track->Animation exists
#rb none
Change 2845483 on 2016/01/27 by Andrew.Rodham
Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly
#jria UE-26016
#rb Max.Chen
#tests Tested the viewports
Change 2845421 on 2016/01/27 by Max.Preussner
Sequencer: Implemented go-to feature
#RB max.chen
#TESTS Editor
Change 2845407 on 2016/01/27 by Max.Preussner
Sequencer: Moved SetViewRange() into ISequencer and made it public
#RB max.chen
#TESTS none
Change 2845404 on 2016/01/27 by Andrew.Rodham
Sequencer: Fixed cinematic viewport not updating when dragging transport range
#jira UE-26003
#rb Max.Chen
#tests Scrubbed the timeline
Change 2845396 on 2016/01/27 by David.Nikdel
#OSS #Purchase #Store #PS4
- Minor log cleanup
#RB: none
#TESTS: compiles
Change 2845375 on 2016/01/27 by Max.Chen
Sequencer: Implement cinematic shot track thumbnails.
#jira UE-25125
#tests Rebuild the trailer with the cinematic shot track
#rb none
Change 2845359 on 2016/01/27 by Marcus.Wassmer
Downgrade some checks to ensures.
#rb none
#test ps4
Change 2845347 on 2016/01/27 by Nicholas.Davies
Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team.
#RB Antony.Carter
#TESTS n/a
#codereview Robert.Manuszewski
Change 2845227 on 2016/01/27 by Robert.Manuszewski
Adding flags to create callstack map files when building Arxan protection
#rb none
#tests Built arxan exe
Change 2844871 on 2016/01/26 by Andrew.Grant
Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated)
#rb none
#tests ran editor
[CL 2847722 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2831624 on 2016/01/17 by Marcus.Wassmer
Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986
#rb none
#test none
#codereview Michael.Noland,James.Golding
Change 2831402 on 2016/01/17 by Marcus.Wassmer
HLOD priority and streamout changes.
Give texture pool an extra 200MB which we can afford thanks to James/Michael
#rb Chris.Gagnon
#test run agora, notice nice textures.
#lockdown Andrew.Grant
Change 2831398 on 2016/01/17 by Marcus.Wassmer
Fix 3 logic bugs with Relocate
#rb chris.gagnon
#test run game, look for corruption.
#lockdown Andrew.Grant
Change 2831372 on 2016/01/16 by Marcus.Wassmer
Update param.sfo's and lockdown version in prep for good PS4 playtest build.
#rb none
#test build from last night...
#lockdown Andrew.Grant
Change 2831274 on 2016/01/16 by Graeme.Thornton
Disable platform file cache wrapper on PS4
#codereview James.Golding
#rb none
#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)
Change 2831237 on 2016/01/16 by Sammy.James
Fix PS4 compile error
#codereview Andrew.Grant
#rb none
#tests none
Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt
Fix possible invalid access to shared movie player resource across threads causing startup crash.
#codereview marcus.wassmer
#rb none, #tests initial load
Change 2831218 on 2016/01/16 by Marcus.Wassmer
Fix bad warning case.
#codereview Martin.Mittring
#rb none
#test none
Change 2831201 on 2016/01/16 by Andrew.Grant
Added extra info about referencer to missing asset reference message
#rb none
#tests cooked, ran editor
Change 2831183 on 2016/01/16 by David.Nikdel
#OSS #PS4 #Purchasing #StoreV2
- Force failure if we have no receipts after a "successful" checkout.
- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
- Convert productIds to skuIds at checkout time
- Added PS4 Implementation of IOnlineStoreV2
- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
#RB: Paul.Moore
#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC
Change 2831129 on 2016/01/16 by David.Nikdel
#MCP
- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
#RB: none
#TESTS: frontend
Change 2830986 on 2016/01/15 by Michael.Noland
PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
#rb marcus.wassmer
#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
#lockdown andrew.grant
Change 2830943 on 2016/01/15 by Max.Chen
Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.
#tests Master sequence trailer plays without crashing
#rb none
Change 2830912 on 2016/01/15 by Michael.Noland
Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
#rb mieszko.zielinski
#tests Tested printing the value out
#codereview martin.mittring
Change 2830910 on 2016/01/15 by Michael.Noland
Rendering: Improved GPU driver detection logic to handle more cases
#codereview martin.mittring
#rb mieszko.zielinski
#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder
Change 2830776 on 2016/01/15 by Martin.Mittring
from Dev-Rendering
added ensure to track down multiple issues like
OR-11771 CRASH: User Crashed when pressing the Play button
OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
#rb:Gil.Gribb
#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2831624 on 2016/01/17 by Marcus.Wassmer
Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986
#rb none
#test none
#codereview Michael.Noland,James.Golding
Change 2831402 on 2016/01/17 by Marcus.Wassmer
HLOD priority and streamout changes.
Give texture pool an extra 200MB which we can afford thanks to James/Michael
#rb Chris.Gagnon
#test run agora, notice nice textures.
#lockdown Andrew.Grant
Change 2831398 on 2016/01/17 by Marcus.Wassmer
Fix 3 logic bugs with Relocate
#rb chris.gagnon
#test run game, look for corruption.
#lockdown Andrew.Grant
Change 2831372 on 2016/01/16 by Marcus.Wassmer
Update param.sfo's and lockdown version in prep for good PS4 playtest build.
#rb none
#test build from last night...
#lockdown Andrew.Grant
Change 2831274 on 2016/01/16 by Graeme.Thornton
Disable platform file cache wrapper on PS4
#codereview James.Golding
#rb none
#tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small)
Change 2831237 on 2016/01/16 by Sammy.James
Fix PS4 compile error
#codereview Andrew.Grant
#rb none
#tests none
Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt
Fix possible invalid access to shared movie player resource across threads causing startup crash.
#codereview marcus.wassmer
#rb none, #tests initial load
Change 2831218 on 2016/01/16 by Marcus.Wassmer
Fix bad warning case.
#codereview Martin.Mittring
#rb none
#test none
Change 2831201 on 2016/01/16 by Andrew.Grant
Added extra info about referencer to missing asset reference message
#rb none
#tests cooked, ran editor
Change 2831183 on 2016/01/16 by David.Nikdel
#OSS #PS4 #Purchasing #StoreV2
- Force failure if we have no receipts after a "successful" checkout.
- Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level
- Convert productIds to skuIds at checkout time
- Added PS4 Implementation of IOnlineStoreV2
- Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails
- Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase
#RB: Paul.Moore
#TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC
Change 2831129 on 2016/01/16 by David.Nikdel
#MCP
- Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult).
#RB: none
#TESTS: frontend
Change 2830986 on 2016/01/15 by Michael.Noland
PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads
#rb marcus.wassmer
#tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load
#lockdown andrew.grant
Change 2830943 on 2016/01/15 by Max.Chen
Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance.
#tests Master sequence trailer plays without crashing
#rb none
Change 2830912 on 2016/01/15 by Michael.Noland
Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise)
#rb mieszko.zielinski
#tests Tested printing the value out
#codereview martin.mittring
Change 2830910 on 2016/01/15 by Michael.Noland
Rendering: Improved GPU driver detection logic to handle more cases
#codereview martin.mittring
#rb mieszko.zielinski
#tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder
Change 2830776 on 2016/01/15 by Martin.Mittring
from Dev-Rendering
added ensure to track down multiple issues like
OR-11771 CRASH: User Crashed when pressing the Play button
OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef()
#rb:Gil.Gribb
#code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
==========================
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.
You can now use GetStatData to get all of the stat data for a file (its timestamps, size, read-only state, and type (file or directory)) in a single file-system request. Depending on the platform, this can be much more efficient than making multiple requests.
This change also adds alternate directory iteration functions (IterateDirectoryStat and IterateDirectoryStatRecursive) for when you need the stat data along with the files/directories on disk. For platforms that provide this stat data as part of the low-level directory iteration (such as Windows), this can yield much better performance than making two separate file-system requests. Platforms that do not provide this information as part of the directory iteration will just perform a stat request while iterating.
#platformnotify Josh.Adams
[CL 2634161 by Jamie Dale in Main branch]
Fixes bug where Fortnite cooked builds being unable to open log files through PlatformFilePak since they are open for write.
Merged //depot/UE4-Fortnite/Engine/Source/Runtime/... to //depot/UE4/Engine/Source/Runtime/...
[CL 2580616 by Eric Newman in Main branch]
- Currently essential on Windows only; other platforms may make use of this when managing file handles.
#codereview Eric.Newman, Robert.Manuszewski, Josh.Adams, Michael.Trepka, Chris.Babcock, Marcus.Wassmer, Peter.Sauerbrei
[CL 2480709 by Dmitry Rekman in Main branch]
Fix CreateDirectory to support multiple drive letters on Xbox One.
Fix some full path stomping on Xbox One.
Log to developer scratch partition by default on Xbox One.
[CL 2352498 by Jeff Campeau in Main branch]