Commit Graph

170 Commits

Author SHA1 Message Date
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Gil Gribb
ab5d7150f4 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none

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

Change 3122543 on 2016/09/13 by Ben.Woodhouse

	Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.

	#jira UE-35878

Change 3122544 on 2016/09/13 by Ben.Woodhouse

	Shadow stencil optimisation with cvar (enabled by default)

	Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.

	This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)

	Shadow projection GPU time profiling :
	Test map with 35 characters, stationary directional light
	  - 4ms-2ms on XB1
	  - 2.5ms to 0.9ms on PC (r9-390X)
	  - 3ms-2ms on PS4

	Paragon PS4 (roughly 20% reduced - from ~0.39ms)

Change 3122687 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES31 crash

Change 3122691 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fixes for SDK 1.0.26.0

Change 3122778 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3122921 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES3.1

Change 3122925 on 2016/09/13 by Ben.Woodhouse

	Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
	#jira UE-35904

Change 3123016 on 2016/09/13 by Chris.Bunner

	Fixed adaptive tessellation, broken by CL 3089208 refactor.
	#jira UE-35341

Change 3123079 on 2016/09/13 by Rolando.Caloca

	DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)

Change 3123503 on 2016/09/13 by David.Hill

	#jira UE-25623
	converted a check() to checkf() to include better diagnostic information.

Change 3123617 on 2016/09/13 by Guillaume.Abadie

	Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.

	#jira UE-35128

Change 3123743 on 2016/09/13 by Brian.Karis

	Separate mesh reduction interfaces for static and skeletal.

	Zero bad tangents from input mesh.

Change 3125378 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.

Change 3125527 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix UT build and mac

Change 3125741 on 2016/09/14 by Rolando.Caloca

	DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)

Change 3125763 on 2016/09/14 by Rolando.Caloca

	DR - vk - Added new Renderpass cache
	- Fix buffer barrier warning

Change 3125769 on 2016/09/14 by Rolando.Caloca

	DR - Renamed cvar to r.DumpSCWQueuedJobs

Change 3125771 on 2016/09/14 by Rolando.Caloca

	DR - Added support for SV_ClipDistance on GL3 & 4

Change 3125792 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Odin and PS4

Change 3125880 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Fortnite

Change 3125968 on 2016/09/14 by Brian.Karis

	Removed comment

Change 3126315 on 2016/09/15 by Ben.Woodhouse

	GPU profiler robustness
	-  Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
	- Simplify gathering logic
	- Fix race condition where we could read back queries before they're submitted on the RHI thread.
	- Fix for movie player stat gathering - disable gathering outside of the main engine tick
	#jira UE-35975

Change 3126792 on 2016/09/15 by Rolando.Caloca

	DR - vk - Release render pass cache

Change 3126804 on 2016/09/15 by Rolando.Caloca

	DR - vk - Fix UpdateTexture2D()
	#jira UE-34151

Change 3126884 on 2016/09/15 by Rolando.Caloca

	DR - vk - Compile fix

Change 3126953 on 2016/09/15 by Rolando.Caloca

	DR - Enable GPU capture when running OpenGL under RenderDoc
	- Will also set the memory mode to non coherent so not to kill performance on RenderDoc

Change 3126966 on 2016/09/15 by Rolando.Caloca

	DR - Allow cooking for Vulkan SM4 to help with packaging

Change 3127082 on 2016/09/15 by Guillaume.Abadie

	Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.

	#jira UE-35367, UE-33602, UE-33603, UE-33604
	#review-3125887 @brian.karis

Change 3127130 on 2016/09/15 by Mark.Satterthwaite

	Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3127475 on 2016/09/15 by Rolando.Caloca

	DR - vk - Debug dump

Change 3128131 on 2016/09/16 by Ben.Woodhouse

	(Integrated from //UE4/Private-Partner-NREAL/...)

	Alpha output support for postprocess materials (optional via a parameter)

	Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)

Change 3128135 on 2016/09/16 by Ben.Woodhouse

	GPU profiler (PS4) - remove bubbles between commandlist submissions from query times

	Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)

	Also fixes some potential precision issues with unit GPU timing

Change 3128247 on 2016/09/16 by Rolando.Caloca

	DR - vk - Cache framebuffers

Change 3128593 on 2016/09/16 by Rolando.Caloca

	DR - vk - Fix for crash loading map
	#jira UE-36072

Change 3128759 on 2016/09/16 by Mark.Satterthwaite

	Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.

Change 3130236 on 2016/09/19 by Chris.Bunner

	Exposed full SceneCaptureComponent classes instead of select methods.
	#jira UE-35996

Change 3130388 on 2016/09/19 by Rolando.Caloca

	DR - Avoid crash when adding dynamic primitives
	#jira UE-35327

Change 3130393 on 2016/09/19 by Marc.Olano

	Improve vector noise tooltips & documentation

Change 3130547 on 2016/09/19 by Ben.Woodhouse

	Fix for ensure fail when initializing point light shadowmaps.

	This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.

	I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
	#jira UE-35837

Change 3130578 on 2016/09/19 by Daniel.Wright

	Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL

Change 3130682 on 2016/09/19 by Rolando.Caloca

	DR - Better fix for UE-35327
	#jira UE-35327

Change 3130767 on 2016/09/19 by Uriel.Doyon

	Better handling of color array in VisualizeComplexity code to prevent assert.
	#jira UE-29332

Change 3130965 on 2016/09/19 by Arne.Schober

	DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.

Change 3130967 on 2016/09/19 by Chris.Bunner

	Hid redundant texture sampler properties from texture object parameter.
	Hid redundant texture property input on texture parameter nodes.
	Fixed copy-paste error in expression texture parameter docs.
	#jira UE-32724

Change 3131118 on 2016/09/19 by Mark.Satterthwaite

	Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3131153 on 2016/09/19 by Rolando.Caloca

	DR - Fix recompute normals when triangles have a LHS tangent basis

	Integrate from 3028634
	- Also make meshes that don't have morphs be able to run through the recompute normals path
	#jira UE-35472

Change 3131228 on 2016/09/19 by Mark.Satterthwaite

	Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
	#jira UE-35240

Change 3131246 on 2016/09/19 by Rolando.Caloca

	DR - Shrink gpu skinning permutations

Change 3131261 on 2016/09/19 by Mark.Satterthwaite

	Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
	ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.

Change 3131265 on 2016/09/19 by Mark.Satterthwaite

	Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.

Change 3131271 on 2016/09/19 by Mark.Satterthwaite

	Use private memory for the Metal stencil SRV workaround needed on El Capitan.

Change 3131273 on 2016/09/19 by Mark.Satterthwaite

	Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.

Change 3131280 on 2016/09/19 by Mark.Satterthwaite

	For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.

Change 3131283 on 2016/09/19 by Mark.Satterthwaite

	Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.

Change 3131402 on 2016/09/19 by Rolando.Caloca

	DR - Disambiguate callstack
	#jira UE-34415

Change 3131469 on 2016/09/19 by Rolando.Caloca

	DR - vk - Check if we can allocate descriptors off a pool

Change 3131482 on 2016/09/19 by Rolando.Caloca

	DR - vk - Remove unused var

Change 3131506 on 2016/09/19 by Mark.Satterthwaite

	With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.

Change 3131536 on 2016/09/19 by Rolando.Caloca

	DR - vk - Compile fix

Change 3131564 on 2016/09/19 by Rolando.Caloca

	DR - vk - Submit Hint
	- Disable framebuffer recycling as its causing a hang

Change 3131625 on 2016/09/19 by Mark.Satterthwaite

	Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.

Change 3131630 on 2016/09/19 by Mark.Satterthwaite

	More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.

Change 3131955 on 2016/09/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3131978 on 2016/09/20 by Gil.Gribb

	CIS fix

Change 3132584 on 2016/09/20 by Ben.Woodhouse

	Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling

	#jira UE-35937

Change 3132696 on 2016/09/20 by Mark.Satterthwaite

	Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.

Change 3132772 on 2016/09/20 by Mark.Satterthwaite

	Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.

Change 3132870 on 2016/09/20 by Ben.Woodhouse

	Fix mac compile error

Change 3133049 on 2016/09/20 by Brian.Karis

	Changed light source shapes in reflection captures to use alpha

Change 3133057 on 2016/09/20 by Brian.Karis

	Alphaed out on spot light cone as well.

Change 3133263 on 2016/09/20 by Rolando.Caloca

	DR - vk - Debug names for objects

Change 3133292 on 2016/09/20 by Rolando.Caloca

	DR - vk - Fix SRGB upload/formats

Change 3133395 on 2016/09/20 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3134026 on 2016/09/21 by Gil.Gribb

	Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3134730 on 2016/09/21 by Arne.Schober

	DR - [UE-34481] - Fix minor brokenness found by Gil

Change 3134792 on 2016/09/21 by Chris.Bunner

	Fixed compile errors for non-editor builds.

Change 3135214 on 2016/09/21 by Rolando.Caloca

	DR - vk - Fix visualize texture
	- Dump memory when OOM (to track leaks)

Change 3135225 on 2016/09/21 by Rolando.Caloca

	DR - vk - Ensure on exit if mem leak
	- Update fences if running wait for idle

Change 3135672 on 2016/09/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3135793 on 2016/09/22 by Rolando.Caloca

	DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer

Change 3135816 on 2016/09/22 by Rolando.Caloca

	DR - Add names for d3d on renderdoc

Change 3135894 on 2016/09/22 by Chris.Bunner

	Fixed initialization order warning.

Change 3136024 on 2016/09/22 by Rolando.Caloca

	DR - vk - Fix stencil faces

Change 3136042 on 2016/09/22 by Marcus.Wassmer

	Fix compile error

Change 3136046 on 2016/09/22 by Chris.Bunner

	Renamed material for PostTonemapHDRColor visualization to reflect actual usage.

Change 3136308 on 2016/09/22 by Uriel.Doyon

	Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
	#jira UE-36094

Change 3136798 on 2016/09/22 by Chris.Bunner

	Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.

Change 3137092 on 2016/09/22 by Rolando.Caloca

	DR - vk - Rename pipeline to gfx pipeline

Change 3137263 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135157:
	Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
	#jira FORT-30061

Change 3137265 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135169:
	Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).

Change 3137266 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135237:
	Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.

Change 3137268 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3136033:
	To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
	Fix GPU selection code in MetalRHI to confirm everything is working.
	#jira FORT-30385

Change 3137269 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3137164:
	Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
	#jira FORT-30377

Change 3137606 on 2016/09/23 by Gil.Gribb

	Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3137936 on 2016/09/23 by Rolando.Caloca

	DR - Split RHICmdList clear into color & ds in prep for changes

Change 3138346 on 2016/09/23 by Rolando.Caloca

	DR - vk - Some renaming and splitting classes in prep for compute

Change 3138628 on 2016/09/23 by Rolando.Caloca

	DR - vk - Fix mem leak on framebuffers

Change 3138721 on 2016/09/23 by Daniel.Wright

	Better comment for r.DefaultFeature.AntiAliasing

Change 3138722 on 2016/09/23 by Daniel.Wright

	Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface

Change 3138723 on 2016/09/23 by Daniel.Wright

	Corrected GC doc

Change 3138892 on 2016/09/23 by Daniel.Wright

	Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build

Change 3138905 on 2016/09/23 by Daniel.Wright

	"Optimizations" -> "Optimization Viewmodes"

Change 3138939 on 2016/09/23 by Daniel.Wright

	Disabled the stationary light overlap viewmode with forward shading

Change 3139710 on 2016/09/26 by Rolando.Caloca

	DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture

Change 3139820 on 2016/09/26 by Rolando.Caloca

	DR - Remove prefix from shader frequency strings

Change 3139828 on 2016/09/26 by Marcus.Wassmer

	Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.

Change 3139840 on 2016/09/26 by Benjamin.Hyder

	Adding VectorNoise Examples to TM-Noise map

Change 3139862 on 2016/09/26 by Rolando.Caloca

	DR - Better log to track down crash
	#jira UE-36271

Change 3140142 on 2016/09/26 by Rolando.Caloca

	DR - Fix clang warning

Change 3140145 on 2016/09/26 by Rolando.Caloca

	DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters

Change 3140360 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios and lightmaps moved to separate package
	* Levels can be marked as lighting scenarios (eg Day, Night).  Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden.  Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
	* Most outputs of the lighting build now go into a separate _BuiltData package.  This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
	* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package.  This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both).  This also means that lightmaps for a streaming level will not be streamed with it.
	* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
	* Reflection captures and precomputed visibility were not moved to the separate package.  Reflection captures are force updated on load of a lighting scenario level, which can increase load times.

Change 3140361 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios UI

Change 3140582 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140166
	Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
	#jira FORT-30551

Change 3140584 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140131:
	Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
	#jira FORT-30622

Change 3140586 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140450:
	Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
	#jira FORT-30649

Change 3140594 on 2016/09/26 by Zabir.Hoque

	Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.

Change 3140601 on 2016/09/26 by Marcus.Wassmer

	New 'Cinematic' Scalability level.  Remove unused 'new' motionblur CVAR

Change 3140602 on 2016/09/26 by Zabir.Hoque

	CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.

	#Tests: Fix was tested by licensee (GearBox).

Change 3140622 on 2016/09/26 by Rolando.Caloca

	DR - vk - More prep for sm5

Change 3140765 on 2016/09/26 by Rolando.Caloca

	DR - Fix ensure from bad clear depth surface

Change 3141251 on 2016/09/27 by Rolando.Caloca

	DR - vk - Rename & cleanup

Change 3141394 on 2016/09/27 by Rolando.Caloca

	DR - vk - Compute pipeline state

Change 3141463 on 2016/09/27 by Mark.Satterthwaite

	Fix the include order to avoid compile errors on Mac.

Change 3141529 on 2016/09/27 by Gil.Gribb

	Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3141830 on 2016/09/27 by zachary.wilson

	Adding testing content for lighting scenarios to collaborate with Ben

Change 3141941 on 2016/09/27 by Olaf.Piesche

	Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.

Change 3142035 on 2016/09/27 by Olaf.Piesche

	Fix compiler error from silly leftover bit of code.

Change 3142065 on 2016/09/27 by Benjamin.Hyder

	Updating Lighting Scenario map

Change 3142262 on 2016/09/27 by Mark.Satterthwaite

	Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
	On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
	On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
	#jira UE-35749

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3142397 on 2016/09/27 by Mark.Satterthwaite

	Update hlslcc for Mac including RCO's changes in CL #3142292.
	#jira UE-31438

Change 3142438 on 2016/09/27 by Daniel.Wright

	UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking

Change 3142452 on 2016/09/27 by Rolando.Caloca

	DR - Proper support for int defines

Change 3142519 on 2016/09/27 by Arne.Schober

	DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.

Change 3142537 on 2016/09/27 by Daniel.Wright

	Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset

Change 3142691 on 2016/09/27 by Daniel.Wright

	Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content

Change 3142711 on 2016/09/27 by Daniel.Wright

	GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser

Change 3142712 on 2016/09/27 by Daniel.Wright

	Separate category for ParticleCutout properties

Change 3142762 on 2016/09/27 by Uriel.Doyon

	Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
	The density are computed by the engine but can be overridden by the user in the material tabs.

	Texture streaming intermediate component data is now per material instead of per lod-section.

	New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
	This is currently used to show which UV channel and which texture index is being
	shown in the texture streaming accuracy viewmodes.
	This replaces r.Streaming.AnalysisIndex

	Renamed texture streaming viewmodes:
	MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
	MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
	MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales

	Improved UV density computation and viewmode.

	LightmapUVDensity is now computed separately from UVChannel Density.

	Fixed texture streaming for instanced static mesh component and derived types.

Change 3143464 on 2016/09/28 by Daniel.Wright

	Removed 'experimental' from forward shading setting

Change 3143508 on 2016/09/28 by Chris.Bunner

	Added component type handling to FoldedMath and Length material expressions.
	#jira UE-36304

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3143563 on 2016/09/28 by Rolando.Caloca

	DR - vk - Force hlslcc re-link

Change 3143648 on 2016/09/28 by Daniel.Wright

	Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.

Change 3143661 on 2016/09/28 by Chris.Bunner

	Warning fix.

Change 3143723 on 2016/09/28 by Daniel.Wright

	DumpUnbuiltLightIteractions after lighting build for debugging

Change 3143822 on 2016/09/28 by Arne.Schober

	DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.

Change 3143860 on 2016/09/28 by Benjamin.Hyder

	Updating TM-Noise map to include 3d noise examples

Change 3143939 on 2016/09/28 by Rolando.Caloca

	DR - vk - Better debugging of submissions
	- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs

Change 3144006 on 2016/09/28 by Brian.Karis

	Fixed PixelError not being set correctly with LOD groups.

	Removed unneeded Simplygon references.
	Mesh reduction module can now be chosen by name with r.MeshReductionModule

Change 3144026 on 2016/09/28 by Benjamin.Hyder

	Updating QA-Effects map to correct numbering issue

Change 3144098 on 2016/09/28 by Arne.Schober

	DR - ViewMatrices Refactoring - Fix UT

Change 3144158 on 2016/09/28 by Rolando.Caloca

	DR - Undo splitting RHI command context

Change 3144952 on 2016/09/29 by Rolando.Caloca

	DR - vk - Missing swapchain flag

Change 3145064 on 2016/09/29 by Olaf.Piesche

	#jira UE-36091

	Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3145485 on 2016/09/29 by Daniel.Wright

	Made SeamlessTravelLoadCallback handle legacy lightmaps

Change 3145527 on 2016/09/29 by Daniel.Wright

	Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel

Change 3145530 on 2016/09/29 by Simon.Tovey

	UE-36188 - Editor crash when updating hierarchical instance static mesh component

	Dirtied render state rather than unsafe update of bounds.

Change 3145608 on 2016/09/29 by Gil.Gribb

	Attempt to fix a random compiler error under win32

Change 3145749 on 2016/09/29 by Uriel.Doyon

	Fix for static analysis warning

Change 3146091 on 2016/09/29 by Zabir.Hoque

	RHI Interface changes to support PSO based APIs

Change 3146092 on 2016/09/29 by Zabir.Hoque

	D3D12 RHI support for PSO based APIs.

Change 3146590 on 2016/09/30 by Gil.Gribb

	Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3146731 on 2016/09/30 by Rolando.Caloca

	DR - Fix merge conflicts

Change 3146778 on 2016/09/30 by Rolando.Caloca

	DR - More integration compile fixes

Change 3146790 on 2016/09/30 by Rolando.Caloca

	DR - Integration fix

Change 3146849 on 2016/09/30 by Rolando.Caloca

	DR - Final integration fix

Change 3146899 on 2016/09/30 by Daniel.Wright

	Static analysis fix for dereferencing World

Change 3147020 on 2016/09/30 by Rolando.Caloca

	DR - vk - Fix depth issue on AMD cards
	- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
	- Added num color attachments to pipeline key

Change 3147034 on 2016/09/30 by Rolando.Caloca

	DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
	#jira UE-36277
	#jira UE-36500

Change 3147080 on 2016/09/30 by Rolando.Caloca

	DR - vk - Disable debug info by default

Change 3147082 on 2016/09/30 by Chris.Bunner

	Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
	#jira UE-36491

Change 3147388 on 2016/09/30 by Chris.Bunner

	Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
	#jira UE-35288

Change 3147394 on 2016/09/30 by Chris.Bunner

	Additional logging for rare error.
	#jira UE-35812

Change 3147459 on 2016/09/30 by Rolando.Caloca

	DR - vk - Some more srgb formats

Change 3147537 on 2016/09/30 by Rolando.Caloca

	DR - vk - Standarize srgb flag like D3D11
	- Minor FVulkanShader cleanup

Change 3147620 on 2016/09/30 by Olaf.Piesche

	#jira UE=34486
	particle component tick function task can be invalid during pause; add check

Change 3148028 on 2016/10/01 by Daniel.Wright

	Renamed RenderingSettings.cpp to match header

Change 3148059 on 2016/10/01 by Daniel.Wright

	Disabled reparenting in the profiler which is disorienting

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3148069 on 2016/10/01 by Daniel.Wright

	Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars

Change 3148072 on 2016/10/01 by Daniel.Wright

	Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing.  r.ReflectionEnvironmentLightmapMixBasedOnRoughness

Change 3148073 on 2016/10/01 by Daniel.Wright

	r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream

Change 3148074 on 2016/10/01 by Daniel.Wright

	Enabled planar reflection receiving on the material used for the preview of a APlanarReflection

Change 3148084 on 2016/10/01 by Daniel.Wright

	Fixed reflections on Surface TranslucencyVolume in deferred

Change 3148085 on 2016/10/01 by Daniel.Wright

	Fixed planar reflection composite being done too many times in stereo deferred

Change 3148086 on 2016/10/01 by Daniel.Wright

	Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.

Change 3148107 on 2016/10/01 by Daniel.Wright

	CIS fix

Change 3148113 on 2016/10/01 by Daniel.Wright

	Translucency lighting modes for forward shading
	* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway

Change 3148306 on 2016/10/02 by Rolando.Caloca

	DR - vk - Fix for some NV drivers on Win10

Change 3148307 on 2016/10/02 by Rolando.Caloca

	DR - vk - Compute pipeline

Change 3148358 on 2016/10/02 by Rolando.Caloca

	DR - vk - Consolidate and renumber enum for binding types

Change 3148396 on 2016/10/03 by Rolando.Caloca

	DR - vk - Warning fix

Change 3148697 on 2016/10/03 by Benjamin.Hyder

	Submitting M_Chromebal after enabling planar reflectionsl

Change 3148799 on 2016/10/03 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3148934 on 2016/10/03 by Chris.Bunner

	Added pre-skinned local position material graph node, vertex shader only.

Change 3148994 on 2016/10/03 by Chris.Bunner

	Added missing header file.

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3149095 on 2016/10/03 by Rolando.Caloca

	DR - vk - Disable new render passes

Change 3149125 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix for multiple memory types

Change 3149181 on 2016/10/03 by Rolando.Caloca

	DR - Better message when missing pipelines

Change 3149215 on 2016/10/03 by Rolando.Caloca

	DR - RHIClearColor -> RHIClearColorTexture
	#tests Orion Editor run match on Agora_P

Change 3149288 on 2016/10/03 by Chris.Bunner

	Added PreTonemapHDRColor for buffer visualization and target output.
	#jira UE-36333

Change 3149402 on 2016/10/03 by Daniel.Wright

	Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)

Change 3149403 on 2016/10/03 by Daniel.Wright

	Forward lighting supports lighting channels

Change 3149574 on 2016/10/03 by Marcus.Wassmer

	PR #2817: Ansel/Photography system (Contributed by adamnv)
	Modified to become a plugin

Change 3149615 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix PF_G16R16 which fixes reflections

Change 3149639 on 2016/10/03 by Olaf.Piesche

	Adding more ensures to catch NaNs occasionally appearing in particle locations early

Change 3149745 on 2016/10/03 by Uriel.Doyon

	Moved UVDensity computation in the staticmesh DDC.

Change 3149749 on 2016/10/03 by Daniel.Wright

	Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility

Change 3149755 on 2016/10/03 by Benjamin.Hyder

	Checking in built lighting for QA-postprocessing

Change 3149758 on 2016/10/03 by Benjamin.Hyder

	re-submitting built lighting for QA-PostProcessing

Change 3149940 on 2016/10/04 by Gil.Gribb

	Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3150098 on 2016/10/04 by Marcus.Wassmer

	Fix some clang and win32 errors

Change 3150323 on 2016/10/04 by Rolando.Caloca

	DR - vk - Static analysis fix

Change 3150456 on 2016/10/04 by Daniel.Wright

	Revert temp logs

Change 3150731 on 2016/10/04 by Daniel.Wright

	Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid

Change 3150795 on 2016/10/04 by Marcus.Wassmer

	Fix RHIClearUAV and Drawindirect bugs on PS4.
	Also fix PS4 compile error from bad merge.

Change 3151065 on 2016/10/04 by Ben.Marsh

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

Change 3151134 on 2016/10/04 by Brian.Karis

	Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.

Change 3151201 on 2016/10/04 by Marcus.Wassmer

	Nvidia approved icon for ansel plugin.

Change 3151240 on 2016/10/04 by Marcus.Wassmer

	Fix string concat build error.

Change 3151258 on 2016/10/04 by Ben.Marsh

	Fix compile error.

Change 3151290 on 2016/10/04 by Marcus.Wassmer

	Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.

Change 3152104 on 2016/10/05 by Chris.Bunner

	Workaround for legacy BreakMA material node invalid component masks.
	#jira UE-36832

Change 3152130 on 2016/10/05 by Ben.Woodhouse

	Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
	#jira UE-35890

Change 3152240 on 2016/10/05 by Rolando.Caloca

	DR - Fix for missing gizmo colors
	#jira UE-36515

Change 3152338 on 2016/10/05 by Daniel.Wright

	Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker

Change 3152833 on 2016/10/05 by Brian.Karis

	Improved precision of quadrics. Fixes bad triangles on large meshes

Change 3153376 on 2016/10/06 by Rolando.Caloca

	DR - Fix for SM4 missing pipelines fallout

Change 3153650 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3153656 on 2016/10/06 by Uriel.Doyon

	Fixed main integration compilation issues.
	Some of the Mesh UVDensity UI is temporary disabled.

Change 3153725 on 2016/10/06 by Uriel.Doyon

	Fixed crash when source data is missing for lightmaps
	#jira UE-36157

Change 3153998 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)

Change 3154056 on 2016/10/06 by Marcus.Wassmer

	Fix compile errors from merge.  Also restore some light scencario code

Change 3154176 on 2016/10/06 by Marcus.Wassmer

	Fix deprecation warning

Change 3154252 on 2016/10/06 by Marcus.Wassmer

	Fix more deprecation warnings

Change 3154632 on 2016/10/07 by Chris.Bunner

	Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
	#jira UE-37002

[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
Matt Kuhlenschmidt
4fa92bfa50 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3106449 on 2016/08/30 by Michael.Dupuis

	#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)

Change 3133997 on 2016/09/21 by Alex.Delesky

	#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.

Change 3134132 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

Change 3134147 on 2016/09/21 by Frank.Fella

	Core - Add multitouch support to windows.

Change 3134349 on 2016/09/21 by Michael.Dupuis

	#jira UE-36151 Update the title bar to display the branch also

Change 3134355 on 2016/09/21 by Michael.Dupuis

	#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file

Change 3134447 on 2016/09/21 by Alexis.Matte

	#jira UE-36064
	The SpriteComponent is now properly reused when duplicating a light.

Change 3134451 on 2016/09/21 by Alexis.Matte

	#jira UE-22782
	Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true

Change 3134457 on 2016/09/21 by Jamie.Dale

	FInternationalization::Leetify now deals with escape sequences correctly.

	This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.

Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt

	Cleaned up some of the UI for the new material slot workflow (part 1)

Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix crash clicking OK to the import mesh dialog in persona when a path is not selected.  The OK button is now disabled until a valid path is selected

Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt

	Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade

Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix static analysis warnings in this file

Change 3134939 on 2016/09/21 by Nick.Darnell

	Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it.  Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data.  Improving the filter for automation window so it lets you put in a path, and find it that way.  Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.

Change 3134941 on 2016/09/21 by Nick.Darnell

	Automation - Functional tests now support warnings as errors on a per test basis.  Continued itteration on screenshot comparison.

Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt

	Fixed size of material slots in persona details panel

Change 3135076 on 2016/09/21 by Nick.Darnell

	Automation - Adding a missing file.

Change 3135584 on 2016/09/22 by Gareth.Martin

	Removed unused ULandscapeInfo::BeginDestroy
	Slight cleanup to FLandscapeEditDataInterface::DeleteLayer

Change 3135585 on 2016/09/22 by Gareth.Martin

	New Count algo
	Const'd Copy/Accumulate/Transform

Change 3135599 on 2016/09/22 by Gareth.Martin

	Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
	#jira UE-35709

Change 3135724 on 2016/09/22 by Michael.Dupuis

	#jira UE-32662 Remove old migration code that was causing this side effect

Change 3135726 on 2016/09/22 by Nick.Darnell

	Slate - Removing the SLATE_PRE_MULTIPLY macro.

Change 3135730 on 2016/09/22 by Nick.Darnell

	UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.

Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure any handles to the backbuffer are released before the backbuffer is resized

	https://jira.it.epicgames.net/browse/UE-30488

Change 3135810 on 2016/09/22 by Ben.Marsh

	Build: Compile tools before running automated tests.

Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure you can unpause after toggling play/pause with a keyboard shortcut.  We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
	https://jira.it.epicgames.net/browse/UE-36276

Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt

	Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material.  The construction script was running before all the material had been set on all components.

Change 3136318 on 2016/09/22 by Alex.Delesky

	#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus

Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt

	Fix crash restarting a mission in Odin

Change 3136741 on 2016/09/22 by Cody.Albert

	Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget

	#jira UE-36322

Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt

	Added guard against slate rendering with deleted materials.  In this will now be caught with a looged with the deleted material name.

Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt

	Removed the pooled draw elements stuff which is not used

Change 3137791 on 2016/09/23 by Nick.Darnell

	MediaPlayer - Removing .png from one of the style files, as that's not required.  Was causing warnings to be logged on load.

Change 3137793 on 2016/09/23 by Nick.Darnell

	Localization - Adjusting some log statements to say with instead of w/

Change 3137796 on 2016/09/23 by Nick.Darnell

	Slate - Adding missing and replacing corrupted style files in the editor.

Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level

Change 3137876 on 2016/09/23 by Jamie.Dale

	Added allocation tagging to MProf2

	This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).

	#jira UETOOL-950

Change 3137982 on 2016/09/23 by Gareth.Martin

	Added Invoke() support to CopyIf

Change 3137983 on 2016/09/23 by Gareth.Martin

	Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
	- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
	Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code

Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed Child Actor Template properties not visible after changing Child Actor Class

Change 3138079 on 2016/09/23 by Jamie.Dale

	Fixing some Clang warnings

Change 3138087 on 2016/09/23 by Jamie.Dale

	Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize

	GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).

	Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.

	#jira UETOOL-952

Change 3138127 on 2016/09/23 by Gareth.Martin

	Fixed crash when merging levels containing landscape
	#jira UE-36267

Change 3138821 on 2016/09/23 by Stephan.Jiang

	Fixes "Select all input node" doesn't work properly on output node.

	#jira UE-36335

Change 3138915 on 2016/09/23 by Stephan.Jiang

	Disable "select all linked nodes" for output nodes in material editor

Change 3139341 on 2016/09/25 by Nick.Darnell

	Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.

Change 3139342 on 2016/09/25 by Nick.Darnell

	Landscape - Fixing some compiler errors on mac.

Change 3139345 on 2016/09/25 by Nick.Darnell

	Automation - Spelling and cleanup.

Change 3139346 on 2016/09/25 by Nick.Darnell

	Engine - Changing a check to an ensure, there's no reason to crash if this happens.

Change 3139347 on 2016/09/25 by Nick.Darnell

	Automation  - Making EFunctionalTestResult a BlueprintType

Change 3139348 on 2016/09/25 by Nick.Darnell

	Automation - Adding another test map.

Change 3139676 on 2016/09/26 by Michael.Dupuis

	#jira UE-32335 If we are a config object simply permit the transaction for undo/redo

Change 3139702 on 2016/09/26 by Nick.Darnell

	UMG - Making GetLocalHitLocation on UWidgetComponent virtual.

Change 3139760 on 2016/09/26 by Alexis.Matte

	Make sure we remove override materials from the list when the mesh point by the component has less materials.
	#jira UE-28845

Change 3139761 on 2016/09/26 by Alex.Delesky

	Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.

	#jira none

Change 3139843 on 2016/09/26 by Alex.Delesky

	#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.

Change 3139880 on 2016/09/26 by Frank.Fella

	QAGame - Update multitouch test with less crashy assets?

Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix selections having the potential to be out of sync after undo/redo

Change 3139928 on 2016/09/26 by Nick.Darnell

	Automation - tweaking the test maps some more.

Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix false positive with the test for vaild materials being rendered by slate.

Change 3140912 on 2016/09/26 by Frank.Fella

	Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.

Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt

	PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)

Change 3141223 on 2016/09/27 by Jamie.Dale

	Updated UTextProperty::Identical to no longer compare display strings all the time

	It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.

	#jira UE-36456

Change 3141242 on 2016/09/27 by Richard.TalbotWatkin

	Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
	#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
	Duplicated CL 3139370 from //UE4/Release-4.13
	Duplicated CL 3139878 from //UE4/Release-4.13

Change 3141323 on 2016/09/27 by Michael.Dupuis

	#jira UE-35081 Enable bDisplayEngineVersionInBadge by default

Change 3141798 on 2016/09/27 by tim.gautier

	Added UMG_DisplayWidget

Change 3143038 on 2016/09/28 by Jamie.Dale

	Added extra context to FTableRowBase::OnPostDataImport

	It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).

Change 3143039 on 2016/09/28 by Jamie.Dale

	Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity

	Only texts which have the same display string pointer can have the same identity, so this is a much faster check.

Change 3143098 on 2016/09/28 by Gareth.Martin

	Fixed crash when loading duplicated landscape levels
	#jira UE-34890

Change 3143300 on 2016/09/28 by Gareth.Martin

	Fixed crash when duplicating a level containing a landscape through the content browser
	#jira UE-34890

Change 3143389 on 2016/09/28 by Jamie.Dale

	LastResort is no longer staged in shipping builds

	You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).

	This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.

Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed this file

Change 3143717 on 2016/09/28 by Michael.Dupuis

	Fixed lowercase

Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming.  The viewport is rendered once and the render target is passed to slate instead of the entire viewport

Change 3143820 on 2016/09/28 by Alexis.Matte

	Use the PersonaToolikit to get the mesh

Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt

	Added guard for UE-36499

Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt

	Fix constructor init order

Change 3144821 on 2016/09/29 by Jamie.Dale

	Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize

	If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.

Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt

	Added a commandlet to allow command line importing of any asset type the engine supports.
	- Intermediate checkin

Change 3144875 on 2016/09/29 by Nick.Darnell

	Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.

Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt

	Disable auto-applying of scalability settings
	The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.

Change 3145274 on 2016/09/29 by Jamie.Dale

	New asset menu no longer has a scrollbar on most displays

Change 3146004 on 2016/09/29 by Matt.Barnes

	Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.

Change 3146377 on 2016/09/30 by Gareth.Martin

	Fixed landscape rendering errors after using the "change component size" tool
	- also affected initial import of a landscape+weightmaps
	#jira UE-34518

Change 3146455 on 2016/09/30 by Jamie.Dale

	Fixing more menus that had scrollbars due to only being able to use half the vertical resolution

Change 3146466 on 2016/09/30 by Gareth.Martin

	Fixed not being able to erase foliage attached to BSP
	#jira UE-36297

Change 3146471 on 2016/09/30 by Jamie.Dale

	Can no longer localize sequences via the Content Browser

Change 3146569 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

Change 3147116 on 2016/09/30 by Michael.Dupuis

	#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)

Change 3148091 on 2016/10/01 by Matt.Barnes

	Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively

Change 3148714 on 2016/10/03 by Nick.Darnell

	PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)

	#jira UE-35568

Change 3148793 on 2016/10/03 by Nick.Darnell

	Automation - TPS for SM_Cornellbox

Change 3148801 on 2016/10/03 by Nick.Darnell

	PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)

	#jira UE-36711

Change 3148805 on 2016/10/03 by Nick.Darnell

	PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)

	#jira UE-36715

Change 3148813 on 2016/10/03 by Nick.Darnell

	UMG - The retainer now contains the SVirtualWindow directly in the hierarchy.  This should now make it possible to reliably focus elements inside the retainer widget.

Change 3148855 on 2016/10/03 by Gareth.Martin

	Fixed performance regression when importing landscape heightmaps
	#jira UE-36659

Change 3149482 on 2016/10/03 by Cody.Albert

	Added link to Support landing page to Help menu

	#jira UE-36603

Change 3149520 on 2016/10/03 by tim.gautier

	Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.

Change 3149945 on 2016/10/04 by Gareth.Martin

	Fixed invisible landscape components when using tessellation on landscape material
	#jira UE-35494

Change 3149951 on 2016/10/04 by Gareth.Martin

	Reduced material update log spam when creating and editing landscapes
	- Some will remain, landscape fundementally manipulates a lot of material instances
	#jira UE-34440

Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt

	Fix not crashing when trying to clear objects which have a specific class filter in the property settings
	https://jira.it.epicgames.net/browse/UE-36692

Change 3150614 on 2016/10/04 by Nick.Darnell

	Git - Disabling some logging in non-debug builds of the git source control plugin.

Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt

	Fix loc warnings in these files (duplicate loc keys)

Change 3151679 on 2016/10/05 by Nick.Darnell

	Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.

Change 3151722 on 2016/10/05 by Gareth.Martin

	Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration

Change 3151816 on 2016/10/05 by Gareth.Martin

	Fixed more breakage to Landscape caused by Dev-VREditor from main integration

[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
Matt Kuhlenschmidt
e2ba04378b Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954)
#lockdown Nick.Penwarden
#rb none

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

Change 3077573 on 2016/08/04 by Nick.Darnell

	Removing some unused code, adding additional needed modules to editor tests.

	#rb none

Change 3077580 on 2016/08/04 by Nick.Darnell

	Removing the test plugins, going to be recreating them in EngineTest.

Change 3082659 on 2016/08/09 by Nick.Darnell

	Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable.  Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison.  Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.

	#rb none

Change 3082766 on 2016/08/09 by Jamie.Dale

	Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings

	ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.

	#jira UE-33971
	#rb James.Hopkin

Change 3083067 on 2016/08/09 by Nick.Darnell

	Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.

	#rb none

Change 3084475 on 2016/08/10 by Richard.TalbotWatkin

	Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
	#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
	#codereview Matt.Kuhlenschmidt
	#rb none

Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt

	Added grayscale texture importing support

	#rb none

Change 3084774 on 2016/08/10 by Cody.Albert

	Adding controller support for ComboBox widget

	#jira UE-33826
	#rb nick.darnell

Change 3085716 on 2016/08/11 by Nick.Darnell

	UMG - Taking the Widget Component and Widget Interaction Components out of experimental.  Removed old importing support for upgrading ancient versions of widget components.  Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.

	#rb none

Change 3085733 on 2016/08/11 by Nick.Darnell

	UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects.  For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true.  Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop.  Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.

	#rb none

Change 3085734 on 2016/08/11 by Nick.Darnell

	Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.

	#rb none

Change 3085736 on 2016/08/11 by Nick.Darnell

	Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.

	#rb none

Change 3085737 on 2016/08/11 by Nick.Darnell

	Editor - code organization.

	#rb none

Change 3085875 on 2016/08/11 by Nick.Darnell

	UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers.  The option in the settings is now used as the default when you startup a designer.

	#rb none

Change 3086209 on 2016/08/11 by Ben.Salem

	Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
	#rb adric.worley, william.ewen

Change 3086515 on 2016/08/11 by Nick.Darnell

	Editor - Fixing a crash in the curve table customization.  If the row doesn't exist, it would crash, we now protect against that case.

	#rb Matt.Kuhlenschmidt

Change 3087216 on 2016/08/12 by Jamie.Dale

	Fixed an issue where re-scanning a package file may leave old assets in the asset registry

	We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.

	This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).

	#rb Andrew.Rodham

Change 3087219 on 2016/08/12 by Jamie.Dale

	Updated TextRenderComponent to support multiple font pages

	It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).

	#rb Matt.Kuhlenschmidt

Change 3087308 on 2016/08/12 by Alex.Delesky

	#jira UE-14727  - Support for editing TSet properties in the editor's Details panel has been added.

	#rb Matt.Kuhlenschmidt

Change 3089140 on 2016/08/15 by Jamie.Dale

	We now abort a directory watch if we lose access to the directory in question

	This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.

	#jira UE-30172
	#rb Andrew.Rodham

Change 3089148 on 2016/08/15 by Alexis.Matte

	Allow fbx export of any actor type.
	#rb none
	#codereview dmitriy.dyomin

Change 3089211 on 2016/08/15 by Jamie.Dale

	Unified access to the parent window for external dialogs

	A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.

	You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.

	#rb Andrew.Rodham

Change 3089640 on 2016/08/15 by Jamie.Dale

	Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc

	#rb none

Change 3089661 on 2016/08/15 by Nick.Darnell

	Editor - There's a new view option "Show C++ Classes" in the content browser.  Lets you hide all those C++ folders most folks probably don't care to see.

	#rb none

Change 3089667 on 2016/08/15 by Cody.Albert

	Updating RoutePointerUpEvent to call OnDrop for touch events when dragging

	#jira UE-34709
	#rb nick.darnell

Change 3089694 on 2016/08/15 by Jamie.Dale

	Applied a fix to the ExcludeClasses setting in the loc gather

	#rb none

Change 3089889 on 2016/08/15 by Nick.Darnell

	Automation - Continued work on the screenshot portion of the automation system.  Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.

	#rb none

Change 3090256 on 2016/08/16 by Nick.Darnell

	Automation - working on screenshots.
	#rb none

Change 3090322 on 2016/08/16 by Nick.Darnell

	Automation - Adding modified screenshot function.

	#rb none

Change 3090335 on 2016/08/16 by Nick.Darnell

	Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins.  Moved to Engine plugins.

	#rb none

Change 3090881 on 2016/08/16 by Nick.Darnell

	Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.

	#rb none

Change 3090884 on 2016/08/16 by Nick.Darnell

	Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.

	#rb none

Change 3090911 on 2016/08/16 by Nick.Darnell

	Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.

	#rb none

Change 3090913 on 2016/08/16 by Jamie.Dale

	Optimization and usability improvements of the MemoryProfiler2 tool

	 - Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
	    - The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
	    - The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
	    - The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.

	 - Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).

	#jira UETOOL-948
	#jira UETOOL-949
	#rb James.Hopkin

Change 3090962 on 2016/08/16 by Jamie.Dale

	Fixed double assignment of filter functions

	#rb none

Change 3090989 on 2016/08/16 by Nick.Darnell

	Editor - Attempting to fix the build, non-unity issue I suspect.

	#rb none

Change 3091754 on 2016/08/17 by Nick.Darnell

	FbxAutomationTestBuilder is now a plugin.  Users won't see it unless they've enabled the plugin (so primarily internal QA).  Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name.  Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.

	#rb none
	#codereview Alexis.Matte

Change 3091758 on 2016/08/17 by Nick.Darnell

	Slate / Editor - Trying to make the editor less focus greedy.  Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation.  Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor.  Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.

	#rb none

	#codereview Nick.Atamas,Matt.Kuhlenschmidt

Change 3091829 on 2016/08/17 by Nick.Darnell

	Build - Attempting to repair the build.

	#rb none

Change 3091920 on 2016/08/17 by Nick.Darnell

	Build - Another attempt at fixing the mac build.

	#rb none

Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt

	Ignore group actors when checking for references to other actors when deleting.  The check for references is designed for gameplay affecting references which groups are not.  Having this show up for groups is annoying

	#rb none

Change 3094474 on 2016/08/19 by Jamie.Dale

	Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled

	#jira UETOOL-951
	#rb James.Hopkin

Change 3094581 on 2016/08/19 by Jamie.Dale

	Added missing allocator filter needed by PS4 profiles

	#rb none

Change 3094681 on 2016/08/19 by Richard.TalbotWatkin

	Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
	#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
	#rb none

Change 3095163 on 2016/08/19 by Trung.Le

	#jira UE-20849: Added tooltips to the inputs of the Material final result node
	#rb matt.kuhlenschmidt

Change 3095285 on 2016/08/19 by Trung.Le

	#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
	#rb none

Change 3095344 on 2016/08/19 by Alexis.Matte

	#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
	Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).

	#rb none
	#codereview matt.kuhlenschmidt

Change 3096162 on 2016/08/22 by Alexis.Matte

	#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
	#rb none
	#codereview matt.kuhlenschmidt

Change 3096261 on 2016/08/22 by Alexis.Matte

	#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.

	#rb lina.halper
	#codereview lina.halper

Change 3096344 on 2016/08/22 by Jamie.Dale

	NSString conversion fix for UTF-32 strings containing characters outside of the BMP

	#jira UE-33971
	#rb Peter.Sauerbrei, James.Hopkin

Change 3096605 on 2016/08/22 by Alex.Delesky

	#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.

	#rb Matt.Kuhlenschmidt

Change 3096615 on 2016/08/22 by Alex.Delesky

	#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.

	#rb Matt.Kuhlenschmidt

Change 3096619 on 2016/08/22 by Alex.Delesky

	#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.

	#rb Matt.Kuhlenschmidt

Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt

	PR #2729: Fix a typo in the comment (Contributed by adcentury)

	#rb none

Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt

	PR #2726: Undef unused macros (Contributed by shrimpy56)

	#rb none

Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt

	Guard against crash when details panels rebuild when their customizations have been torn down

	https://jira.ol.epicgames.net/browse/UE-35048

	#rb none

Change 3097757 on 2016/08/23 by Alex.Delesky

	#jira UE-14727  - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap

	#rb Matt.Kuhlenschmidt

Change 3098164 on 2016/08/23 by Alexis.Matte

	#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
	#rb none
	#codereview matt.kuhlenschmidt

Change 3098502 on 2016/08/23 by Alexis.Matte

	#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
	#rb none
	#codereview matt.kuhlenschmidt

Change 3099986 on 2016/08/24 by Jamie.Dale

	Fixing non-editor builds

	#rb none

Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt

	Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)

	#rb none

Change 3101280 on 2016/08/25 by Jamie.Dale

	Fixed crash when counting memory over internationalization meta-data

	- The serialization code only used to handle loading or saving, now it handles loading or not loading.
	- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.

	#rb James.Hopkin

Change 3101283 on 2016/08/25 by Jamie.Dale

	MProf2 platform and symbol parsing improvements

	 - Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
	 - Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
	 - Removed all the V3 file format support and legacy platform handling.
	 - Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.

	#rb James.Hopkin

Change 3101586 on 2016/08/25 by Jamie.Dale

	Small code cleanup and path normalization

	#rb James.Hopkin

Change 3101837 on 2016/08/25 by Alexis.Matte

	#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
	#rb none
	#codereview matt.kuhlenschmidt

Change 3102537 on 2016/08/26 by Jamie.Dale

	Fix for potential crash in FICUCamelCaseBreakIterator

	In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.

	#rb James.Hopkin

Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt

	Log the freetype version when it starts up (for debugging purposes)

	#rb none

Change 3102657 on 2016/08/26 by Alexis.Matte

	#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
	#review-3101585 @uriel.doyon
	#rb matt.kuhlenschmidt

Change 3102704 on 2016/08/26 by Jamie.Dale

	Added symbol meta-data support to MProf2

	You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.

	PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.

	#rb James.Hopkin

Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt

	Added support for outline fonts
	- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
	- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
	- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas

	#rb jamie.dale

Change 3102879 on 2016/08/26 by Jamie.Dale

	Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files

	#rb none

Change 3102960 on 2016/08/26 by Alexis.Matte

	build fix
	#rb none

Change 3103032 on 2016/08/26 by Jamie.Dale

	Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting

	#jira UE-34936
	#rb Matt.Kuhlenschmidt

Change 3103278 on 2016/08/26 by Jamie.Dale

	Fixing Clang warnings

	#rb none

Change 3104211 on 2016/08/29 by Ben.Marsh

	Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.

	#rb none

Change 3104290 on 2016/08/29 by Alex.Delesky

	Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.

	#rb Matt.Kuhlenschmidt

Change 3104292 on 2016/08/29 by Alex.Delesky

	#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.

	#rb Matt.Kuhlenschmidt

Change 3104294 on 2016/08/29 by Alex.Delesky

	#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget

	#rb Matt.Kuhlenschmidt

Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt

	PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)

	#rb none

Change 3104296 on 2016/08/29 by Alex.Delesky

	#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.

	#rb Matt.Kuhlenschmidt

Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt

	Added the ability to clear the preview mesh on a material instance.  Previously there was no way to null it out.

	#rb none

Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt

	Guard against crash with invalid path to the default physical material.  Just create a new one if it doesnt exist and warn about it.

	#rb none
	#jira UE-31865

Change 3104396 on 2016/08/29 by Ben.Marsh

	Fix incrorrect agent names for running automated tests

Change 3104610 on 2016/08/29 by Alex.Delesky

	Fix for AutomationTool compile editor from changes introduced today.

	#rb None

Change 3104611 on 2016/08/29 by Michael.Dupuis

	#jira UETOOL-253
	#rb Alexis.Matte

Change 3105826 on 2016/08/30 by Gareth.Martin

	Added console variables to discard grass and/or scalable foliage data on load
	#jira UE-35086
	#rb Benn

Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt

	Eliminated bad code duplication between retainer widgets and element batcher

	#rb none
	#codereview nick.darnell

Change 3106449 on 2016/08/30 by Michael.Dupuis

	#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
	#rb Alexis.Matte

Change 3106966 on 2016/08/30 by Jamie.Dale

	Fixed FApp::IsAuthorizedUser not considering the SessionOwner override

	#rb Max.Preussner

Change 3107687 on 2016/08/31 by Michael.Dupuis

	Checkout/Make Writable on proper config file

	#rb Matt Kuhlenschmidt

Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt

	Fixed mode typos in the lerp instruction

	#rb none

Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt

	Logging and guard against UEditorEngine::TeardownPlaySession crash.

	#rb none
	https://jira.ol.epicgames.net/browse/UE-35325

Change 3107912 on 2016/08/31 by Alex.Delesky

	#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.

	#rb Matt.Kuhlenschmidt

Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt

	Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.

	#rb none

Change 3108027 on 2016/08/31 by Chris.Wood

	Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".

	#rb none - just a comment in a cpp file
	#codereview wes.hunt

Change 3108580 on 2016/08/31 by Mike.Fricker

	Deleted the "Live Editor" plugins from UE4
	- These were undocumented, buggy and never finished, and we have no plans to complete them
	- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files

	#codereview matt.kuhlenschmidt
	#rb matt.kuhlenschmidt

Change 3108604 on 2016/08/31 by Mike.Fricker

	Added new "MIDI Device" plugin (disabled by default)

	- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer

	- Currently only input is supported.  In the future we might allow for output, as well.

	- In Blueprints, here's how to use it:
	        - Look for "MIDI Device Manager" in the Blueprint RMB menu
	        - Call "Find MIDI Devices" to choose your favorite device.  Break the "Found MIDI Device" struct to see what's available.
	        - Then call "Create MIDI Device Controller" for the device you want.  Store that in a variable.
	        - On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event.  This will be called every game Tick when there is at least one new MIDI event to receive.
	        - Process the data passed into the Event to make your project do stuff!

	- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)

	#codereview matt.kuhlenschmidt
	#rb none

Change 3108760 on 2016/08/31 by Alexis.Matte

	#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
	#rb none
	#codereview matt.kuhlenschmidt

Change 3109006 on 2016/08/31 by Alex.Delesky

	#ignore Source Control rename test - initial commit

Change 3109044 on 2016/08/31 by Alex.Delesky

	#ignore Testing asset rename from P4 to observe correct behavior.

	#rb none

Change 3109048 on 2016/08/31 by Alex.Delesky

	#ignore Testing P4 rename to identify correct behavior

	#rb none

Change 3110044 on 2016/09/01 by Gareth.Martin

	Fixed painting foliage on blocking "query" actors not working
	#jira UE-33852
	#rb Allan.Bentham

Change 3110133 on 2016/09/01 by Alexis.Matte

	Fix crash in function GetForceRecompileTextureIdsHash
	#rb none
	#codereview jamie.dale

Change 3111848 on 2016/09/02 by Mike.Fricker

	MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
	- Fixed bad enum cast
	#rb none

Change 3111995 on 2016/09/02 by Michael.Dupuis

	#jira UE-35263

	Do not try selecting the actor if the actor is in the blueprint
	Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process

	#rb Alexis Matte

Change 3112280 on 2016/09/02 by Michael.Dupuis

	Call MakeWritable if source control fail

	#rb Alexis Matte

Change 3112335 on 2016/09/02 by Cody.Albert

	Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode

	#jira UE-35306
	#rb none

Change 3112478 on 2016/09/02 by Alexis.Matte

	#jira UE-20059 Use a base material to import fbx material.
	#rb uriel.doyon
	#codereview matt.kuhlenschmidt
	#1468 Github pull request number

Change 3113912 on 2016/09/06 by Michael.Dupuis

	#jira UE-32288 Fixed Console params display
	#rb Alexis Matte

Change 3114026 on 2016/09/06 by Alex.Delesky

	#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.

	#rb Matt.Kuhlenschmidt

Change 3114032 on 2016/09/06 by Alex.Delesky

	PR #2733: Improved the project launcher progress page (Contributed by projectgheist)

	#jira UE-34027
	#rb Matt.Kuhlenschmidt

Change 3114034 on 2016/09/06 by Alex.Delesky

	#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable

	#rb Matt.Kuhlenschmidt

Change 3114071 on 2016/09/06 by Nick.Darnell

	[AUTOMATED TEST] Automatic checkin, testing functionality.

Change 3114109 on 2016/09/06 by Nick.Darnell

	[AUTOMATED TEST] Automatic checkin, testing functionality.

Change 3114562 on 2016/09/06 by Nick.Darnell

	Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.

	#rb none

Change 3114701 on 2016/09/06 by Michael.Dupuis

	#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
	#rb Alexis Matte

Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt

	Prevent non-thread safe slate code from running on the slate loading thread

	#rb none

Change 3115698 on 2016/09/07 by Nick.Darnell

	Make sure the commands are available - during functional testing that was found to not always be the case.

	#rb none

Change 3115719 on 2016/09/07 by Nick.Darnell

	Adding an IsRegistered command to commands.

	#rb none

Change 3115721 on 2016/09/07 by Nick.Darnell

	Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.

	#rb none

Change 3115722 on 2016/09/07 by Nick.Darnell

	IsBindWidgetProperty now returns false if the property passed in is null.

	#rb none

Change 3115734 on 2016/09/07 by Alexis.Matte

	#jira UE-30166 Support fbx sdk 2017
	#rb none

Change 3115737 on 2016/09/07 by Nick.Darnell

	Adding an image comparer for screenshots.  Removing some content from EngineTest.

	#rb none

Change 3115743 on 2016/09/07 by Nick.Darnell

	Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware.  Disabling many tests that are not passing.  Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again.  All editor tests currently passing!

	#rb none

Change 3115748 on 2016/09/07 by Nick.Darnell

	Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.

	#rb none

Change 3115789 on 2016/09/07 by Jamie.Dale

	We now favor Traditional Chinese for Hong Kong and Macau

	#rb James.Hopkin

Change 3115799 on 2016/09/07 by Jamie.Dale

	Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped

	#rb James.Hopkin

Change 3115826 on 2016/09/07 by Nick.Darnell

	Adding missing files.

	#rb none

Change 3115838 on 2016/09/07 by Nick.Darnell

	Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h

	#rb none

Change 3116007 on 2016/09/07 by Alexis.Matte

	build fix
	#rb none

Change 3116057 on 2016/09/07 by Jamie.Dale

	Fixed widget snapshot messages so they appear in the message debugger

	#rb none

Change 3116112 on 2016/09/07 by Nick.Darnell

	Removing the FbxAutomationBuilder file that go recreated on a merge from main.

	#rb none

Change 3116365 on 2016/09/07 by Michael.Dupuis

	#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
	#codereview Matt.Kuhlenschmidt
	#rb Alexis.Matte

Change 3116622 on 2016/09/07 by Alexis.Matte

	#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
	#rb matt.kuhlenschmidt

Change 3116638 on 2016/09/07 by Jamie.Dale

	Ensured that manifests and archives don't try and load data that they can't parse

	#rb none

Change 3117397 on 2016/09/08 by Gareth.Martin

	Added rotate and blend support to the landscape mirror tool
	#jira UE-34829
	#rb Jack.Porter

Change 3117459 on 2016/09/08 by Gareth.Martin

	Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
	#jira UE-35301
	#rb Jack.Porter

Change 3117462 on 2016/09/08 by Gareth.Martin

	Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
	#jira UE-35494
	#rb Benn.Gallagher

Change 3117583 on 2016/09/08 by Nick.Darnell

	Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing.  Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.

	#rb none

Change 3117595 on 2016/09/08 by Nick.Darnell

	Updating the build script for AutomatedTests, going to see if this works!

	#rb none

Change 3117808 on 2016/09/08 by Nick.Darnell

	Adding header includes for async.

	#rb none

Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt

	Partially taken from Pr 2381

	Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.

	#rb none

Change 3117851 on 2016/09/08 by Jamie.Dale

	Silenced some redundant P4 errors that could be generated when running a stat update on a file

	Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.

	#rb Ben.Marsh
	#codereview Thomas.Sarkanen

Change 3117853 on 2016/09/08 by Gareth.Martin

	Clean up landscape includes and PCH
	#rb steve.robb

Change 3117859 on 2016/09/08 by Alex.Delesky

	#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.

	#rb Nick.Darnell

Change 3117997 on 2016/09/08 by Nick.Darnell

	Updating the automation tests build script to use Editor-Cmd

	#rb none

Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt

	Properly reference graph node on material expressions so they are not GC'd while an expression still uses them

	#jira UE-35362
	#rb none

Change 3118043 on 2016/09/08 by Alex.Delesky

	#jira UE-30649 - Removed unnecessary returns from UWidget API.

	PR #2377: fix widget bug. (Contributed by dorgonman)

	#rb none

Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt

	Guard against crash saving config during level editor shutdown

	#rb none
	#jira UE-35605

Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt

	PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)

	#rb none

Change 3118078 on 2016/09/08 by Michael.Dupuis

	#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
	#rb Alexis.Matte

Change 3118080 on 2016/09/08 by Michael.Dupuis

	#jira UE-31131 Do not show a contextual menu if the menu is empty
	#rb Alexis.Matte

Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt

	Constify this method

	#rb none

Change 3118166 on 2016/09/08 by Nick.Darnell

	Trying additional command options for the build machine for automation.

	#rb none

Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt

	Fix actor delete during mesh paint not working during undo

	#rb none
	#jira UE-35684

Change 3118298 on 2016/09/08 by Alexis.Matte

	#jira UE-35302 Export all LODs for static mesh when there is no force LOD
	#rb uriel.doyon

Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt

	Fixed reset to default not appearing for slate brushes

	#rb none
	#jira UE-34958

Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt

	Guard against crash with an invalid world trying to be opened from the content browser

	#rb none
	https://jira.ol.epicgames.net/browse/UE-35712

Change 3119433 on 2016/09/09 by Nick.Darnell

	Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.

	#rb Matt.Kuklenschmidt
	#jira UE-35789

Change 3119448 on 2016/09/09 by Alex.Delesky

	When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.

	#rb Nick.Darnell

Change 3119522 on 2016/09/09 by Jamie.Dale

	Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true

	#rb Matt.Kuhlenschmidt

Change 3119528 on 2016/09/09 by Jamie.Dale

	Some UI re-work to the localization dashboard

	This makes a better use of the available space, and will make it easier to make some other planned changes in the future.

	#rb James.Hopkin

Change 3119861 on 2016/09/09 by Michael.Dupuis

	#jira UE-9284 Added the Play/Stop button on the thumbnail
	#rb Alexis.Matte

Change 3120027 on 2016/09/09 by Alexis.Matte

	incorporate some fixes from licensee for LOD group re-import workflow
	#jira UE-32268
	#rb uriel.doyon
	#codereview matt.kuhlenschmidt

Change 3120845 on 2016/09/12 by Gareth.Martin

	Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
	#jira UE-35850
	#rb Allan.Bentham

Change 3120980 on 2016/09/12 by Nick.Darnell

	Adding a commandlet that is runnable for comparing screenshots.  Adding comparing and exporting capability to the screenshot manager.

	#rb none

Change 3120992 on 2016/09/12 by Alex.Delesky

	#jira UE-35575 - TScriptInterface UProperties now have asset picker support.

	#rb Matt.Kuhlenschmidt

Change 3121074 on 2016/09/12 by Michael.Dupuis

	#jira UE-30092
	Added path length in error message when typing
	Added display of current filepath lenght for cooking

	#rb Alexis.Matte

Change 3121113 on 2016/09/12 by Nick.Darnell

	Adding some placeholder examples to show people how to author tests in EngineTest.

	#rb none

Change 3121152 on 2016/09/12 by Gareth.Martin

	Added TElementType, TIsContiguousContainer traits
	Added GetData(), GetNum() generic functions
	#rb Steve.Robb

Change 3121702 on 2016/09/12 by Jamie.Dale

	Optimized a loop over a sorted list to instead use a binary search

	This speeds up the short-lived allocation view generation.

	We also now dump the exception information to the Trace log when in a non-debug build.

	#rb James.Hopkin

Change 3121721 on 2016/09/12 by Jamie.Dale

	We now set the window mode first when resizing the game viewport to ensure that the work area is correct

	Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.

	#jira UE-32842
	#rb Matt.Kuhlenschmidt

Change 3122578 on 2016/09/13 by Jamie.Dale

	Small code clean up

	Removed a use of the placement new style array addition.

	#rb none

Change 3122634 on 2016/09/13 by Jamie.Dale

	We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick

	#jira UE-34865
	#rb James.Hopkin

Change 3122656 on 2016/09/13 by Jamie.Dale

	Fixed array combo button not focusing its contents, which prevented the menu closing correctly

	#jira UE-33667
	#rb none

Change 3122661 on 2016/09/13 by Nick.Darnell

	Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area.  Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs.

	#rb none

Change 3122678 on 2016/09/13 by Jamie.Dale

	Fixing CIS error on Clang

	CoreUObject needs to be included before USTRUCT can be used.

	#rb none

Change 3122686 on 2016/09/13 by Jamie.Dale

	Fixing CIS error on Clang

	CoreUObject needs to be included before UCLASS can be used.

	#rb none

Change 3122728 on 2016/09/13 by Nick.Darnell

	UMG - Exposing a trace channel for the WIC, defaults to Visibility.  Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left.  Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.

	#jira UE-35167
	#rb none

Change 3122775 on 2016/09/13 by Nick.Darnell

	Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH.

	#rb none

Change 3122779 on 2016/09/13 by Nick.Darnell

	Widgetnimation - Exposing more of the class to C++.

	#rb none

Change 3122793 on 2016/09/13 by Nick.Darnell

	Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance.

	#jira UE-35796
	#rb none

Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt

	Fixed crash undoing moves after bsp creation

	https://jira.ol.epicgames.net/browse/UE-35880

	#rb none

Change 3122835 on 2016/09/13 by Nick.Darnell

	Reverting changes to WIdgetAnimation

	#rb none

Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt

	Fixed non-editor compile error
	#rb none

Change 3122988 on 2016/09/13 by Alexis.Matte

	Material workflow refactor
	#jira UETOOL-774
	#rb matt.kuhlenschmidt

Change 3123006 on 2016/09/13 by Jamie.Dale

	Fixed dynamic collections not returning anything

	#jira UE-35869
	#rb James.Hopkin

Change 3123145 on 2016/09/13 by Alexis.Matte

	Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build.
	#jira UE-32268
	#rb none
	#codereview matt.kuhlenschmidt

Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt

	Fix fortnite compile error

	#rb alexis.matte

Change 3123208 on 2016/09/13 by Jamie.Dale

	The 'find culprit' dialog now honors the user choice

	#rb RichTW

Change 3123545 on 2016/09/13 by Nick.Darnell

	Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows.

	#rb none

Change 3124494 on 2016/09/14 by Jamie.Dale

	Added ~ to the list of invalid characters for object/package names

	#jira UE-12908
	#rb Matt.Kuhlenschmidt

Change 3124513 on 2016/09/14 by Gareth.Martin

	Implemented filter to allow painting foliage on other foliage
	- Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes
	#rb Allan.Bentham
	#2472

Change 3124523 on 2016/09/14 by Jamie.Dale

	PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster)

	#jira UE-34811
	#jira UE-32082
	#rb none

Change 3124607 on 2016/09/14 by Nick.Darnell

	UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function.

	#jira UE-35667
	#rb none

Change 3124785 on 2016/09/14 by Gareth.Martin

	Made some foliage functions editor-only to fix non-editor build
	#rb none

Change 3124795 on 2016/09/14 by Gareth.Martin

	Saved/loaded the new foliage filter
	#rb Allan.Bentham
	#2472

Change 3124915 on 2016/09/14 by Michael.Dupuis

	#jira UE-19511
	Add support for Add to source control on DefaultEditorPerProjectUserSettings file
	Remove CheckoutNotice when not editing a DefaultXXXX.ini file
	Edit proper config file either we're modifying settings from a Default file or Local user file
	#codereview Matt.Kuhlenschmidt Max.Preussner
	#rb Alexis.Matte

Change 3125266 on 2016/09/14 by Jamie.Dale

	Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong

	#rb none

Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt

	Fix crash when using SaveAs to save over top of an existing level

	#rb none
	https://jira.ol.epicgames.net/browse/UE-35919
	https://jira.ol.epicgames.net/browse/UE-35921

Change 3125487 on 2016/09/14 by Alexis.Matte

	Fix cook content, regression induce by the material workflow refactor
	#rb matt.kuhlenschmidt

Change 3126217 on 2016/09/15 by Gareth.Martin

	Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances
	#rb Allan.Bentham

Change 3126311 on 2016/09/15 by Jamie.Dale

	Placement mode fixes

	 - The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const.
	 - Ensured that the ID used by FPlaceableItem could never overflow.
	 - Fixed some types being missing from the "All Classes" list.
	 - Fixed the escape key not cancelling the search.

	#jira UE-35972
	#rb James.Hopkin

Change 3126325 on 2016/09/15 by Jamie.Dale

	Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added.

	#rb Andrew.Rodham

Change 3126403 on 2016/09/15 by Gareth.Martin

	Added Find and Contains functions to TBitArray
	#rb Steve.Robb

Change 3126405 on 2016/09/15 by Gareth.Martin

	Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor
	- Just like regular instanced mesh components!
	Also fixed not being able to move instances of an instanced mesh component when it is the root component
	Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished)
	#jira UE-29357
	#rb Allan.Bentham

Change 3126444 on 2016/09/15 by Jamie.Dale

	Fixed the loc dashboard configs not working with SCC

	This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul.

	#rb none

Change 3126446 on 2016/09/15 by Jamie.Dale

	Fixed loc dashboard game and engine targets sharing the same expansion settting

	#rb none

Change 3126555 on 2016/09/15 by Chris.Wood

	Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path.
	[UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows

	#rb Steve.Robb

Change 3126586 on 2016/09/15 by Gareth.Martin

	Fixed missing landscape components when using a LODBias (cloned from 4.13.1)
	#jira UE-35873
	#rb Jack.Porter

Change 3126610 on 2016/09/15 by Jamie.Dale

	Stopped PS4 from always staging all ICU data files

	#rb Marcus.Wassmer

Change 3126779 on 2016/09/15 by Michael.Dupuis

	#jira UE-32914 Improve the help text to provide usage examples and params
	#rb Alexis.Matte

Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt

	Fix font material and outline font material not being animatable in sequencer

	#rb frank.fella

Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt

	File not saved
	#rb none

Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt

	Fixed reset to default state still not appearing in all cases after changing a property.

	#rb none

Change 3127038 on 2016/09/15 by Nick.Darnell

	UMG - Improving focus setting for users on widgets.  If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable.

	#rb none

Change 3127061 on 2016/09/15 by Nick.Darnell

	Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed.  Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children.  The end result is a delete while deleting.  So now TPanelChildren prevents adds/removes while emptying the list of children.

	#jira UE-35726
	#rb Matt.Kuchlenschmidt

Change 3127205 on 2016/09/15 by Alex.Delesky

	#jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency.

	#rb Nick.Darnell

Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt

	Fix crash in scene outliner if actors become invalid

	#rb none

	https://jira.ol.epicgames.net/browse/UE-35932

Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt

	Added guards for crashes accessing slate resources for deleted uobjects

	#rb nick.darnell

Change 3128067 on 2016/09/16 by Michael.Dupuis

	#jira UE-34158 Add an option to auto expand advanced details
	#rb Alexis.Matte

Change 3128073 on 2016/09/16 by Michael.Dupuis

	#jira UE-1145
	Set Save As to Ctrl + Alt + S
	Set Save All to Ctrl + Shift + S
	Set Save Current to Ctrl + S

	#rb Alexis.Matte

Change 3128117 on 2016/09/16 by Jamie.Dale

	Updated the pin-type filter combo to filter on both the localized and source type descriptions

	#jira UE-36081
	#rb none

Change 3128177 on 2016/09/16 by Alexis.Matte

	#jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value.

	#rb michael.dupuis
	#codereview matt.kuhlenschmidt

Change 3128387 on 2016/09/16 by Gareth.Martin

	Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes
	#jira UE-36093
	#rb none

Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt

	Guard against scene outliner crash.  Print out tree when items appear twice.
	https://jira.ol.epicgames.net/browse/UE-35935

	#rb none

Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt

	Remove category for WindowTitleBarArea.  It is very custom for internal use and should not be a top level widget

	#rb none

Change 3128482 on 2016/09/16 by Michael.Dupuis

	Added new key binding for generic Save, Save As
	Added new key binding for Save All for the content browser

	#rb Alexis.Matte (approved by MattK)

Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt

	Fix build warning

	#codereview nick.darnell
	#rb none

Change 3128642 on 2016/09/16 by Alexis.Matte

	#jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear
	#rb none
	#codereview matt.kuhlenschmidt

Change 3128733 on 2016/09/16 by Nick.Darnell

	UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly.

	#jira UE-36105
	#rb none

Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt

	Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor

	#rb none

Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt

	Fix offset characters on some small fonts

	#rb none

Change 3130057 on 2016/09/19 by Jamie.Dale

	Fixing volatility and invalidation issues for text widgets

	#jira UE-33988
	#rb Nick.Darnell

Change 3130064 on 2016/09/19 by Jamie.Dale

	Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly

	#rb James.Hopkin

Change 3130233 on 2016/09/19 by Michael.Dupuis

	#jira UE-32914 Added missing args that the UI supported
	#rb Alexis.Matte

Change 3130265 on 2016/09/19 by Nick.Darnell

	Automation - Cleaning up some API items.

	#rb none

Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt

	Fix reentrancy saving assets while a prompt for checkout dialog is open

	#rb none

Change 3130398 on 2016/09/19 by Jamie.Dale

	Fixing UHT error when building

	#rb none

Change 3132101 on 2016/09/20 by Nick.Darnell

	UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals.

	#rb none

Change 3132110 on 2016/09/20 by Nick.Darnell

	PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist)

	#jira UE-13770

	#rb Nick.Darnell

Change 3132111 on 2016/09/20 by Nick.Darnell

	UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly.

	#rb none

Change 3132138 on 2016/09/20 by Michael.Dupuis

	#jira UE-30945 Added missing PostEditComponentMove after drag is finished
	#rb Alexis.Matte

Change 3132147 on 2016/09/20 by Michael.Dupuis

	#jira UE-30866 Fixed the filter to work properly
	#rb Alexis.Matte

Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt

	Fix static analysis warnings in this file

	#rb none

Change 3132231 on 2016/09/20 by Nick.Darnell

	Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha.  This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.

	#jira UE-33285
	#rb none

Change 3132255 on 2016/09/20 by Alex.Delesky

	#jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container.

	#rb Matt.Kuhlenschmidt

Change 3132587 on 2016/09/20 by Mike.Fricker

	MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604)
	#rb none
	#lockdown matt.kuhlenschmidt

Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt

	Fix crash opening the cooker settings

	https://jira.it.epicgames.net/browse/UE-36197

	#rb none
	#lockdown nick.darnell

Change 3133144 on 2016/09/20 by Nick.Darnell

	Build configuration for automation tests.

	#rb none
	#lockdown matt.kuhlenschmidt

Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt

	Fix default material on odin text

	#rb none
	#lockdown nick.darnell

Change 3133913 on 2016/09/21 by Nick.Darnell

	Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp

	#rb none
	#jira UE-36231
	#lockdown matt.kuhlenschmidt

[CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
Gil Gribb
cbeb7d3bfe Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293)
#lockdown Nick.Penwarden
#rb none

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

Change 3091951 on 2016/08/17 by Chris.Bunner

	(Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass.

Change 3093162 on 2016/08/18 by Ben.Woodhouse

	Fix minor memory leak (missing delete of RT Heartbeat thread)

Change 3093470 on 2016/08/18 by Ben.Woodhouse

	Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it.  Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer.
	Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread)

Change 3093698 on 2016/08/18 by Daniel.Wright

	Translucent lighting volume draw event cleanup

Change 3093700 on 2016/08/18 by Daniel.Wright

	Clamp on box reflection capture transition distance visualizer

Change 3093755 on 2016/08/18 by Ryan.Vance

	Merging stereo planar reflections from Odin.

Change 3094060 on 2016/08/18 by Daniel.Wright

	Fully featured base pass reflection captures with blending and parallax correction
	* Used in the forward renderer when materials opt-in to 'High Quality Reflections'
	* Used in the deferred renderer for translucent 'Surface ForwardShading' materials
	* Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer
	* Fixed grid culling in stereo / splitscreen
	* The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX.  PS4 cost is about the same.
	* Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity
	* SetupHZB is now skipped when SSAO / SSR / HZB are all disabled

Change 3094160 on 2016/08/18 by Daniel.Wright

	CIS fixes

Change 3094899 on 2016/08/19 by Ben.Woodhouse

	Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes.
	https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html

	#jira UE-34937

Change 3095256 on 2016/08/19 by Daniel.Wright

	Disabled ISR warning spamming CIS

Change 3095468 on 2016/08/19 by Daniel.Wright

	Fixed refcounting on hit proxy render targets

Change 3095470 on 2016/08/19 by Daniel.Wright

	Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point

Change 3096274 on 2016/08/22 by Rolando.Caloca

	DR - vk - added missing BC4

Change 3096291 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix image views for some rendertarget formats
	- Fix ImageViews on sub mips

Change 3096579 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix rendering for shaders with no descriptors

Change 3096584 on 2016/08/22 by Rolando.Caloca

	DR - vk - Fix 3d texture update

Change 3096813 on 2016/08/22 by Rolando.Caloca

	DR - Fix GL linking errors
	PR #2615

Change 3097062 on 2016/08/22 by Rolando.Caloca

	DR - vk - Added unified mem flag
	- Added Mip index into UAV
	- Switched compute descriptor set index 0

Change 3097065 on 2016/08/22 by Rolando.Caloca

	DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE

Change 3097084 on 2016/08/22 by Daniel.Wright

	Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default)

Change 3097086 on 2016/08/22 by Rolando.Caloca

	DR - vk - Missed file

Change 3097943 on 2016/08/23 by Rolando.Caloca

	DR - hlslcc - Remove duplicated definitions out into a common header

Change 3098166 on 2016/08/23 by Rolando.Caloca

	DR - Custom Renderer callback after getting SceneColor

Change 3098418 on 2016/08/23 by Olaf.Piesche

	Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data.

	#jira UE-34838

Change 3098448 on 2016/08/23 by Rolando.Caloca

	DR - vk - fixes for depth/stencil descriptors
	- Minor debug dump improvement

Change 3098463 on 2016/08/23 by Daniel.Wright

	Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights

Change 3098556 on 2016/08/23 by Daniel.Wright

	Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering.

Change 3098672 on 2016/08/23 by Rolando.Caloca

	DR - vk - Fixed crash when using vertex shaders with no descriptors

Change 3099173 on 2016/08/24 by Ben.Woodhouse

	Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths

	- Re-enable non-checkerboard skin by default

	- Checkerboard issues fixed:
	    - Emissive lighting was being applied twice due to not taking checkerboard pattern into account
	    - Emissive lighting was modulated by basecolor in the recombine
	    - Metallic materials were contributing specular lighting to the diffuse channel

	 - Non-checkerboard fixes:
	    - Fix write mask during SkyLightDiffuse so alpha is updated correctly
	    - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor)

	 - Optimisation: Fall back to default lit for pixels where the opacity is 0.
	    - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive)
	    - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels

	#jira UE-34561

Change 3099673 on 2016/08/24 by Daniel.Wright

	Removed unused reflection shape variables

Change 3099674 on 2016/08/24 by Daniel.Wright

	Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208)
	Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture

Change 3099700 on 2016/08/24 by Daniel.Wright

	Disabled log spam when a Rift is connected but not being used

Change 3099730 on 2016/08/24 by Daniel.Wright

	MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox

Change 3099789 on 2016/08/24 by Brian.Karis

	FloatRGB  is now always supported.

	If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported.

Change 3099987 on 2016/08/24 by Daniel.Wright

	Fixed light grid debug asserts on PS4
	* Always creating the local light buffer, even if it won't be used by the shader
	* Transition ViewState FRWBuffers to writable at the beginning of a new frame

Change 3100120 on 2016/08/24 by Rolando.Caloca

	DR - vk - Use 256MB pages for GPU memory

Change 3100151 on 2016/08/24 by Daniel.Wright

	PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet

Change 3100302 on 2016/08/24 by Rolando.Caloca

	DR - vk - Mem system changes
	- Now allocates a readback heap from GPU->CPU
	- Removed bad total memory on heap/type
	- Added fallback to another mem type if it's OOM

Change 3101110 on 2016/08/25 by Rolando.Caloca

	DR - vk - Remove r.Vulkan.UseGLSL

Change 3101121 on 2016/08/25 by Rolando.Caloca

	DR - vk - Initial support for HiResShot

Change 3101450 on 2016/08/25 by Rolando.Caloca

	DR - vk - Remove imagelayout from textures; renamed a method for clarity

Change 3101462 on 2016/08/25 by Daniel.Wright

	Planar reflections no longer update GPU particles, fixes Scene Depth particle collision

Change 3101525 on 2016/08/25 by Frank.Fella

	Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout.

Change 3101613 on 2016/08/25 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3101686 on 2016/08/25 by Frank.Fella

	Niagara - Move asset type actions into the niagara module.

Change 3101865 on 2016/08/25 by Rolando.Caloca

	DR - vk - Fix compile issue when enabling dump layer

Change 3101946 on 2016/08/25 by Frank.Fella

	Orion - Fix include error caused by niagara include fixup.

Change 3101999 on 2016/08/25 by Frank.Fella

	Fortnite - Fix include error caused by niagara include fixup.

Change 3102035 on 2016/08/25 by Frank.Fella

	Ocean - Fix include error caused by niagara include fixup.

Change 3102047 on 2016/08/25 by Frank.Fella

	UnrealTournament - Fix include error caused by niagara include fixup.

Change 3102627 on 2016/08/26 by Frank.Fella

	Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files.

Change 3102654 on 2016/08/26 by Ben.Woodhouse

	Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
	#jira UE-33424

Change 3102780 on 2016/08/26 by Ben.Woodhouse

	Make shadow culling take FOV into account, via LODDistanceFactor
	Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized
	#jira UE-33873

Change 3102930 on 2016/08/26 by Rolando.Caloca

	DR - vk - Do not require backbuffer at start, like Metal

Change 3103061 on 2016/08/26 by Rolando.Caloca

	DR - vk - More debug dump to help track down issues

Change 3103143 on 2016/08/26 by Rolando.Caloca

	DR - vk - Added partial image view for each texture for Depth/Stencil
	- Removed some unused members from textures

Change 3104162 on 2016/08/29 by Gil.Gribb

	Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3104491 on 2016/08/29 by Rolando.Caloca

	DR - vk - Fix merge issue

Change 3104500 on 2016/08/29 by Rolando.Caloca

	DR - Rebuilt hlslcc libs after merge

Change 3104978 on 2016/08/29 by John.Billon

	-Moved Particle Cutouts to the Required Module
	-Pre-existing SubUVAnimation data is automatically moved to required on Init.
	-Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default.

Change 3105249 on 2016/08/29 by John.Billon

	Fixing non-editor compile error.

Change 3105326 on 2016/08/29 by Zabir.Hoque

	SIMD Movie Player on XB1

Change 3105813 on 2016/08/30 by John.Billon

	Fixing static analysis warning.

Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt

	Removed duplicated view uniform shader parameters initialization between slate and scene rendering.  Moved all the duped initialization into a single shared method.  The shared method should be where new parameters are initialized if they are required for the view to work properly.

Change 3106350 on 2016/08/30 by Rolando.Caloca

	DR - vk - Added missing texture formats
	- Added texture debug name

Change 3106547 on 2016/08/30 by Rolando.Caloca

	DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth

Change 3106631 on 2016/08/30 by Uriel.Doyon

	Dirty Texture Streaming Build do not dirty maps anymore.
	#jira UE-35241

Change 3106919 on 2016/08/30 by Rolando.Caloca

	DR - Temp workaround to get Vulkan up & running, might require hlslcc fix

Change 3106974 on 2016/08/30 by Uriel.Doyon

	Changed lightmass exports version from GUID to INT in order to shorten filenames.

Change 3106988 on 2016/08/30 by Uriel.Doyon

	New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default).
	#jira UE-35227

Change 3107927 on 2016/08/31 by John.Billon

	-Duplicating OpenGL4 ClearUAV Implementation from 4.13
	-Fixed uav clear format.
	#Jira UE-35345

Change 3108095 on 2016/08/31 by Marc.Olano

	Restore initialization of noise textures, accidentally removed in @3106322

	#jira UE-35369

Change 3108557 on 2016/08/31 by John.Billon

	Fixing HTML5 compile error

[CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
Ben Marsh
8834d806ab Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3104200)
#lockdown Nick.Penwarden
#rb none

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

Change 3096076 on 2016/08/22 by Matthew.Griffin

	Fixes for building with -nosharedPCH
	Added nodes for building with -nosharedPCH and -noPCH but not using them by default as they take so much longer than NonUnity and there are still errors with -noPCH

Change 3097064 on 2016/08/22 by Ben.Marsh

	Core: Refactoring OutputDevice.h, OutputDevices.h, FeedbackDevice.h, CallbackDevice.h into one-class per file, and files named after their classes.

Change 3097102 on 2016/08/22 by Ben.Marsh

	Core: Move log macros and related functionality into the Logging folder.

Change 3097240 on 2016/08/22 by Ben.Marsh

	Core: Move FCommandLine into its own header.

Change 3097258 on 2016/08/22 by Ben.Marsh

	Core: Move FFileHelper into its own header.

Change 3097279 on 2016/08/22 by Ben.Marsh

	Core: Split FArchive derived classes into separate headers per class.

Change 3097742 on 2016/08/23 by Ben.Marsh

	UnrealGameSync: Add the -r5 parameter to P4 sync command lines, to retry syncs on poor connections before failing.

Change 3099283 on 2016/08/24 by Ben.Marsh

	Core: Move math functions which are dependent on multiple class definitions into individual class headers. This forces an include order, but allows us to include individual math classes separately. Would ideally split out the FMath class into a Math namespace and declare/implement things like intersection tests and interpolation routines in separate headers.

Change 3099417 on 2016/08/24 by Ben.Marsh

	CoreUObject: Separating out UObject archive classes into separate headers.

Change 3099544 on 2016/08/24 by Ben.Marsh

	CoreUObject: Rename UTextProperty.h/cpp to TextProperty.h/cpp

Change 3099678 on 2016/08/24 by Ben.Marsh

	CoreUObject: Rename ObjectBase.h to ObjectMacros.h to avoid ambiguiity with UObjectBase.h, and move Interface.h/cpp into the UObject folder.

Change 3099951 on 2016/08/24 by Ben.Marsh

	Core: Split out ThreadingBase into class-per-file headers.

Change 3102385 on 2016/08/26 by Matthew.Griffin

	First round of fixes from attempting to compile Editor in Monolithic mode
	Changed multiple DetermineOptimalSpacing free functions to be members of their respective classes
	Changed duplicate FScopedTempFile classes to be named for their respective source control types (Git & SVN)
	Export Declaration of LogUnrealAudioDevice extern instead of defining it in multiple modules
	Changed duplicate FDiffResultItem struct to FTreeDiffResultItem
	Added FORCEINLINE to FFeaturedClasses functions in .inl file

Change 3102728 on 2016/08/26 by Ben.Marsh

	Core: Move threading classes from ThreadingBase.h into separate headers, and globals into CoreGlobals.h.

Change 3102850 on 2016/08/26 by Ben.Marsh

	Core: Move FCriticalSection into its own file (CriticalSection.h and platform-specific versions).

Change 3102877 on 2016/08/26 by Ben.Marsh

	Core: Move definitions of GLog, GError, GWarn into CoreGlobals.h

Change 3102898 on 2016/08/26 by Ben.Marsh

	Core: Move supporting assert functionality (the FDebug class) into AssertionMacros.h to remove circular header dependencies.

Change 3102956 on 2016/08/26 by Ben.Marsh

	Core: Move FExec into its own header (Misc/Exec.h)

Change 3102961 on 2016/08/26 by Ben.Marsh

	Core: Fix matrix functions referencing the forceinline'd FMatrix constructor before it's declared.

Change 3102982 on 2016/08/26 by Ben.Marsh

	Core: Move FMessageDialog into its own header (Misc/MessageDialog.h)

Change 3103008 on 2016/08/26 by Ben.Marsh

	Core: Move definition of LowLevelFatalError into AssertionMacros.h.

Change 3103040 on 2016/08/26 by Ben.Marsh

	Core: Move FError::Throwf (only enabled for UHT) into its own header in CoreUObject.

Change 3103057 on 2016/08/26 by Ben.Marsh

	Core: Move FMsg function definitions into the LogMacros.h header, where it's primarily used from.

Change 3103102 on 2016/08/26 by Ben.Marsh

	Core: Make the LogMacros.h header standalone. Untangles a few header dependencies necessary to include log macros early on. Global Core log channels are now defined in CoreGlobals.h

Change 3103160 on 2016/08/26 by Ben.Marsh

	CoreUObject: Separate Linker.h into LinkerLoad.h, LinkerSave.h, PackageFileSummary.h, ObjectResource.h (matching existing cpp files).

Change 3103265 on 2016/08/26 by Ben.Marsh

	Core: Split FScriptArray, TMRUArray, TTransArray, TIndirectArray into separate headers.

Change 3103642 on 2016/08/26 by Ben.Marsh

	Core: Remove reference to FMath function from allocator, to avoid unnecessarily bringing in math library.

[CL 3104315 by Ben Marsh in Main branch]
2016-08-29 10:27:24 -04:00
Matt Kuhlenschmidt
67a0d73fa0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden
#rb none

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

Change 3051464 on 2016/07/15 by Nick.Darnell

	Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map.  Some UI improvements, easier access to the automation system.  Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.

Change 3051465 on 2016/07/15 by Nick.Darnell

	Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.

Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt

	Fixed material editor viewport messages being blocked by viewport toolbar

Change 3052025 on 2016/07/15 by Nick.Darnell

	Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.

Change 3053508 on 2016/07/18 by Stephan.Jiang

	Copy,Cut,Paste tracks, not for mastertracks yet.

	#UE-31808

Change 3054723 on 2016/07/18 by Stephan.Jiang

	Small fixes for typo & comments

Change 3055996 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received

Change 3056106 on 2016/07/19 by Trung.Le

	Back out changelist 3055996. Build break.

Change 3056108 on 2016/07/19 by Stephan.Jiang

	Updating "SoundConcurrency" asseticon

Change 3056389 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received
	#jira UE-33339

Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt

	More perf selection improvements:
	- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path

Change 3056758 on 2016/07/19 by Stephan.Jiang

	Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.

Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt

	Another fix for selecting lots of objects taking forever.  This one is due to repeated Modify calls if there are groups in the selection.  Each group actor selected iterates through each object selected during USelection::Modify!

Change 3057635 on 2016/07/20 by Stephan.Jiang

	Updating visual logger icon UI

Change 3057645 on 2016/07/20 by Richard.TalbotWatkin

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3057868 on 2016/07/20 by Richard.TalbotWatkin

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.

	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.

	- Added a custom version for SplineComponent and provded serialization fixes.

	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.

	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.

	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.

	- Allowed an explicit loop point to be specified for closed splines.

	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.

	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.

	- Fixed the logic which determines whether the UCS has modified the spline curves.

	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.

	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.

	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3057895 on 2016/07/20 by Richard.TalbotWatkin

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3057966 on 2016/07/20 by Richard.TalbotWatkin

	Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport

Change 3058009 on 2016/07/20 by Richard.TalbotWatkin

	Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.

Change 3058047 on 2016/07/20 by Stephan.Jiang

	Fixing error on previous CL: 3056758
	(extra qualification)

Change 3058266 on 2016/07/20 by Nick.Darnell

	Automation - Work continues on automation integrating some ideas form a licensee.  Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things.  The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.

Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt

	PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)

Change 3059214 on 2016/07/21 by Richard.TalbotWatkin

	Further fixes to visualizers following Component Visualizer API change.

Change 3059260 on 2016/07/21 by Richard.TalbotWatkin

	Template specialization not allowed in class scope, but Visual Studio allows it anyway.  Fixed for clang.

Change 3059543 on 2016/07/21 by Stephan.Jiang

	Changeing level details icon

Change 3059732 on 2016/07/21 by Stephan.Jiang

	Directional Light icon update

Change 3060095 on 2016/07/21 by Stephan.Jiang

	Directional Light editor icon asset changed

Change 3060129 on 2016/07/21 by Nick.Darnell

	Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes.  This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.

Change 3061735 on 2016/07/22 by Stephan.Jiang

	Improve UMG replace with in HierarchyView function

	#UE-33582

Change 3062059 on 2016/07/22 by Stephan.Jiang

	Strip off "b" in propertyname in replace with function for tracks.

Change 3062146 on 2016/07/22 by Stephan.Jiang

	checkin with CL: 3061735

Change 3062182 on 2016/07/22 by Stephan.Jiang

	Change both animation bindings' widget name when renameing the widget so the slot content is still valid

Change 3062257 on 2016/07/22 by Stephan.Jiang

	comments

Change 3062381 on 2016/07/22 by Nick.Darnell

	Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.

Change 3062924 on 2016/07/25 by Chris.Wood

	Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.

	This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570

Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)

Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2619: added a search box to ModuleUI (Contributed by straymist)

Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt

	Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.

	https://jira.ol.epicgames.net/browse/UE-33651
	#jira UE-33651

Change 3063091 on 2016/07/25 by Alex.Delesky

	#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.

Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Fix large FName creation time when selecting thousands of objects

Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Modified how USelection stores classes.  Classes are now in a  TSet and can be accessed efficiently using IsClassSelected.  The old unused way of checking if a selection has a class by iterating through them is deprecated
	- USelection no longer directly checks if an item is already selected with a costly n^2 search.  The check is done by using the already existing UObject selected annotation
	- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels.  This is now left up to the caller to avoid
	- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached.  If a read address list is not passed in we'll not attempt to the work to populate it
	- Removed expensive checking for brush actors when any actor is selected

Change 3063749 on 2016/07/25 by Stephan.Jiang

	Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()

	#jira UE-33711

Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt

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

Change 3064612 on 2016/07/26 by Alex.Delesky

	#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.

Change 3064647 on 2016/07/26 by Alexis.Matte

	#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.

Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt

	Fixed typo

Change 3064795 on 2016/07/26 by Jamie.Dale

	Fixed typo in FLocalizationModule::GetLocalizationTargetByName

	#jira UE-32961

Change 3066461 on 2016/07/27 by Jamie.Dale

	Enabled stable localization keys

Change 3066463 on 2016/07/27 by Jamie.Dale

	Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes

Change 3066467 on 2016/07/27 by Jamie.Dale

	Updated internationalization archives to store translations per-identity

	This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.

	Major changes:
	 - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
	 - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
	 - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
	 - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
	 - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.

	Workflow changes:
	 - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
	 - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
	 - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
	 - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).

	Format changes:
	 - The archive version was bumped to 2.
	 - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.

	#jira UETOOL-897
	#jira UETOOL-898
	#jira UE-29481

Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt

	Attempt to fix linux compilation

Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed data tables with structs crashing due to recent editor selection optimizations

Change 3066886 on 2016/07/27 by Jamie.Dale

	Added required data to accurately detect TZ (needed for DST)

	#jira UE-28511

Change 3067122 on 2016/07/27 by Jamie.Dale

	Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).

	Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.

Change 3067227 on 2016/07/27 by Jamie.Dale

	Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)

Change 3067313 on 2016/07/27 by Richard.TalbotWatkin

	Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
	#jira UE-33669 - Crash in Dev-Editor

Change 3067736 on 2016/07/27 by Stephan.Jiang

	Border changes for experimental classes warning

Change 3067769 on 2016/07/27 by Stephan.Jiang

	HERE BE DRAGONS

	for experimental class warning

	#UE-33780

Change 3068192 on 2016/07/28 by Alexis.Matte

	#jira UE-33586 make sure we remove any false warning when running fbx automation test.

Change 3068264 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068293 on 2016/07/28 by Alex.Delesky

	#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.

Change 3068481 on 2016/07/28 by Stephan.Jiang

	Adding Options to show/hide soft & hard references & dependencies in References Viewer

	#jira UE-33746

Change 3068585 on 2016/07/28 by Richard.TalbotWatkin

	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.

Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt

	Fixed some issues with the selected classes not updating when objects are deselected

Change 3069335 on 2016/07/28 by Jamie.Dale

	Fixed unintended error when trying to load a manifest/archive that didn't exist
	Fixed a warning when trying to load a PO file that didn't exist

Change 3069408 on 2016/07/28 by Alex.Delesky

	#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.

Change 3069878 on 2016/07/29 by Jamie.Dale

	Fixed include casing

	#jira UE-33910

Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt

	PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)

Change 3071813 on 2016/08/01 by Jamie.Dale

	Fixed include casing

	#jira UE-33936

Change 3072043 on 2016/08/01 by Jamie.Dale

	Fixed FText formatting of pre-Gregorian dates

	We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.

	#jira UE-14504

Change 3072066 on 2016/08/01 by Jamie.Dale

	PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)

Change 3072149 on 2016/08/01 by Jamie.Dale

	We no longer use the editor culture when running with -game

Change 3072169 on 2016/08/01 by Richard.TalbotWatkin

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3072221 on 2016/08/01 by Jamie.Dale

	Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor

	#jira UE-33001

Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt

	Added ability to vsync the editor.  Disabled by default.  Set r.VSyncEditor to 1 to enable it.

	Reimplemented this change from the siggraph demo stream

Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt

	Removed unused code as suggested by a pull request

Change 3073750 on 2016/08/02 by Richard.TalbotWatkin

	Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.

Change 3073789 on 2016/08/02 by Jamie.Dale

	Added a way to mark text in text properties as culture invariant

	This allows you to flag properties containing text that doesn't need to be gathered.

	#jira UE-33713

Change 3073825 on 2016/08/02 by Stephan.Jiang

	Material Editor: Highligh all Nodes connect to an input.

	#jira UE-32502

Change 3073947 on 2016/08/02 by Stephan.Jiang

	UMG Project settings to show/hide different classes and categories in Palette view.

	--under Project Settings ->Editor->UMG Editor

Change 3074012 on 2016/08/02 by Stephan.Jiang

	Minor changes and comments for CL: 3073947

Change 3074029 on 2016/08/02 by Jamie.Dale

	Deleting folders in the Content Browser now removes the folder from disk

	#jira UE-24303

Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt

	Added missing stats to track pooled vertex and index buffer cpu memory
	A new slate allocator was added to track memory usage for this case.

Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt

	Renamed a few slate stats for consistency

Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt

	Moved geometry cache asset type to the animation category.  It is not a basic asset type

Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt

	Fix a few padding and sizing issues

Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt

	Settings UI improvements
	* Added the ability to search through all settings at once
	* Settings files which are not checked out are no longer grayed out.  The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly

	-------
	* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class.  This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
	*  Each top level object in a details panel will get their own customization instance.  This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
	*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.

Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt

	Removed FBX scene as a top level option in asset filter menu in the content browser.

Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt

	Mac warning fix

Change 3075603 on 2016/08/03 by Nick.Darnell

	Adding two new plugins to engine, one for editor and one for runtime based testing.  Currently the only consumer of these plugins is going to be the EngineTest project.

Change 3075605 on 2016/08/03 by Nick.Darnell

	Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.

Change 3076084 on 2016/08/03 by Jamie.Dale

	Added basic support for localizing plugins

	You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.

	You need to define the localization targets your plugin uses in its .uplugin file, eg)

		"LocalizationTargets": [
			{
				"Name": "Paper2D",
				"LoadingPolicy": "Always"
			}
		]

	"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.

	"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).

	UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).

	UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.

	#jira UE-4217

Change 3076123 on 2016/08/03 by Stephan.Jiang

	Extend "Select all input nodes" function to general blueprint editor

Change 3077103 on 2016/08/04 by Jamie.Dale

	Added support for underlined text rendering (including with drop-shadows)

	FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.

	FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).

	This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.

Change 3077842 on 2016/08/04 by Jamie.Dale

	Fixed fallout from API changes

Change 3077999 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078000 on 2016/08/04 by Trung.Le

	Categories VREditor-specific UMG widget assets as "VR Editor"
	#jira UE-34134

Change 3078056 on 2016/08/04 by Nick.Darnell

	Build - Fixing a mac compiler warning, reodering constructor initializers.

Change 3078813 on 2016/08/05 by Nick.Darnell

	Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.

Change 3078818 on 2016/08/05 by Nick.Darnell

	Additional rename and cleanup associated with test moving.

Change 3078819 on 2016/08/05 by Nick.Darnell

	Removing the Oculus performance automation test, not running, and was unclaimed.

Change 3078842 on 2016/08/05 by Nick.Darnell

	Continued reorganizing tests.

Change 3078897 on 2016/08/05 by Nick.Darnell

	Additional changes to get some moved tests compiling

Change 3079157 on 2016/08/05 by Nick.Darnell

	Making it possible to browse provider names thorugh the source control module interface.

Change 3079176 on 2016/08/05 by Stephan.Jiang

	Add shortcut Ctrl+Shift+Space to rotate through different viewport options

	#jira UE-34140

Change 3079208 on 2016/08/05 by Stephan.Jiang

	Fix new animation name check in UMG

Change 3079278 on 2016/08/05 by Nick.Darnell

	Fixing the build

Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt

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

Change 3081155 on 2016/08/08 by Nick.Darnell

	Fixing some issues with the editor tests / runtime tests under certain build configs.

Change 3081243 on 2016/08/08 by Stephan.Jiang

	Add gesture in LevelViewport to switch between Top/Bottom...etc.

Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt

	Work around animations not playing in paragon due to bsp rebuilds (UE-34391)

Change 3082254 on 2016/08/09 by Stephan.Jiang

	DragTool_ViewportChange init changes

[CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
Bob Tellez
c747634240 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#rb none
#lockdown Nick.Penwarden

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

Change 3016173 on 2016/06/16 by Lukasz.Furman

	fixed path updates in nested move tasks
	#jira FORT-25742

Change 3015722 on 2016/06/15 by Bob.Tellez

	#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence

	#JIRA OR-14102

Change 3015626 on 2016/06/15 by Bob.Tellez

	#UE4 Experimental fix for hitches involving spinlocks in windows.

	#JIRA FORT-25253

Change 3015473 on 2016/06/15 by Bob.Tellez

	#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.

	#JIRA FORT-25748

Change 3014721 on 2016/06/15 by Bob.Tellez

	#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.

	#JIRA FORT-25689

Change 3014323 on 2016/06/15 by Rob.Cannaday

	When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
	#jira FORT-25407
	#tests front end parties, being kicked from outpost lobby

Change 3013712 on 2016/06/14 by Bob.Tellez

	#UE4 Fix DrawNetDriverDebug crash during map transitions

Change 3013418 on 2016/06/14 by Mark.Satterthwaite

	Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
	#jira FORT-24510

Change 3013394 on 2016/06/14 by Mark.Satterthwaite

	Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
	#jira FORT-24808

Change 3012977 on 2016/06/14 by Fred.Kimberley

	Add a blueprint exposed function to evaluate an attribute from a given base value.

Change 3012755 on 2016/06/14 by Bob.Tellez

	#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe

	#JIRA FORT-113

Change 3011948 on 2016/06/13 by Mark.Satterthwaite

	Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.

Change 3011659 on 2016/06/13 by Bob.Tellez

	#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.

Change 3011647 on 2016/06/13 by Rob.Cannaday

	Fix for multiple account login not kicking previous logins
	Client was not parsing response from backend.  Client was expecting content-type to be "application/json" (using FString::Equals).  Backend was returning "application/json;charset=UTF-8".  Changed usage from FString::Equals to FString::StartsWith
	#jira FORT-25452
	#tests multiple account login, frontend only

Change 3011436 on 2016/06/13 by Nick.Cooper

	#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation

	#jira FORT-23606

Change 3010411 on 2016/06/12 by Bob.Tellez

	#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.

	#jira FORT-113, FORT-22222

Change 3009885 on 2016/06/10 by Billy.Bramer

	#jira FORT-25361
	[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
	- Fix some resultant bugs from swapping attributes to be struct-based:
	   - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
	   - Fix issue where subsequent changes to the aggregator's base value on the client would be lost

Change 3009514 on 2016/06/10 by Bob.Tellez

	#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.

Change 3009197 on 2016/06/10 by Michael.Trepka

	Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway

Change 3008392 on 2016/06/09 by Ben.Zeigler

	#jira FORT-25244
	Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.

Change 3008106 on 2016/06/09 by Lukasz.Furman

	fixed cutting corners near navmesh obstacles in detour crowd's string pulling
	#jira FORT-24981

Change 3008039 on 2016/06/09 by Bob.Tellez

	#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.

Change 3007864 on 2016/06/09 by Fred.Kimberley

	Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.

Change 3007682 on 2016/06/09 by Michael.Trepka

	Re-enabled reverb on Mac

Change 3006971 on 2016/06/08 by Saul.Abreu

	#fortnite
	#jira FORT-25169
	Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.

Change 3006933 on 2016/06/08 by Chris.Gagnon

	Fixed up all the Power levle widget use cases.

	#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924

Change 3006633 on 2016/06/08 by Dmitry.Rekman

	Linux: propagate ensure message to the CR (FORT-23030).

	- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.

	#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
	#jira FORT-23030

Change 3006036 on 2016/06/08 by Rob.Cannaday

	Remove warning about missing "recentplayers" field.  The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
	#jira FORT-18687

Change 3005216 on 2016/06/07 by Bob.Tellez

	#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.

Change 3004857 on 2016/06/07 by Rob.Cannaday

	Fix for incorrect reason displayed for inability to join party
	#jira FORT-13517

Change 3004811 on 2016/06/07 by Michael.Trepka

	Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.

Change 3004553 on 2016/06/07 by Lukasz.Furman

	fixed AnySpawners activating before navmesh unlock & rebuild
	#jira FORT-25067

Change 3004083 on 2016/06/07 by Bob.Tellez

	#UE4 Fixing GenerateApplicationPath for monolithic games.

Change 3003457 on 2016/06/06 by Bob.Tellez

	#UE4 Add a little info to a warning about failing to load a file for streaming.

Change 3003256 on 2016/06/06 by Bob.Tellez

	#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac

Change 3003146 on 2016/06/06 by jonathan.lindquist

	switching from a ceil and lerp technique to an if statement to provide better transform results.

Change 3002048 on 2016/06/06 by Daniel.Broder

	Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.

	This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.

	#RB Stephan.Delmer

	#CodeReview Bob.Tellez

	#UE4 #ReleaseNote

Change 3001315 on 2016/06/05 by Daniel.Broder

	Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated().  That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.

	#RB Stephan.Delmer

	Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it.  If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).

	#CodeReview Ori.Cohen

	#UE4 #Fortnite #BugFix

Change 3001001 on 2016/06/04 by Fred.Kimberley

	Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.

	Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.

Change 3000613 on 2016/06/03 by Sam.Spiro

	#fort online 24747
	Take change from SamZ to get connection change delegates firing correctly
	Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)

	#RB Ben.Zeigler

Change 3000482 on 2016/06/03 by Rob.Cannaday

	Fix problem where newly added friends don't recognize party invitations
	#jira FORT-19415

	From CL 2953432:
	Ignore presence updates for local user with different resources
	#jira OR-19929
	#tests front end party invites

Change 2998044 on 2016/06/02 by Lukasz.Furman

	fixed path box intersection test used to verify if hotspot is still required for updated path
	#jira FORT-24422

Change 2997948 on 2016/06/02 by Eric.Newman

	Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria.  Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing

Change 2997660 on 2016/06/02 by Chris.Wood

	Changed Linux server crash handler to force CRC log paths to match main engine log.
	[UE-30259] - Some server crashes are missing from crashreporter database

	Should allow us to have CRC logs uploaded to S3 along with main logs easily.

Change 2996702 on 2016/06/01 by Bob.Tellez

	#UE4 You can now use Edit Asset on Level assets in the reference viewer.

Change 2996683 on 2016/06/01 by Tim.Tillotson

	#fortnite
	Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
	#JIRA FORT-23833

Change 2996548 on 2016/06/01 by Bob.Tellez

	#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.

Change 2996322 on 2016/06/01 by Bob.Tellez

	#UE4 Fix for specifying more than one ini override on the command line

Change 2996306 on 2016/06/01 by Bob.Tellez

	#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.

Change 2995634 on 2016/06/01 by Jonathan.Lindquist

	imrpoving the wind magnitude and noise texture

Change 2995249 on 2016/05/31 by Bob.Tellez

	#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.

Change 2992135 on 2016/05/26 by Bob.Tellez

	#UE4 extern for GuardedMain in LaunchLinux to fix nonunity

Change 2991912 on 2016/05/26 by jonathan.lindquist

	moved a texture sample into a new grouping

Change 2991738 on 2016/05/26 by Bob.Tellez

	#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.

Change 2991449 on 2016/05/26 by Lukasz.Furman

	AI Ftests will now delay spawning until navmesh is ready
	#fortnite

Change 2990705 on 2016/05/25 by Chris.Gagnon

	New stats panel, upon stat changes there is a delta pop up.
	New Squads Tab.
	Navigation from nodes to squad slots working.

	Added GetAnimationCurrentTime() to UMG Animation API.

	#RB Fred.Kimberley, Saul.Abreu

Change 2990286 on 2016/05/25 by Bob.Tellez

	#UE4 Fix logging error regarding max tag container replication size

Change 2990285 on 2016/05/25 by Bob.Tellez

	#UE4 Fix for crash when using "ShowDebug Game" client side

Change 2989977 on 2016/05/25 by Lukasz.Furman

	auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
	#fortnite

Change 2989174 on 2016/05/24 by Bob.Tellez

	#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.

Change 2988571 on 2016/05/24 by Jonathan.Lindquist

	submitting a fix for grass-like hierarchy layouts

Change 2985428 on 2016/05/20 by Bob.Tellez

	Experimenting with making UGS CIS not rebuild UBT when incremental building.

Change 2985319 on 2016/05/20 by Bob.Tellez

	#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.

Change 2985258 on 2016/05/20 by Billy.Bramer

	- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute

Change 2985157 on 2016/05/20 by Bob.Tellez

	Experimenting with non-unity CIS

Change 2984664 on 2016/05/19 by Bob.Tellez

	#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.

Change 2984663 on 2016/05/19 by Bob.Tellez

	#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.

Change 2984613 on 2016/05/19 by Bob.Tellez

	#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.

Change 2984508 on 2016/05/19 by Billy.Bramer

	- Add constructors for the new struct based attribute

Change 2983883 on 2016/05/19 by Lukasz.Furman

	disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
	#ue4

Change 2983770 on 2016/05/19 by Bob.Tellez

	#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.

	#JIRA FORT-24303

Change 2982306 on 2016/05/18 by Bob.Tellez

	Also experimenting with not updating version files in UGS CIS.

Change 2982154 on 2016/05/18 by Lukasz.Furman

	changed navwalking geometry conforming to use building prop special case
	#jira FORT-24215

Change 2982019 on 2016/05/18 by Bob.Tellez

	Trying out incremental CIS builds

Change 2981192 on 2016/05/17 by Bob.Tellez

	#UE4 No longer staging movie files for dedicated server builds.

Change 2981023 on 2016/05/17 by Lukasz.Furman

	added new mode for NavWalking geometry conforming: prefer height closer to current one
	this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars

Change 2980578 on 2016/05/17 by Lukasz.Furman

	added option for disabling path replan in crowd manager, turned it off in fortnite
	this must be handled through path update events and corridor assignment or else hotspot detection will break
	#jira FORT-24116

Change 2980364 on 2016/05/17 by Lukasz.Furman

	unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
	#jira FORT-24045

Change 2980360 on 2016/05/17 by Lukasz.Furman

	more detailed logs for using custom navlinks
	#jira FORT-23990

Change 2979880 on 2016/05/16 by Bob.Tellez

	#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.

Change 2979522 on 2016/05/16 by Saul.Abreu

	#fortnite
	Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.

Change 2977690 on 2016/05/13 by Daniel.Broder

	Made most FBox functions FORCEINLINE to improve DebugGame performance.

	#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.

	#CodeReview Bob.Tellez

	#UE4 #ReleaseNotes

Change 2977517 on 2016/05/13 by Daniel.Broder

	Added ForceInline to TIndexedContainerIterator<...>::operator!=(...).  This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!

	#CodeReview Bob.Tellez

	#Fortnite Wind perf improvement in DebugGame builds.

	#UE4 #ReleaseNote

Change 2974910 on 2016/05/11 by Bob.Tellez

	#UE4 More graceful handling of export class names in string asset references.

Change 2974095 on 2016/05/11 by Bob.Tellez

	#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.

Change 2973663 on 2016/05/11 by John.Abercrombie

	[implemented by Ben.Marsh]

	UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:

		<BuildConfiguration>
			<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
		</BuildConfiguration>

Change 2972603 on 2016/05/10 by Saad.Nader

	#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.

Change 2971741 on 2016/05/09 by Bob.Tellez

	#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.

Change 2969838 on 2016/05/06 by Bob.Tellez

	#Fortnite Added FN PS4 to build scripts

Change 2969542 on 2016/05/06 by Bob.Tellez

	#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.

	#JIRA FORT-23754

Change 2969520 on 2016/05/06 by Billy.Bramer

	- Fix missing virtual destructor now that the initter struct has virtual members

Change 2969467 on 2016/05/06 by Billy.Bramer

	- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
	- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
	- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
	- Fix typos in the initter
	- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
	- Allow attribute init data to come from several curve tables instead of just one
	- Remove reimport bindings from attribute metadata and global curve table, as neither was in use

Change 2969279 on 2016/05/06 by John.Abercrombie

	Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused

Change 2966311 on 2016/05/04 by Rob.Cannaday

	Fix PS4 Orion players being able to whisper chat with non-Orion players
	#jira OR-20626
	#tests chat with launcher, fortnite
	(From //Orion/Dev-General CL 2963555)

Change 2966255 on 2016/05/04 by Bob.Tellez

	#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.

	#JIRA FORT-23604

Change 2966083 on 2016/05/04 by Bob.Tellez

	#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.

Change 2965669 on 2016/05/04 by Nicholas.Davies

	Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
	#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
	#RB Antony.Carter

Change 2965316 on 2016/05/03 by Ben.Zeigler

	#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
	Manual merge of CL #2907874:
	When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
	This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
	The fix is to add the request to the list when it is cancelled if we did not find it.

Change 2965164 on 2016/05/03 by Bob.Tellez

	#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!

Change 2963754 on 2016/05/02 by Billy.Bramer

	- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
	- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)

Change 2962922 on 2016/05/02 by Lukasz.Furman

	fixed gameplay debugger in "simulate in editor" mode

Change 2959860 on 2016/04/28 by David.Nikdel

	#OGF #McpProfile
	- Add Profile Write Lock support to client API
	NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
	NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
	#CodeReview: Ben.Zeigler

Change 2959810 on 2016/04/28 by Jonathan.Lindquist

	A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)

Change 2959336 on 2016/04/28 by Bob.Tellez

	#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)

Change 2958942 on 2016/04/28 by Jonathan.Lindquist

	Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes

Change 2958644 on 2016/04/27 by Jonathan.Lindquist

	lowering default recursive steps

Change 2956612 on 2016/04/26 by Jonathan.Lindquist

	A few new saftey measures

Change 2956197 on 2016/04/26 by Fred.Kimberley

	Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.

	Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.

Change 2955386 on 2016/04/25 by Jonathan.Lindquist

	Fixed a ui bug related to the first time path geo generator is run
	Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.

Change 2955230 on 2016/04/25 by Billy.Bramer

	- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes

Change 2954899 on 2016/04/25 by Fred.Kimberley

	Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.

Change 2953511 on 2016/04/22 by Bob.Tellez

	#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.

Change 2953496 on 2016/04/22 by Chris.Gagnon

	When the console closes it now properly restores the viewports input state (both focus and capture).

Change 2952930 on 2016/04/22 by Lukasz.Furman

	fixed behavior tree getting stuck on instantly finished gameplay tasks
	#jira FORT-23041

Change 2951765 on 2016/04/21 by John.Abercrombie

	Removed unused code when initializing attribute sets

Change 2951617 on 2016/04/21 by Jonathan.Lindquist

	new elements to the grass shader to include wind influence

	also adding a test model

	and the latest version of canopy creator

Change 2950861 on 2016/04/21 by Jonathan.Lindquist

	Submitting a new material for grass so that it may react to the wind
	New wind test maps
	Functions to support global wind
	a new "fuzzy" mat functions
	Adding wind to the rift portals

Change 2950725 on 2016/04/20 by Bob.Tellez

	Fixups for non NewEC in GetLastSucceededCL

Change 2950695 on 2016/04/20 by Bob.Tellez

	Adding a small helper function to get the last succeeded CL of a given node.

Change 2950616 on 2016/04/20 by Maury.Mountain

	hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots

Change 2950207 on 2016/04/20 by Bob.Tellez

	#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.

Change 2950162 on 2016/04/20 by Lukasz.Furman

	fixed processing of repath requests, added infinite loop protection
	#jira FORT-23090

Change 2949974 on 2016/04/20 by Lukasz.Furman

	another batch of fixes for hotspot tasks getting out of sync:
	abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed

Change 2949923 on 2016/04/20 by Rob.Cannaday

	FOnlineIdentityMcp:  Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
	#tests PIE start game / shutdown

Change 2949210 on 2016/04/19 by Bob.Tellez

	#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.

	#JIRA FORT-23024

Change 2947381 on 2016/04/18 by Rob.Cannaday

	Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
	#jira FORT-22861
	#tests front end partying

Change 2945301 on 2016/04/15 by Michael.Trepka

	Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind

Change 2944422 on 2016/04/14 by Michael.Trepka

	Fixed Mono compile errors in UAT

Change 2944375 on 2016/04/14 by Fred.Kimberley

	Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.

Change 2944040 on 2016/04/14 by Michael.Trepka

	Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick

Change 2943864 on 2016/04/14 by Lukasz.Furman

	fixed initialization order of gameplay debugger replicators on client
	#jira FORT-22885

Change 2943228 on 2016/04/13 by Bob.Tellez

	#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.

Change 2942303 on 2016/04/13 by Daniel.Broder

	Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.

	#RB Bob.Tellez

	#UE4

Change 2941919 on 2016/04/13 by Jonathan.Lindquist

	Adding a new maxscript that allows artists to procedurally generate trees.

Change 2941816 on 2016/04/13 by Saul.Abreu

	Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.

Change 2941752 on 2016/04/12 by jonathan.lindquist

	adding a new function to optimize trees and fix a few issues

Change 2941519 on 2016/04/12 by Jonathan.Lindquist

	submitting a new warning regarding file unit types

Change 2940980 on 2016/04/12 by John.Abercrombie

	Turned Graphs off by default in the Visual Logger

Change 2940134 on 2016/04/11 by Billy.Bramer

	- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
	- Change row struct combo box on the data table importer to be sorted alphabetically

Change 2938828 on 2016/04/08 by David.Hunt

	#FN || Economy Rebuild
	Updating several code references to items and item paths that no longer exist, with Bob's help.

	This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.

	#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello

Change 2938675 on 2016/04/08 by Lukasz.Furman

	fixed gameplay debugger displaying paths of killed pawns
	#fortnite

Change 2938426 on 2016/04/08 by Rob.Cannaday

	Implement new command line party invitation format into Fortnite
	#jira FORT-22685
	#tests launch with command line party invite
	Integrate CLs 2908339 and 2917498 from Orion

Change 2938367 on 2016/04/08 by Billy.Bramer

	- Mark the reimport data table factory with UNREALED_API for external use
	- Change CSVImportFactory to respect the class of existing data being reimported upon

Change 2937319 on 2016/04/07 by Lukasz.Furman

	improved gameplay task info in gameplay debugger tool

Change 2937178 on 2016/04/07 by Lukasz.Furman

	fixed aborting undermine tasks when player becomes reachable
	#jira FORT-22240, FORT-22077

Change 2937166 on 2016/04/07 by Saul.Abreu

	Fixed redundant typename in TPair that was causing clang compilation errors.

Change 2937093 on 2016/04/07 by Saul.Abreu

	#fortnite
	Made ElementSetType protected again in the Map family.

Change 2937044 on 2016/04/07 by Saul.Abreu

	Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.

Change 2936940 on 2016/04/07 by Bob.Tellez

	#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.

Change 2936696 on 2016/04/07 by Bob.Tellez

	#UE4 Blueprint names are once again part of Blueprint compile log messages.

Change 2936572 on 2016/04/07 by Lukasz.Furman

	added more debug logs for tracking rare NaN error in player movement
	#jira FORT-19426

Change 2934892 on 2016/04/06 by Lukasz.Furman

	fixed updating hotspot information after all tasks instigated by it are finished
	#jira FORT-22515

Change 2933664 on 2016/04/05 by Michael.Trepka

	Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished

Change 2933554 on 2016/04/05 by Lukasz.Furman

	fixed taker's portal move (priorities of gameplay tasks spawned by path following)
	#jira FORT-22482

Change 2933343 on 2016/04/05 by John.Abercrombie

	Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
	- AnimInstance can be used through an accessor

Change 2933300 on 2016/04/05 by Lukasz.Furman

	fixed number of spawned AI in FTests using PreSpawnDelay
	#fortnite

Change 2933171 on 2016/04/05 by Lukasz.Furman

	added PreSpawnDelay param to function test spawn sets
	#fortnite

Change 2931072 on 2016/04/01 by Lukasz.Furman

	changed pawn actions to gameplay tasks
	#jira FORT-21314

Change 2930987 on 2016/04/01 by Billy.Bramer

	- Add method to data table to get all rows as a type
	- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
	- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"

Change 2929651 on 2016/03/31 by Nick.Cooper

	#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress

	#jira FORT-21330
	#RB ben.zeigler

Change 2929360 on 2016/03/31 by Daniel.Broder

	Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.

	Thanks to Bob for what I needed to check to early-out and avoid the crash.

	#RB Bob.Tellez

	#UE4

Change 2928845 on 2016/03/31 by Nicholas.Davies

	Add fix for chat text not clearing
	#jira FORT-22049 Textbox does not clear when text is sent through chat

Change 2928574 on 2016/03/30 by Ben.Zeigler

	Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect

Change 2928572 on 2016/03/30 by Ben.Zeigler

	#Jira FORT-20763
	Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load

Change 2928436 on 2016/03/30 by Bob.Tellez

	#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.

Change 2928372 on 2016/03/30 by Bob.Tellez

	#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.

Change 2926805 on 2016/03/29 by Bob.Tellez

	#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.

Change 2926752 on 2016/03/29 by Bob.Tellez

	#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.

Change 2926189 on 2016/03/29 by Rob.Cannaday

	Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
	#jira FORT-18947
	#jira OR-17695
	#tests golden path

Change 2924921 on 2016/03/28 by Lukasz.Furman

	removed log message showing as navmesh generation error when it skips over degenerated poly
	#fortnite

Change 2924843 on 2016/03/28 by Lukasz.Furman

	added more debug logs for navmesh's failed triangulate()
	#jira FORT-22186

Change 2924719 on 2016/03/28 by Lukasz.Furman

	fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
	#jira FORT-22132

Change 2921698 on 2016/03/24 by Lukasz.Furman

	fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
	#fortnite

Change 2920395 on 2016/03/23 by Bob.Tellez

	#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.

Change 2920343 on 2016/03/23 by Ben.Zeigler

	In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
	#RB josh.markiewicz

Change 2920310 on 2016/03/23 by Bob.Tellez

	#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init

Change 2920254 on 2016/03/23 by Aaron.McLeran

	FORT-22090 Re-disabling reverb.

	Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037

Change 2920249 on 2016/03/23 by Rob.Cannaday

	Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
	Don't trigger "member left" type events if we are leaving the party
	#jira FORT-20422
	#jira FORT-21726

Change 2920178 on 2016/03/23 by Bob.Tellez

	#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.

Change 2919858 on 2016/03/23 by Bob.Tellez

	#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.

Change 2919775 on 2016/03/23 by Bob.Tellez

	#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.

Change 2919233 on 2016/03/22 by Bob.Tellez

	#UE4 Removing a warning that is pretty chatty in our cooked logs.

Change 2919125 on 2016/03/22 by Bob.Tellez

	#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.

Change 2918831 on 2016/03/22 by Bob.Tellez

	#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.

	#JIRA FORT-22054

Change 2917722 on 2016/03/21 by Ben.Zeigler

	Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
	Resave assets that directly referenced FortniteServer

Change 2917588 on 2016/03/21 by Bob.Tellez

	#UE4 Fixed shadow variable that I introduced

Change 2914169 on 2016/03/17 by Ben.Zeigler

	Disable extra logging that was added to track down Auth issues, they look to be resolved

Change 2912626 on 2016/03/16 by Bob.Tellez

	#UE4 Success messages should not be warnings.

Change 2911171 on 2016/03/15 by Bob.Tellez

	#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading

Change 2911170 on 2016/03/15 by Billy.Bramer

	#jira [FORT-6139]
	Trap models persist after destroying supporting structure in Outpost
	- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
	- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs

Change 2911009 on 2016/03/15 by Bob.Tellez

	#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.

	#JIRA FORT-21605

Change 2910295 on 2016/03/15 by Bob.Tellez

	#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.

Change 2909324 on 2016/03/14 by Bob.Tellez

	#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.

Change 2905920 on 2016/03/11 by Lukasz.Furman

	fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
	#fortnite

Change 2905612 on 2016/03/11 by Bob.Tellez

	#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.

[CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -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
Marc Audy
af581ecffc Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815)
#lockdown Nick.Penwarden

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

Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2965743 on 2016/05/04 by Tom.Looman

	Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA

Change 2965744 on 2016/05/04 by Marc.Audy

	VS2015 Shadow Variable fixes

Change 2965813 on 2016/05/04 by Tom.Looman

	Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early.

	UE-27529 #rb MarcA

Change 2966564 on 2016/05/04 by Marc.Audy

	VS2015 shadow variable fixes

Change 2967244 on 2016/05/05 by Jon.Nabozny

	Remove UPROPERTY from members that don't require serialization and aren't user editable.
	#JIRA UE-30155

Change 2967377 on 2016/05/05 by Lukasz.Furman

	fixed processing of AIMessages when new message appears during notify loop
	#ue4

Change 2967437 on 2016/05/05 by Marc.Audy

	Add a static One to TBigInt
	Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp
	Part of fixing shadow variables for VS2015

Change 2967465 on 2016/05/05 by Marc.Audy

	Fix VS2015 shadow variables fixes

Change 2967552 on 2016/05/05 by Marc.Audy

	Fix compile error in DocumentationCode

Change 2967556 on 2016/05/05 by Marc.Audy

	Enable shadow variable warnings in 2015

Change 2967836 on 2016/05/05 by Marc.Audy

	Another DocumentationCode project fix

Change 2967941 on 2016/05/05 by Marc.Audy

	Make bShowHUD not config
	Expose HUD properties to blueprints
	Cleanup stale entries in BaseGame.ini
	Deprecate unnecessary colors in AHUD in favor of using FColor statics
	#jira UE-30045

Change 2969008 on 2016/05/06 by Marc.Audy

	VS2015 Shadow Variable fixes found by CIS

Change 2969315 on 2016/05/06 by John.Abercrombie

	Duplicating CL 2969279 from //Fortnite/Main/

	Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused

	--------
	Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40.

Change 2969611 on 2016/05/06 by Marc.Audy

	Default bShowHUD to true

Change 2971041 on 2016/05/09 by Marc.Audy

	Add Get/Set Actor/Component TickInterval functions and expose to blueprints

Change 2971072 on 2016/05/09 by Marc.Audy

	Fix VS2015 shadow variables warnings

Change 2971629 on 2016/05/09 by Marc.Audy

	PR#1981 (contributed by EverNewJoy)
	CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController
	DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint
	#jira UE-25901

Change 2971632 on 2016/05/09 by Marc.Audy

	Missed file from CL# 2971629

[CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
Marc Audy
67e3197eff Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden

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

Change 2945310 on 2016/04/15 by Jon.Nabozny

	Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
	#JIRA UE-29368

Change 2945490 on 2016/04/15 by Jon.Nabozny

	Remove extraneous changes introduced in CL-2945310.

Change 2946706 on 2016/04/18 by James.Golding

	Checkin of slice test assets

Change 2947895 on 2016/04/19 by Benn.Gallagher

	PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
	#jira UE-29567

Change 2947944 on 2016/04/19 by Benn.Gallagher

	Fixed a few extra needless bone container copies

Change 2948279 on 2016/04/19 by Marc.Audy

	Add well defined Map and Set Property names

Change 2948280 on 2016/04/19 by Marc.Audy

	Properly name parameters

Change 2948792 on 2016/04/19 by Marc.Audy

	Remove unused ini class name settings

Change 2948917 on 2016/04/19 by Aaron.McLeran

	UE-29654 FadeIn invalidates Audio Components in 4.11

Change 2949567 on 2016/04/20 by James.Golding

	- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
	- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
	- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
	- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
	- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function

Change 2950482 on 2016/04/20 by Aaron.McLeran

	FORT-22973  SoundMix Fade Time not fading audio properly

	- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.

Change 2951102 on 2016/04/21 by Thomas.Sarkanen

	Un-deprecated blueprint functions for attachment/detachment

	Renamed functions to <FuncName> (Deprecated).
	Hid functions in the BP context menu so new ones cant be added.

	#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.

Change 2951173 on 2016/04/21 by James.Golding

	Fix cap geom generation when more than one polygon is generated
	Fix CIS warning in KismetProceduralMeshLibrary.cpp

Change 2951334 on 2016/04/21 by Osman.Tsjardiwal

	Add CapMaterial param to SliceProceduralMesh util

Change 2951528 on 2016/04/21 by Marc.Audy

	Fix spelling errors in comments

Change 2952933 on 2016/04/22 by Lukasz.Furman

	fixed behavior tree getting stuck on instantly finished gameplay tasks
	copy of CL# 2952930

Change 2953948 on 2016/04/24 by James.Golding

	Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)

Change 2954558 on 2016/04/25 by Marc.Audy

	Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
	#jira UE-29038

Change 2954865 on 2016/04/25 by Aaron.McLeran

	UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.

Change 2955009 on 2016/04/25 by Zak.Middleton

	#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.

Change 2955878 on 2016/04/26 by Benn.Gallagher

	[Epic Friday] - Added spherical constraints to anim dynamics

Change 2956380 on 2016/04/26 by Lina.Halper

	PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)

Change 2956383 on 2016/04/26 by Lina.Halper

	Fixed to match coding standard

Change 2957866 on 2016/04/27 by Zak.Middleton

	#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.

	- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.

	- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.

	#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.

Change 2957953 on 2016/04/27 by Aaron.McLeran

	UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.

Change 2958011 on 2016/04/27 by Jon.Nabozny

	CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
	#JIRA UE-29525

Change 2958321 on 2016/04/27 by Lukasz.Furman

	path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests

Change 2959506 on 2016/04/28 by Aaron.McLeran

	PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)

Change 2959686 on 2016/04/28 by Marc.Audy

	Correctly handle multiple viewpoints when significance is being sorted descending

Change 2959773 on 2016/04/28 by Marc.Audy

	Fix shadowing warning

Change 2959785 on 2016/04/28 by Aaron.McLeran

	UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances

Change 2960852 on 2016/04/29 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738

Change 2960946 on 2016/04/29 by Marc.Audy

	Fix post merge compile error

Change 2962501 on 2016/05/02 by Marc.Audy

	Remove interim GetMutableAttach accessors and use the variables directly now that they are private

Change 2962535 on 2016/05/02 by Marc.Audy

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

Change 2962578 on 2016/05/02 by Marc.Audy

	Switch ObjectGraphMove to using UserFlags instead of custom move data

Change 2962651 on 2016/05/02 by Marc.Audy

	VS2015 shadow variable fixes

Change 2962662 on 2016/05/02 by Lukasz.Furman

	deprecated old implementation of gameplay debugger
	#jira UE-30011

Change 2962919 on 2016/05/02 by Marc.Audy

	VS2015 shadow variable fixes

Change 2963475 on 2016/05/02 by Mieszko.Zielinski

	Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4

	#jira UE-30176

Change 2964098 on 2016/05/03 by Marc.Audy

	Spelling fix

Change 2964099 on 2016/05/03 by Marc.Audy

	VS2015 shadow variable fixes

Change 2964156 on 2016/05/03 by Marc.Audy

	VS2015 shadow variable fixes

Change 2964272 on 2016/05/03 by Marc.Audy

	VS2015 Shadow Variable fixes

Change 2964395 on 2016/05/03 by Marc.Audy

	VS2015 Shadow Variable Fixes

Change 2964460 on 2016/05/03 by Marc.Audy

	Reschedule coolingdown tick functions during pause frames.
	#jira UE-30221

Change 2964666 on 2016/05/03 by Marc.Audy

	Fix shipping compile error

[CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
Unrealbot
3f463d80d4 Branch snapshot for CL 2959226
[CL 2959226 in Main branch]
2016-04-28 13:50:05 -04:00
Matthew Griffin
20be235fa6 Merging //UE4/Release-4.11 to //UE4/Main (Up to 2874930)
#lockdown Nick.Penwarden

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

Change 2868448 on 2016/02/16 by Mark.Satterthwaite

	Bring MetalRHI & MetalShaderFormat mostly up to Dev-Platform CL #2867146 to address JIRA UE-26181 and as the first part of addressing JIRA UE-23208. Only CL #2854142 has been omitted for compatibility with the 4.11 branch.
	#jira UE-26181

Change 2868454 on 2016/02/16 by Mark.Satterthwaite

	Shader changes necessary to properly fix Mobile Preview under Mac Metal (JIRA UE-23208) - Mac ES 3.1 doesn't support framebuffer fetch & is in fact a Mobile Emulation shader platform.
	#jira UE-23208

Change 2868650 on 2016/02/16 by Matthew.Griffin

	Allow Developer modules to be pre-compiled when the target is editor.
	#jira UE-26802

Change 2868859 on 2016/02/16 by Nick.Whiting

	Merging StereoPanorama fixes from Main to Release-4.11 (CL 2811839)

	#jira UE-25066

Change 2868927 on 2016/02/16 by Mieszko.Zielinski

	Fixed some regular-use crashes in LogVisualizer #UE4

	#rb Lukasz.Furman
	#jira UE-27003

Change 2868994 on 2016/02/16 by Lina.Halper

	Fix refresh UI issue with remove joint

	#jira : UE-26529
	#rb: Martin.Wilson

Change 2868996 on 2016/02/16 by Lina.Halper

	Fix node stop working when negative value of LODThreshold

	#jira: UE-26828
	#rb:Martin.Wilson

Change 2868998 on 2016/02/16 by Lina.Halper

	Fix with crash when invalid index has entered

	#jira : UE-26715
	#rb : Martin.Wilson

Change 2869003 on 2016/02/16 by Ori.Cohen

	- Fix thread safety issue when cloth child collision or environment collision is used.
	- Fix cloth bounds growing when stale transform data is used.

	#JIRA OR-14990
	#rb James.Golding

Change 2869109 on 2016/02/16 by mason.seay

	Updated test assets for Restitution testing

	#jira UE-24473

Change 2869223 on 2016/02/16 by Taizyd.Korambayil

	#jira UE-19083 Disabled LOD on SkySphere BP

Change 2869558 on 2016/02/16 by Dan.Oconnor

	Conservative fix for crash that occurs when adding a weak object ptr to an array of object ptrs in a blueprint
	#jira UE-25893

Change 2869891 on 2016/02/17 by Thomas.Sarkanen

	Fix crash when re-compiling anim BPs that are dependencies of 'parent' Blueprints

	Force a re-initialzation of nodes when initializing the whole anim instance. The bInitialized flag was intended as a runtime optimization - we assume our function will not change for the lifetime of the UAnimInstance. While parts of the graph will be re-initialized we dont need to re-acquire our UFunction ptrs (etc.) unless the whole instance is getting re-initialized.

	#rb Martin.Wilson
	#jira UE-26642 - Switch Skeletal Mesh node crashes the editor if the blueprint is compiled.

Change 2869956 on 2016/02/17 by Tim.Hobson

	#Jira UE-26550 - Added three new icons for Arrow, Locked, and Unlocked per request from IanS.

Change 2869965 on 2016/02/17 by Gareth.Martin

	Fix check() being hit when loading KiteDemo x1_y1 (and other old foliage maps)
	#jira UE-26930

Change 2870007 on 2016/02/17 by Richard.TalbotWatkin

	Merging from //UE4/Dev-Editor CL 2867609

	Fixed auto-generation of unique object/package names when duplicating, so they generate the same names if they the source object was named the same as its package.
	#jira UE-25769 - Crash when Copy+Pasting numbered umaps in the content browser
	#RB Bob.Tellez

Change 2870072 on 2016/02/17 by Michael.Schoell

	Level Blueprints will no longer preload newly created Blueprints that they reference when they are reloaded.

	#jira UE-23637 - Use of Blueprint delegate in sub-level script causes errors on startup

Change 2870087 on 2016/02/17 by Matthew.Griffin

	Removed Android and IOS from list of platforms to build only for UnrealMatch3, so that they can be cooked and packaged correctly.

Change 2870141 on 2016/02/17 by mason.seay

	Test content for Copy Pose From Mesh

	#jira UE-24473

Change 2870195 on 2016/02/17 by Mieszko.Zielinski

	PR #2052: Added missing Super::BeginPlay() (Contributed by Skylonxe)

	#jira UE-26915

Change 2870325 on 2016/02/17 by Steve.Robb

[CL 2882948 by Matthew Griffin in Main branch]
2016-02-26 05:49:37 -05:00
Marc Audy
4c41590c3d Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2869215 on 2016/02/16 by Marc.Audy

	Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior
	#rb Bruce.Nesbit
	#jira UE-26417

Change 2869404 on 2016/02/16 by Ori.Cohen

	Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood.

	#rb Lina.Halper

Change 2870062 on 2016/02/17 by Jurre.deBaare

	Name parameter driven by bone controller
	#JIRA UE-25997
	#rb Thomas.Sarkanen

Change 2870280 on 2016/02/17 by Mieszko.Zielinski

	Vis log category handling fixes #UE4

	Also, a minor cleanup

	#rb Lukasz.Furman

Change 2871729 on 2016/02/18 by James.Golding

	UE-26663 Fix 'LOD For Collision' display name
	#rb thomas.sarkanen

Change 2871730 on 2016/02/18 by James.Golding

	UE-26580 Make ECollisionEnabled a BlueprintType
	UE-25373 Add a MakeHitResult node
	#rb thomas.sarkanen

Change 2871732 on 2016/02/18 by James.Golding

	UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API.
	#rb ori.cohen

Change 2872022 on 2016/02/18 by Lukasz.Furman

	gameplay debugger refactor
	#ue4

Change 2872082 on 2016/02/18 by Lukasz.Furman

	enabled old gameplay debugger as default one for now
	it will be deprecated with next version after testing in game projects
	#ue4

Change 2872390 on 2016/02/18 by Aaron.McLeran

	OR-15041 (CPU) Hitches due to audio decompression on Windows

	1) Moving ogg-vorbis file info parsing into a worker thread
	 - stat dumphitches now shows the vorbis stuff totally gone

	2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback

	#rb marc.audy

Change 2872418 on 2016/02/18 by Mieszko.Zielinski

	Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4

	#rb Lukasz.Furman

Change 2872446 on 2016/02/18 by Aaron.McLeran

	Using cached value of ActualVolume in GetVolumeWeightedPriority

Change 2872770 on 2016/02/18 by Aaron.McLeran

	QAGame testing content for audio testing.

	Going to create a folder with specific sub-system testing maps for audio

Change 2873733 on 2016/02/19 by Jurre.deBaare

	- HLOD generated assets are now saved into a separate package instead of inside of the level asset
	#rb Ori.Cohen

Change 2873828 on 2016/02/19 by Ori.Cohen

	Distributions that bake out no longer load in cooked build.

	#JIRA UE-27126
	#rb Olaf.Piesche, Nick.Penwarden

Change 2874623 on 2016/02/19 by Aaron.McLeran

	UE-27131 Support for changing sound class volumes dynamically

	- new BP function to override a sound mix sound class adjuster
	- cleanup of AudioDevice.h and AudioDevice.cpp
	   - removing unnecessarily forward declares on various types
	   - removing unnecessary spaces and (void) params, etc

Change 2874922 on 2016/02/20 by Mieszko.Zielinski

	Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4

	#jira OR-15292
	#rb none

Change 2875838 on 2016/02/22 by Benn.Gallagher

[CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
Max Chen
39a92c1fa2 Copying //UE4/Dev-Sequencer to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2859626 on 2016/02/08 by Max.Preussner

	Editor: Added SaveAs functionality to content asset editors

Change 2859666 on 2016/02/08 by Max.Chen

	Sequencer: Fix crash in CheckForWorldGCLeaks when loading a new map because spawnables are left behind.

	#jira  UE-25616

Change 2859685 on 2016/02/08 by Max.Chen

	Sequencer: Add prompt to save sub level sequences if they are dirty

	#jira UE-26510

Change 2859715 on 2016/02/08 by Thomas.Sarkanen

	Adding actor spawning recording

	Actors are queued for record on spawn then added to the list like manually-specifed ones.
	Changed almost everything about UActorRecording. We now record on a per-component basis, with property tracks encapsulated in each actor recording. Much effort is expended to make sure that the correct components are owned by their respective actors, as we can add and remove components at runtime, but they must be created up-front in the UMovieScene Blueprints. We go as far as to add our own SCS nodes to make sure components are correctly spawned.
	Fixed infinite loop in FSequencer::AddSpawnable.
	Fixed visibility track instance to work with scene components as well as actors.
	Fixed particle track instance to work on UParticleSystemComponent rather than just AEmitters.
	Added particle recorder.
	Moved animation recording into an animation property recorder rather than having it as a special case. This still uses the animation recorder under the hood.
	Moved old-style Matinee animation control into FMovieSceneSkeletalAnimationTrackInstance & made this work on USkeletalMeshComponents directly, rather than via the old interface.
	Exposed SetMatineeAnimPositionInner and PreviewMatineeSetAnimPositionInner in FAnimMontageInstance so those utility functions can be used externally to Engine.
	Added a predicate version of UMovieScene::FindPossessable.
	Exposed UMovieSceneParticleSection::AddKey externally via MOVIESCENETRACKS_API so I can programmatically add keys.
	Fixed a crash in FScalableFloatDetails::CustomizeHeader when selecting PIE projectiles in Orion.
	Moved all recorders over to recording Actors or Components & store UObjects instead of AActors.
	Allowed skeletal animation tracks on components as well as actors.

Change 2862675 on 2016/02/10 by Max.Chen

	Sequencer: Add option to link the sequencer curve editor with the sequencer timeline.

	Under General Options->Link Curve Editor Time Range. The default is false, so the sequencer and curve editor have separate time ranges.

	#jira UE-25933

Change 2862699 on 2016/02/11 by Max.Chen

	Sequencer: Added a playback status of jumping which the AudioTrack and Skeletal Mesh Track (anim notifies) ignores for updates. This is used to updating thumbnail at certain times.

	#jira UE-26447, UE-26671

Change 2862712 on 2016/02/11 by Max.Chen

	Sequencer: Fix spawnables firing off their particles. Disable auto activate on spawnable components

	#jira UE-26390

Change 2862719 on 2016/02/11 by Max.Preussner

	Editor: Refactored detail customizations for colors, rotators, vectors

	- broke color and rotator customizations out into their own files
	- added vector customizations (placeholder)
	- cleaned up localization namespaces, forward declarations

Change 2866454 on 2016/02/14 by Max.Preussner

	Sequencer: Removed ULevelEditorSequencerSettings; moved default settings into INI

Change 2866455 on 2016/02/14 by Thomas.Sarkanen

	Sequence recorder can now record replays

	Added extra edtior-only UI to the replay playback controls to record sequences. Curretnly very placeholder: only records the entire sequence and provides no feedback in the UI if it is recording.
	Fixed bindings to recorded objects not working in various circumstances. Added the ability to manually create a binding.
	Recompiled actor blueprints post-record if we added components.
	Fixed a null ptr dereference in FOrionTeamUIInfo::Update.
	Removed tolerances when reducing tracks - they are now 'very small'.
	Added actor filter so actors of certain classes can be recorded.

Change 2866458 on 2016/02/14 by Max.Chen

	Sequencer: Fix anim notifies that fire at shot cuts. Anim notifies are fired from the last position to the current position. When jumping cuts, we want the delta to be 0 so that the anim notifies before the shot are not fired off.

	#jira UE-26390, UE-26671

Change 2866459 on 2016/02/14 by Max.Chen

	Sequencer: Add option to toggle visibility of combined keys

Change 2866466 on 2016/02/14 by Frank.Fella

	Sequencer - Add a track for controlling streamed level visibilty and remove visibility code from the master level blueprint.

Change 2866470 on 2016/02/14 by Max.Chen

	Sequencer: Add return value to indicate data has changed when a section has been added. This fixes a bug where creating a new section doesn't seem to add a key.

	#jira UE-26837

Change 2866481 on 2016/02/14 by Max.Preussner

	Sequencer: Implemented Presets for adding tracks automatically based on actor type (UE-24513)

	#Jira: UE-24513

Change 2866482 on 2016/02/14 by Max.Chen

	Sequencer: Allow for any actor that has a camera component to be a camera cut.

	#jira UE-26777

Change 2866484 on 2016/02/14 by Thomas.Sarkanen

	Added in/out times to sequence recording

	Also added the optional ability to record different actor types (heroes, projectiles, minions).

Change 2866495 on 2016/02/14 by Max.Chen

	Sequencer: Need to limit camera control to the section bounds of the camera cut otherwise, control won't be relinquished back to player at the end of the playback.

	#jira UE-26886

[CL 2874647 by Max Chen in Main branch]
2016-02-19 21:36:27 -05:00
Marc Audy
b612760508 Copying //UE4/Dev-Framework to //UE4/Main @ 2830052
#lockdown Nick.Penwarden

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

Change 2807479 on 2015/12/17 by Zak.Middleton

	#ue4 - Optimize allocations in FFinalPostProcessSettings. Fix bug skipping an element when updating the ContributingCubemaps array if one is removed during an iteration.

	#rb Aaron.Mcleran
	#codereview Martin.Mittring
	#jira UE-24485

Change 2807695 on 2015/12/17 by Aaron.McLeran

	Changing the VolumeScale sound concurrency implementation to be a volume scalar on older sounds in a concurrency group rather than scale new sounds.

	#rb zak.middleton

Change 2808628 on 2015/12/18 by Thomas.Sarkanen

	Minor optimization: Dont call GetWorld() 3 times in a row in USceneComponent::ShouldRender()

	#rb Martin.Wilson

Change 2810090 on 2015/12/21 by Ori.Cohen

	Allow collision and trail particles to run off the game thread.
	Clean up missing marshelled AsyncComponentToWorld

Change 2814518 on 2016/01/04 by Marc.Audy

	Use Reset instead of Empty

Change 2814530 on 2016/01/04 by James.Golding

	UE-2689 Hook up lots of new icons for component classes
	#rb thomas.sarkanen

Change 2814665 on 2016/01/04 by Marc.Audy

	PR #1860:Fix ChildActorComponent linking issue when extended from game (Contributed by lion03)

Change 2814686 on 2016/01/04 by Benn.Gallagher

	Fix for radial force components applying impulses multiple times to destructible components
	#rb Ori.Cohen

Change 2815221 on 2016/01/04 by Aaron.McLeran

	UE-24528 Fixing focus-distance scaling and focus priority scaling working with concurrency settings.

	USoundAttenuation:
	- Added methods to SoundAttenuation to get focus, attenuation, and distance scale based on focus factor.
	- Added NonFocusDistanceScale parameter to attenuation settings customization so its setable by users

	USoundBase:
	- Added function on USoundBase which checks IsLooping, which checks the duration
	- Removed functions IsAudible and IsAudibleSimple from USoundBase since that functionality is accomplished differently and takes into account focus-distance scaling now.

	FActiveSound:
	- Caching values of FocusPriorityScale and FocusDistanceScale to Active sound so that can be used for audibility checks
	- Included FocusDistanceScale when computing bIsAudible in Active sound
	- Moved GetAttenuationListenerData and the accompanying private struct FAttenuationListenerData to FAudioDevice since the audio device and moved code which computes focus factor and geometry into FAudioDevice::GetFocusFactor since it needs to be computed before an active sound exist

	FAudioDevice:
	- Added SoundIsAudible function which queries a particular sound if its audible based on attenuation settings, focus factor, etc. Will optionally return computed MaxDistance to avoid recomputing it in certain cases.
	- Added a few helper functions: FindClosestListenerIndex, GetAttenuationListenerData
	- Added GetFocusFactor, which performs the vector math to determine focus factor (0.0 is in-focus, 1.0 is out of focus) for a given sound and listener and attenuation focus settings.
	- Updated CreateComponent and PlaySoundAtLocation functions to use the new SoundIsAudible function rather than the old IsAudibleSimple

	#rb zak.middleton

Change 2815694 on 2016/01/05 by thomas.sarkanen

	Added test texture

Change 2815695 on 2016/01/05 by thomas.sarkanen

	Modified test texture

Change 2815709 on 2016/01/05 by James.Golding

	PR #1778 : New BP-callablle function AActor::WasRecentlyRendered, with optional tolerance in seconds
	https://github.com/EpicGames/UnrealEngine/pull/1778
	#github 1778
	#jira UE-23674
	#rb jurre.debaare

Change 2815711 on 2016/01/05 by James.Golding

	PR #1534 : Add missing default tolerance value for FVector2D::Equal
	https://github.com/EpicGames/UnrealEngine/pull/1534
	#github 1534
	#jira UE-20838
	#rb jurre.debaare

Change 2815714 on 2016/01/05 by James.Golding

	PR #1887 : Added 'Thickness' Parameter to all valid options in Draw Debug Helper
	https://github.com/EpicGames/UnrealEngine/pull/1887
	#github 1887
	#jira UE-24802
	#rb jurre.debaare

Change 2815725 on 2016/01/05 by James.Golding

	Added comment that USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer cannot be changed at runtime
	#jira UE-20439

Change 2815813 on 2016/01/05 by Marc.Audy

	Move dispatch of transition functions to new OnMatchStateSet virtual which is called from SetMatchState allowing subclasses to insert their own handling between the set of the variable and dispatch to GameState and Blueprints rather than having to override the entire function.
	#codereview Peter.Knepley

Change 2815884 on 2016/01/05 by James.Golding

	- Avoid PSC iterating over all particle emitters each tick to check for changes in DetailMode. Now remember global DetailMode when we last checked, and only iterate again if that has changed.
	- Add 'WarmupTime' and 'CPUCollision' to Asset Registry Tags for Particle Systems
	#rb simon.tovey
	#codereview gil.gribb

Change 2816306 on 2016/01/05 by Marc.Audy

	(4.11) Pass boolean to OnComponentDestroyed that indicates if the entire Actor's hierarchy is being destroyed. If so we can avoid doing a lot of expensive tear down, particularly detaching each component one at a time from the hierarchy and causing massive position/bounds updates.
	#rb Zak.Middleton, James.Golding
2016-01-15 13:01:30 -05:00
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#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).
2016-01-08 19:10:43 -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
Matthew Griffin
0ce98f34ca Merging //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) (pre copyright update in revision 2804086)
#lockdown nick.penwarden

[CL 2818924 by Matthew Griffin in Main branch]
2016-01-07 04:39:47 -05:00
Marc Audy
eb6a773845 Fix shadow variable and bug caused by it
#rb Mieszko.Zielinski
#lockdown Nick.Penwarden

[CL 2787433 by Marc Audy in Main branch]
2015-12-02 18:05:05 -05:00
Marc Audy
3c0e962858 Copying //UE4/Dev-Frame to //UE4/Main
#lockdown Nick.Penwarden

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

Change 2775736 on 2015/11/20 by Richard.Hinckley

	Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.

	#codereview michael.noland

Change 2776352 on 2015/11/20 by Zak.Middleton

	#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.

	#rb Marc.Audy, Ori.Cohen
	#codereview James.Golding

Change 2776401 on 2015/11/20 by Mieszko.Zielinski

	Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4

	The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality

	#jira UE-23705
	#rb Lukasz.Furman

Change 2777450 on 2015/11/23 by Martin.Wilson

	Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime

	#rb Thomas.Sarkanen

Change 2777698 on 2015/11/23 by Mieszko.Zielinski

	Gameplay debugging tools fixes #UE4

	Fixes:
	- made newly added logs respect Log Visualizer's filters
	- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
	- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.

	In addition
	- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched

	#rb Lukasz.Furman

Change 2777762 on 2015/11/23 by Mieszko.Zielinski

	Removed BlackboardComponent's functionality deprecated since 4.7 #UE4

	#rb Lukasz.Furman

Change 2777839 on 2015/11/23 by Zak.Middleton

	#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.

	#rb Laurent.Delayen

Change 2777840 on 2015/11/23 by Zak.Middleton

	#ue4 - Fix up uses of library math functions to go through our FMath namespace.

	#rb Laurent.Delayen

Change 2778287 on 2015/11/23 by Stan.Melax

	deprecation of  FCollisionQueryParams(bool)

	See 2774707 description for the whole story

	#OR-9936

	#codereview marc.audy

	Changes to kite will have to be in a separate check-in

	I couldn't submit to all files from the framework branch   addition fixes have their files are shelved in cl 2778299

Change 2778507 on 2015/11/23 by Marc.Audy

	Eliminate spurious cook warnings for known missing packages
	#rb Michael.Noland

Change 2778546 on 2015/11/23 by Aaron.McLeran

	Moving occlusion feature settings from audio component to sound attenuation settings struct.

	- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
	- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)

	#rb Zak.Middleton

Change 2778664 on 2015/11/23 by Zak.Middleton

	#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.

	#rb Aaron.Mcleran
	#codereview Frank.Gigliotti

Change 2779335 on 2015/11/24 by Mieszko.Zielinski

	Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4

	Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.

	#rb Lukasz.Furman

Change 2779338 on 2015/11/24 by Benn.Gallagher

	Fixed crash in Persona when focus is taken from a different window
	#jira UE-22516
	#rb Ben.Cosh

Change 2779375 on 2015/11/24 by Benn.Gallagher

	Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
	#rb Ori.Cohen

Change 2779753 on 2015/11/24 by Zak.Middleton

	#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.

	#rb Brian.Karis

Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
Marc Audy
0c5bc8be6d Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden

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

Change 2720406 on 2015/10/07 by Aaron.McLeran

	Audio optimization

	Don't search for nearest listener if there's only 1 listener.

Change 2720411 on 2015/10/07 by Aaron.McLeran

	Fixing HRTF spatialization code with recent changes to stereo spatialization.

	HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.

Change 2723829 on 2015/10/09 by Mieszko.Zielinski

	Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4

	UE-21880

Change 2723873 on 2015/10/09 by Mieszko.Zielinski

	Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4

	UE-21977

Change 2724834 on 2015/10/12 by Ori.Cohen

	PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)

Change 2724850 on 2015/10/12 by Marc.Audy

	Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
	#codereview Nick.Darnell

Change 2726499 on 2015/10/13 by Ori.Cohen

	Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1

Change 2726689 on 2015/10/13 by Marc.Audy

	Make UPackage::PackageFlags private
	Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
	#codereview Mike.Fricker

Change 2726862 on 2015/10/13 by Lukasz.Furman

	removed unused code from DetourNavMeshQuery
	#ue4 UE-21988

Change 2726888 on 2015/10/13 by Lukasz.Furman

	fixed observer abort: both mode in behavior tree's cone check decorator
	#ue4 UE-19375

Change 2726913 on 2015/10/13 by Lukasz.Furman

	navmesh raycast will use nearest poly containing ray origin instead of just closest one
	#ue4 UE-19334

Change 2726920 on 2015/10/13 by Marc.Audy

	Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
	#codereview Dmitriy.Dyomin, Bob.Tellez

Change 2726931 on 2015/10/13 by Lukasz.Furman

	fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
	#ue4 UE-21777

Change 2728093 on 2015/10/14 by Ori.Cohen

	Fix edge case of sphyl scale take two. The previous approach did double scaling

Change 2728577 on 2015/10/14 by Mieszko.Zielinski

	Improved navmesh labeling condition #UE4

	Change suggested by github user

	#rb Lukasz.Furman

Change 2728587 on 2015/10/14 by Lukasz.Furman

	fixed crowd simulation for auto possessed pawns placed on level
	#ue4
	#rb Mieszko.Zielinski

Change 2728629 on 2015/10/14 by Lukasz.Furman

	fixed influence of navmesh edges on crowd simulation near end of path
	#ue4 UE-21380
	#rb Mieszko.Zielinski

Change 2728678 on 2015/10/14 by Lukasz.Furman

	added Z check to detour's crowd avoidance segment gathering
	#ue4 UE-20889
	#rb Mieszko.Zielinski

Change 2728745 on 2015/10/14 by Lukasz.Furman

	fixed copy&paste operation in behavior tree's composite decorators subgraphs
	#ue4 UE-18740

Change 2729276 on 2015/10/14 by Stan.Melax

	ensure all actors get recreated with new collision shape specification.

	this wasn't being done for a couple of editing methods.

	todo:  this should be merged into 4.10

	#UE-20961
	#rb ori.cohen

Change 2730709 on 2015/10/15 by Marc.Audy

	Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
	#rb Lina.Halper

Change 2733590 on 2015/10/19 by Benn.Gallagher

	Fixed various crashes when using undo and redo while manipulating state machines UE 22088

Change 2735143 on 2015/10/20 by Lukasz.Furman

	clearing behavior tree debugger's state when displayed subtree becomes inactive
	#ue4
	#rb Mieszko.Zielinski

Change 2735144 on 2015/10/20 by Lukasz.Furman

	rebuilding behavior tree graph node order when node is being moved
	#ue4
	#rb Mieszko.Zielinski

Change 2735403 on 2015/10/20 by sebastian.kowalczyk

	Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).

Change 2736406 on 2015/10/21 by sebastian.kowalczyk

	Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.

Change 2736436 on 2015/10/21 by sebastian.kowalczyk

	Fixed crash in gameplay debugger with  player set as debug target.

Change 2736437 on 2015/10/21 by sebastian.kowalczyk

	Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).

Change 2736489 on 2015/10/21 by sebastian.kowalczyk

	Hide internal and debug hud classes from drop down lists.

Change 2736504 on 2015/10/21 by sebastian.kowalczyk

	Fix for UE-18548 "EnableGDT does not work correctly in PIE".

Change 2736529 on 2015/10/21 by sebastian.kowalczyk

	Fixed UE-18548 "EnableGDT does not work correctly in PIE"

Change 2736588 on 2015/10/21 by sebastian.kowalczyk

	Removed old log visualizer classes.

Change 2736700 on 2015/10/21 by sebastian.kowalczyk

	Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.

Change 2737180 on 2015/10/21 by Zak.Middleton

	#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.

	#rb Aaron.Mcleran

	#jira UE-22436

Change 2738084 on 2015/10/22 by sebastian.kowalczyk

	Better indication of selected pawn for Gameplay Debugger.

Change 2738413 on 2015/10/22 by Marc.Audy

	Disable duplication of worlds/maps via the content browser
	#jira UE-22200
	#rb James.Golding

Change 2739743 on 2015/10/23 by bruce.nesbit

	UE-18707 - Issue with drawing material triangle on canvas #1387

	Added DrawTriangleUsingVertexColor

Change 2739751 on 2015/10/23 by bruce.nesbit

	Revised bShowDebugForReticleTarget should not be static #1539

Change 2739788 on 2015/10/23 by bruce.nesbit

	Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
	Fixed compile error

Change 2739870 on 2015/10/23 by Marc.Audy

	Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
	#jira UE-22362
	#rb Zak.Middleton

Change 2739882 on 2015/10/23 by sebastian.kowalczyk

	Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.

Change 2740140 on 2015/10/23 by Marc.Audy

	Ensure that components reregister tick functions after seamless travel
	#jira UE-20892
	#rb Zak.Middleton

Change 2740614 on 2015/10/23 by Ori.Cohen

	Fix linker issues for people wanting to use physics lock lambdas

Change 2740674 on 2015/10/23 by Aaron.McLeran

	Sound Focus Feature

	Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener

	- Define the min/max azimuth angle to establish in-focus and non-focus regions
	- Can scale the priority of a sound based on focus angle
	- Can attenuate the volume of a sound based on focus angle
	- Can scale the listener-emitter distance based on focus angle
	- Distance scale is applied when determining max audible distance for USoundBase
	- Can opt-out of focus effects for a sound at the USoundBase level

	#rb Ryan.Vance

Change 2741542 on 2015/10/26 by Lukasz.Furman

	lowered min value clamping in navigation filter properties
	#ue4
	#rb Mieszko.Zielinski

Change 2743227 on 2015/10/27 by Marc.Audy

	Make ASceneCaptureCube subclassable outside of Engine module
	#jira UE-22609
	Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
	#jira UE-22610

	#rb Jeff.Farris

Change 2743255 on 2015/10/27 by Marc.Audy

	Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
	#rb Jeff.Farris

Change 2743729 on 2015/10/27 by Ori.Cohen

	Fix case where we spawn and adjust location which gives us implicit velocity.

	#codereview Stan.Melax

Change 2746135 on 2015/10/29 by sebastian.kowalczyk

	Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."

Change 2746437 on 2015/10/29 by Lukasz.Furman

	pass on verifying behavior tree stack before accessing its elements
	#ue4
	#rb Mieszko.Zielinski

Change 2748028 on 2015/10/30 by sebastian.kowalczyk

	Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.

Change 2748184 on 2015/10/30 by Aaron.McLeran

	UE-22693 Fix for streaming bug

	- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
	- Wasn't able to repro the 'cannot read chunk' part of the bug

	#rb ryan.vance

Change 2749255 on 2015/10/31 by sebastian.kowalczyk

	Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.

Change 2749276 on 2015/10/31 by sebastian.kowalczyk

	Added switch to toggle highlight of selected actor to GameplayDebugger.

Change 2749318 on 2015/10/31 by sebastian.kowalczyk

	New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).

Change 2749337 on 2015/10/31 by sebastian.kowalczyk

	Fixed GameplayDebugger compilation in shipping/test builds.

Change 2749376 on 2015/10/31 by sebastian.kowalczyk

	Small clean-up in gameplay debugger class for BT.

Change 2749931 on 2015/11/02 by James.Golding

	Add stats to ProcMeshComp

Change 2749932 on 2015/11/02 by James.Golding

	Remove PhysicsThrusterComponent.h from Engine.h

Change 2749960 on 2015/11/02 by James.Golding

	- Fix PS4 compile errors in ActiveSound.cpp
	  - Constructor order of FActiveSound
	  - Shadowed AudioComponent var in CheckOcclusion
	#RB thomas.sarkanen
	#codereview aaron.mcleran

Change 2749961 on 2015/11/02 by James.Golding

	Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
	- Shadowed DefaultContext function param, now just Context, which matches declaration
	#RB thomas.sarkanen
	#codereview sebastian.kowalczyk

Change 2750026 on 2015/11/02 by Thomas.Sarkanen

	Anim Multithreading: thread-safety refactor

	Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:

	- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
	- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
	- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).

	Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.

	Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).

	Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.

	Many changes are due to substituting accessor functions for direct variable access.

	Removed 'service' tick group as we no longer need to segregate the running of our parallel update.

	Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.

	Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).

	#rb Martin.Wilson,Lina.Halper
	#codereview Michael.Noland

Change 2750077 on 2015/11/02 by Marc.Audy

	Expose UInputComponent::BindAction that supports WithKey delegate signature

Change 2751767 on 2015/11/03 by Thomas.Sarkanen

	Added extra support to Anim Blueprint 'fast-path'

	Added support for negated bools (value gets negated during copy).
	Added support for copying from struct members (via break struct) and split struct pins.

	Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.

	#rb Martin.Wilson

Change 2752158 on 2015/11/03 by Jeff.Farris

	Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.

	#rb marc.audy

Change 2752159 on 2015/11/03 by Jeff.Farris

	Improvements to camera lens effects to (EmitterCameraLensEffectBase)
	- can now specify a transform to align the emitter with the camera
	- exposed several key parameters to Blueprints
	- ENGINE_API now applies to the entire class

	#rb marc.audy

Change 2753454 on 2015/11/04 by Thomas.Sarkanen

	Fixup deprecation warnings fallout from multithreaded update changes.

	Fixed up use of AnimInstance in Vicon plugin.
	Fixed up use of AnimInstance in slope warping node.

	Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
	Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.

	#rb Martin.Wilson

Change 2754099 on 2015/11/04 by Ori.Cohen

	Fix for task threads dropping stats (from Gil)

	#rb Gil.Gribb

Change 2754449 on 2015/11/04 by Marc.Audy

	Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
	#jira UE-20853
	Reorganize some booleans to get better bit packing
	#rb Jeff.Farris
	#codereview Mieszko.Zielinski

Change 2754573 on 2015/11/04 by Aaron.McLeran

	Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f

Change 2755345 on 2015/11/05 by Thomas.Sarkanen

	Added deprecated constructors for various animation contexts

	Allows existing code to compile if it creates its own contexts from UAnimInstance.

	#rb James.Golding

Change 2755348 on 2015/11/05 by James.Golding

	Add BP-exposed SetBoundsScale function to PrimitiveComponent
	#RB thomas.sarkanen

Change 2755437 on 2015/11/05 by Marc.Audy

	Fix compile errors
	#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran

Change 2755982 on 2015/11/05 by Marc.Audy

	Move HeaderParse changes for deprecation macro from Core
	Fix world settings warning

Change 2756028 on 2015/11/05 by Marc.Audy

	Fix shadow variable issue

Change 2756090 on 2015/11/05 by Ori.Cohen

	Improve budget tool so that task threads are computed automatically.

	#rb Gil.Gribb

Change 2756120 on 2015/11/05 by Mieszko.Zielinski

	Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4

	#rb Lukasz.Furman

Change 2756243 on 2015/11/05 by Mieszko.Zielinski

	Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4

	The old way was resulting in false positives when for example observer teleported somewhere far

	#rb Lukasz.Furman
	#codereview John.Abercrombie

Change 2756280 on 2015/11/05 by Mieszko.Zielinski

	Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4

	#rb Lukasz.Furman

Change 2756500 on 2015/11/05 by Mieszko.Zielinski

	Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4

	Also, refactored its parameters into references over pointers.

	#rb Lukasz.Furman

Change 2757041 on 2015/11/06 by Thomas.Sarkanen

	Removed check() in UAnimInstance::GetProxyOnAnyThread()

	The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.

	#rb James.Golding

Change 2757207 on 2015/11/06 by Ori.Cohen

	Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation

	#rb Lina.Halper

Change 2757238 on 2015/11/06 by Marc.Audy

	Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
	#rb Mike.Fricker

Change 2757284 on 2015/11/06 by Stan.Melax

	tapered capsule drawing

	cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.

	(this was already code reviewed before, but missed the check-in window before streamtime)

	#rb ori.cohen

Change 2757743 on 2015/11/06 by Lukasz.Furman

	fixed node memory allocations for injected behavior tree decorators
	#ue4 UE-22783
	#rb Mieszko.Zielinski

Change 2757772 on 2015/11/06 by Lukasz.Furman

	added setters for crowd avoidance
	#ue4 UE-22785
	#rb Mieszko.Zielinski

Change 2758422 on 2015/11/07 by Lina.Halper

	Potential fix for invalid root bone index input

	#jira :/UE-23086
	#code review: Ori.Cohen

Change 2758429 on 2015/11/07 by Mieszko.Zielinski

	Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4

	#jira UE-23089

Change 2758571 on 2015/11/08 by Mieszko.Zielinski

	Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class  #UE4

	#jira UE-23080

Change 2758821 on 2015/11/09 by Thomas.Sarkanen

	Fixed animations no longer playing when using a dedicated server.

	Uses correct logic to determine whether we are running as a server or not.

	#rb Martin.Wilson

Change 2758920 on 2015/11/09 by Marc.Audy

	Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
	#rb Lina.Halper

Change 2758944 on 2015/11/09 by Ori.Cohen

	Fix crash when stats are only on one thread and budget mode is used

Change 2758967 on 2015/11/09 by Benn.Gallagher

	Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.

	#jira UE-22963

Change 2758973 on 2015/11/09 by Benn.Gallagher

	Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.

	#rb Bruce.Nesbit

Change 2759219 on 2015/11/09 by Ori.Cohen

	Character perf test is now looking at stats directly and sending to analytics

	#RB Ben.Salem

Change 2759398 on 2015/11/09 by Lina.Halper

	Fix issue where placed montages are not playing.

	- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage

	#code review: Thomas.Sarkanen
	#RB: Marc.Audy

Change 2759491 on 2015/11/09 by Lina.Halper

	#Anim: Fix not getting input correctly for Copy Pose node

	#RB: Marc.Audy

Change 2759602 on 2015/11/09 by Marc.Audy

	Fix imporperly named struct

Change 2759795 on 2015/11/09 by Aaron.McLeran

	UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.

	#rb zak.middleton

Change 2760081 on 2015/11/09 by Aaron.McLeran

	UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.

	OmniDirectional Math Explanation:

	For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.

	So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.

	If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).

	The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.

	Note: I do not think we need to square the OmniRadius in:
	Emitter.InnerRadius = OmniRadius*OmniRadius;
	But I am keeping it t here because of legacy content which depends on that behavior.

	#rb zak.middleton

hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework

	Re-instated deleted protected functions in UAnimInstance.
	Fixed access of UAnimInstance in FAnimNode_StateMachine.

	#rb Martin.Wilson

Change 2760407 on 2015/11/10 by Jurre.deBaare

	Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)

Change 2760468 on 2015/11/10 by Benn.Gallagher

	Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
	#rb Graeme.Thornton

Change 2760613 on 2015/11/10 by Jeff.Farris

	Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)

	#cr marc.audy
	#codereview lina.halper

Change 2760795 on 2015/11/10 by Marc.Audy

	Don't compile in pointless AddReferencedObjects when with editoronly data not defined
	Minor coding standard cleanup (NULL and auto)

Change 2760848 on 2015/11/10 by Benn.Gallagher

	Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
	#jira UE-23164
	#rb Martin.Wilson

Change 2760866 on 2015/11/10 by Marc.Audy

	Manage transient visualization components for camera component in the same way that sprite component for other actor components are
	#rb Mike.Beach

Change 2760963 on 2015/11/10 by Marc.Audy

	Since construction script can cause actors to be spawned don't use a ranged for to iterate
	#jira UE-22639
	#rb Jeff.Farris
	#codereview Dmitriy.Dyomin

Change 2762297 on 2015/11/11 by James.Golding

	UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
	#rb martin.wilson
	#codereview ori.cohen, lina.halper

Change 2763566 on 2015/11/11 by Lina.Halper

	FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.

	#RB: Laurent.Delayen

Change 2763926 on 2015/11/12 by Thomas.Sarkanen

	Fix anim notifies not firing from single anim instances

	UE-23248 - Anim Notifies are not working for Animation Sequences
	UE-23249 - Anim Notifies using Sound Cues do not work

	#rb James.Golding

Change 2764039 on 2015/11/12 by Jurre.deBaare

	Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper

Change 2764307 on 2015/11/12 by Jurre.deBaare

	VS2015 SSF library

Change 2764314 on 2015/11/12 by Stan.Melax

	crashfix  was putting bad bodies to sleep at start

	  Fatal error!
	  Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
	  UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]

	On some skeletalmeshcomponent, some bodies aren't getting created correctly.  Trying to force them to sleep was causing a crash - it expected instantiated physx bodies.  Seems that all the rest of the code is able to tolerate bad bodies.
	Added check to ensure physx body exists before trying to force it to sleep.

	not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".

	#codereview ori.cohen

Change 2764343 on 2015/11/12 by Jurre.deBaare

	- Fixed crash when building a LOD with SubActors.Num < 2
	- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
	- LODActor tree view item now scrolls into view if selected in the world
	- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
	- Added 7zip files
	- Fixed issue with WinINet complaining about http-request without 'http://' prefix
	- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
	- Override texture sizes and automatic texture bias
	- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
	- Now incorporate static meshes with opague materials into HLOD merging
	- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
	- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
	- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
	- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
	- Added detail customization class for FMaterialProxySettings

	#rb James.Golding

[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
Andrew Grant
9d58a141e9 Copying //UE4/Orion-Staging to Dev-Main (Originates from //Orion/Main @ CL-2759376)
#lockdown Nick.Penwarden

[CL 2759916 by Andrew Grant in Main branch]
2015-11-09 19:35:15 -05:00
Nick Penwarden
fc669c6fc4 Mergine changes from //depot/UE4 to //UE4/Main
[CL 2749262 by Nick Penwarden in Main branch]
2015-10-31 10:55:13 -04:00