Commit Graph

24424 Commits

Author SHA1 Message Date
Ryan Gerleve
f59865ad4a Attempted fix for shadowed variable warning
[CL 2644954 by Ryan Gerleve in Main branch]
2015-08-05 11:23:56 -04:00
Ori Cohen
e05bc1bc57 PhysX 3.3.4 - see release notes
#JIRA UE-18773
#JIRA UE-19023

[CL 2644938 by Ori Cohen in Main branch]
2015-08-05 11:11:10 -04:00
Ryan Gerleve
c870c6d2e0 Fix non-unity compile
[CL 2644931 by Ryan Gerleve in Main branch]
2015-08-05 11:05:40 -04:00
Gareth Martin
bb2f50135c Fixed static objects rendering as fully lit when they should be fully shadowed.
[CL 2644921 by Gareth Martin in Main branch]
2015-08-05 11:03:04 -04:00
Gareth Martin
7694adb48f Removed type trait macros in favour of the type trait templates
(approved/recommended by Steve.Robb)

[CL 2644918 by Gareth Martin in Main branch]
2015-08-05 11:01:03 -04:00
Matt Kuhlenschmidt
d97aceb2ff Fixed crash with new texture customization for MaxSize and PowerOfTwo mode. Some textures do not have these settings and the customization did not account for that
https://jira.ol.epicgames.net/browse/UE-19641

[CL 2644877 by Matt Kuhlenschmidt in Main branch]
2015-08-05 10:44:02 -04:00
Wes Hunt
585af51d15 TempStorage Refactor
GUBP High Level
* Temp Storage is zipped into a single archive per node now. This results in ~75% reduction in temp storage usage and network traffic, not to mention the per-file overhead.
* Temp Storage is in P:\\Builds\\{Game}\\TmpStore instead of P:\\Builds\\{Game}\\GUBP (to facilitate easier cleaning of this new structure).
* Temp Storage nodes are in subdirectories of {Branch}\\{CL}\\{NodeName} now instead of a flat directory structure that was hard to manually sift through.

GUBP Mid Level
* Removed -Store= and -StoreSuffix= test parameters.
* Added -NoZipTempStorage parameter to turn off temp storage zipping if necessary.
* Created GUBP.JobInfo class that collects info about the job as a whole to be passed around by GUBP. Mostly used by any code that need to interact with TempStorage.
* Created TempStorageNodeInfo that describes the necessary parameters to find the temp storage location for a node.
* Fully XML commented TempStorage.cs, and commented internals all major functions.
* Added a bunch of telemetry data for storing, retrieving, and cleaning shared temp storage.

UAT Mid Level
* Fixed a bug in Ionic.Zip that make ExtractAll() not work on Mono, checked in new DLLs.
* Added UAT parameter -UseLocalBuildStorage that allows you to test build storage stuff completely locally. Writes to Engine\\Saved\\LocalBuilds\\...

GUBP Low Level
* Refactored some GUBP startup code so temp vars would be limited in scope. Makes it easier to track the impact of refactoring these things.
* CullNodesForPreflight is only called for preflight builds.
* Refactored TempStorage.FindTempStorageManifests to use new TmpStore structure and harden the brittle string/path parsing it was doing. See the new TempStorage FindMatchingSharedTempStorageNodeCLs().
* Refactored TempStorage Saving and Loading to use XDocument instead of older XmlDocument. Removed a bunch of redundant checks.
* Use StripBaseDirectory and MakeRerootedFilePath to remove the brittle directory manipulation code. Directories no longer require a '/' at the end.
* Removed a few redundant caching layers in cleaning temp storage that try to ensure we don't clean a folder twice. None of them were necessary.
* Removed unused single-threaded copy code from temp storage.
* Updated Temp Storage unit test, and fully commented the logic behind it.

UAT Low Level
* UAT top level exception handler is now a single log line now to help parsers find the error.
* Removed several uses of FormatException as it doesn't display the entire exception chain, and is not as good as the default exception formatter.
* Removed ExceptionToString as it used FormatException, which was not a good precedent.
* Fixed several cases of exception propagation that was not properly chaining the inner exception.
* Refactored ThreadedCopyFiles to use Parallel.For because it was just as fast (if not faster) and much simpler to maintain.
* Removed the suffix from Robust_FileExists_NoExceptions because it's sole purpose in life WAS to throw exceptions!
* Added a bunch of XML doc comments to CommandUtils.
* Modernized some container manipulation and iteration to use IEnumerable and extension methods more appropriately.
* Added several @todos for other minor cleanup stuff that should happen eventually.
* Fixed some uses of String.Compare to use invariant culture.
#codereview:ben.marsh

[CL 2644846 by Wes Hunt in Main branch]
2015-08-05 10:22:11 -04:00
Jamie Dale
1461e7d026 Improved the asset gathering and path prioritization workflow for very large projects
Previously, the file discovery phase of the asset gathering process would block the entire process until it had found all of the files it needed to test.

This can take quite some time for projects with a large amount of assets, so this change adjusts the process so that discovered paths will be reported back to the asset registry while the file discovery is on-going. This allows you to prioritize the scanning of certain folders before the initial discovery phase has finished.

To account for the fact that the asset registry will be reporting process of an unknown range, the asset discovery indicator has been updated to display a marquee bar until the initial file discovery has finished.

It will now show you the following messages:
    - "Initializing Asset Discovery" - Loading the cached asset registry data and waiting for the file scan to start. The progress bar will marquee while this is happening.
    - "Discovering Asset Files" - Shows an increasing count of the number of asset files that have been discovered on disk. The progress bar will marquee while this is happening.
    - "Discovering Asset Data" - Shows a decreasing count of assets that need to have their asset data either read from disk, or copied from the cache file. The progress bar will show the percentage of the assets processed by the asset registry compared to the total number of assets to load and process.
    - "Processing Asset Data" - Shows a decreasing count of assets that the asset registry still needs to process the gathered asset data for. The progress bar will show the percentage of the assets processed by the asset registry compared to the total number of assets to load and process.

One side effect of having the discovery phase scan go wide (rather than deep - to allow you to prioritize the scanning of certain folders) is that it may now report back folders that don't contain any assets. This essentially addresses a long time complaint from users, whereby the Content Browser wouldn't show empty folders.

This change also has the cached asset registry file write out for every 50,000 files that are read from disk. This avoids you needing to perform repeated work if you restart the editor before the entire scan has finished.

[CL 2644762 by Jamie Dale in Main branch]
2015-08-05 09:27:31 -04:00
Mikolaj Sieluzycki
019a8752c3 Fix UEnum issues with incorrect _MAX enum value.
#codereview Robert.Manuszewski

[CL 2644738 by Mikolaj Sieluzycki in Main branch]
2015-08-05 08:56:11 -04:00
Chris Wood
069c156435 Fixed URL for the LevelViewport controls help popup to work on Mac
[UE-18355] - Clicking on show viewport controls on mac comes up with missing page error on mac

#fix Prefixed URLs correctly with file:// in SLevelViewportControlsPopup

[CL 2644736 by Chris Wood in Main branch]
2015-08-05 08:54:28 -04:00
Justin Hair
dd5e6d4c56 Refactored the Open Assets test to be a complex test.
--Deleted a couple of helper functions that were used for this.
--Removed the old individual tests, replaced with one test.
--New tests will show in the UFE automation tab with the same naming scheme.

[CL 2644711 by Justin Hair in Main branch]
2015-08-05 07:31:16 -04:00
Jurre deBaare
bc828ec508 HLOD: Print user friendly message if you try build and meshes don't have have LODs #jira UE-14356
[CL 2644688 by Jurre deBaare in Main branch]
2015-08-05 06:33:51 -04:00
Dmitriy Dyomin
826b00c72e Fixed: Graphical corruption on Android when switching back to app
UE-19160
UE-19254

[CL 2644640 by Dmitriy Dyomin in Main branch]
2015-08-05 05:30:33 -04:00
Leigh Swift
f3cbd62bfa Merging using UE4-To-UE4-LauncherDev
CL# 2644628 on 05/08/2015 05:12
---------------------
Quick comment fix for BuildPatchTool main cpp

[CL 2644631 by Leigh Swift in Main branch]
2015-08-05 05:13:16 -04:00
Wes Fudala
ca9eb67654 Merging CL# 2644212, 2644586 LauncherDev->Main
#OnlinePurchase
- Rearranging fields in FPurchaseReceipt
- Changing web purchase flow api

[CL 2644588 by Wes Fudala in Main branch]
2015-08-05 04:13:33 -04:00
Brian Karis
9b235550b3 Fixed GetInvViewMatrix
[CL 2644406 by Brian Karis in Main branch]
2015-08-04 20:52:21 -04:00
Chris Babcock
28d1b83a10 Use gnu-libstdc++ 4.8 for NDK level 19, and allow 4.9 for higher NDK levels
Only use ld.gold for Clang 3.6 if unity build
#jira UE-10647
#ue4
#android

[CL 2644345 by Chris Babcock in Main branch]
2015-08-04 19:58:25 -04:00
Dmitry Rekman
3d4c157110 Revert the previous change and disable XGE again.
- Modular builds (editor, UT server) seem to be broken by this since FixDeps step probably is not listing its prerequisites correctly.

#codereview Ben.Marsh

[CL 2644331 by Dmitry Rekman in Main branch]
2015-08-04 19:39:07 -04:00
Ryan Vance
fec728074d Custom HMD post process mesh implementation.
Instead of rendering a full screen quad for post process passes, render a mesh which represents only the screen area visible in the HMD after distortion.
This cuts the cost of post processing ~10-15% with no visible difference.
Initial implementation for the Vive.

[CL 2644327 by Ryan Vance in Main branch]
2015-08-04 19:33:26 -04:00
Martin Mittring
80e2228469 fixed discoloration if showflag for SubsurfaceScattering is off
[CL 2644319 by Martin Mittring in Main branch]
2015-08-04 19:28:33 -04:00
Nick Whiting
0d4c962e63 #oculus Disabling movement of the camera component in Oculus code, as it deverges from the default for HMDs
[CL 2644291 by Nick Whiting in Main branch]
2015-08-04 19:03:54 -04:00
Bob Tellez
0960cb8b73 [AUTOMERGE]
#UE4 Using Reset instead of Empty to clear vert batch lists since the number of elements in the list isnt necessarily the max

#codereview Matt.Kuhlenschmidt

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2644284 by Bob.Tellez on 2015/08/04 18:59:06.

[CL 2644285 by Bob Tellez in Main branch]
2015-08-04 18:59:24 -04:00
John Pollard
d6741bc80d UE4-Fortnite -> UE4: Unify networking logging messages to all call describe and updating describe to show desired info+ more info when component is not found
[CL 2644277 by John Pollard in Main branch]
2015-08-04 18:50:55 -04:00
Ori Cohen
6a172dd118 Fix vehicle crash caused when trying to create a convex hull around no vertices. The real issue here was inside PhAT which will now do the right thing and give a warning.
#JIRA UE-19418

[CL 2644184 by Ori Cohen in Main branch]
2015-08-04 17:43:12 -04:00
Max Chen
518d4fa682 Sequencer: Fix for invalid time range in gameplay. The time range is set in the editor when it's loaded, but wasn't set for loading movie scenes in gameplay. It now reverts back to the previous behavior of all the section ranges.
[CL 2644147 by Max Chen in Main branch]
2015-08-04 17:22:35 -04:00