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]
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]
#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]
#jira UE-19246 - FBXImportAsset Data is lost on project restart when changing any Build Settings
#codereview Matt.Kuhlenschmidt
[CL 2643970 by Richard TalbotWatkin in Main branch]
#UE4 Fixed an issue where dynamic length indenting on strings (*s) was improperly overwriting the destination buffer.
#platformnotify Josh.Adams
#codereview Michael.Trepka
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2643735 by Bob.Tellez on 2015/08/04 14:18:19.
[CL 2643894 by Bob Tellez in Main branch]
#codereview david.ratti
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2643836 by Ben.Zeigler on 2015/08/04 14:51:29.
[CL 2643844 by Ben Zeigler in Main branch]
- Shots now attempt to stay connected to each other when modifed.
-- Shots appear "connected" in the shot track so that when one moves, the previous one shrinks and next next shot grows.
-- Holes are filled for deleted shots
- Various low level shot rendering fixes
[CL 2643816 by Matt Kuhlenschmidt in Main branch]