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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2817214 on 2016/01/06 by mason.seay
Adjusted Walkable Slope Override for mesh
#jira UE-24473
Change 2817384 on 2016/01/06 by Michael.Schoell
Crash fix when selecting a variable node for a variable that is not owned by a Blueprint.
#jira UE-24958 - Crash when getting the sequence player in level blueprint
Change 2817438 on 2016/01/06 by Max.Chen
Sequencer: Add option to specify position of material name from the movie scene capture interface. For example, MovieCapture_{material}_{width}x{height}.{frame} will create files like this: MovieCapture_FinalImage_1920x1080.0010.exr
#rb Andrew.Rodham
#jira UE-24926
Change 2817459 on 2016/01/06 by Marc.Audy
PR #1679: Move MinRespawnDelay to virtual method AController::GetMinRespawnDelay() (Contributed by bozaro)
#jira UE-22309
Change 2817472 on 2016/01/06 by Ben.Marsh
Always run UHT in unattended mode from UBT; we don't want it opening any dialogs. Match3 is currently missing a plugin, and it's causing builds to time out.
Change 2817473 on 2016/01/06 by Marc.Audy
PR #1644: Improve "SpawnActor failed because the spawned actor IsPendingKill" error message (Contributed by slonopotamus)
#jira UE-21911
Change 2817533 on 2016/01/06 by Lauren.Ridge
Fixing Match3 not compiling in Debug (removed two checks on TileLibrary)
#jira UE-25004
Change 2817625 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19659 Reimported Template Animations with Proper Skeletons
Change 2817647 on 2016/01/06 by Lukasz.Furman
replaced ensure during initialization of blackboard based behavior tree task with log warning
#ue4
#jira UE-24448
#rb Mieszko.Zielinski
Change 2817648 on 2016/01/06 by Lukasz.Furman
fixed broken rendering component of navmesh actor after delete-undo operation
#ue4
#jira UE-24446
#rb Mieszko.Zielinski
Change 2817688 on 2016/01/06 by Taizyd.Korambayil
#jira UE-22347 Fixed Message Warnings on Startup
Change 2817815 on 2016/01/06 by Jamie.Dale
Multiple fixes when editing right-to-left text
- Text is now shaped over the entire line to allow rich-text and selected text to be shaped correctly across block boundaries.
- Text layout highlights are now able to correctly handle bi-directional and right-to-left text.
- Text picking can now handle bi-directional and right-to-left text.
- Text picking can now pick the individual characters that make up a ligature glyph.
- The caret now draws on the logical (rather than visual) side of the glyph (to handle right-to-left text).
- Glyph clusters (multiple glyphs produced from a single character) are now treated as a single logical glyph.
- Optimized some of the FShapedGlyphSequence to allow an early out once they've found and processed the start and end glyphs.
#jira UE-25013
Change 2817828 on 2016/01/06 by Nick.Darnell
Editor - Fixing the OpenLauncher call to be take a structure to allow us to customize it more, and to properly handle the silent command the way we're planning to handle it in the launcher.
#jira UE-24563
Change 2818052 on 2016/01/06 by Nick.Darnell
Editor - Adding another application check for the launcher to catch the current app name on mac.
#jira UE-24563
Change 2818149 on 2016/01/06 by Taizyd.Korambayil
#jira UE-19097 Adjusted FirstPerson Pawn, so that Camera doesnt clip the Arm Mesh
Change 2818360 on 2016/01/06 by Chris.Babcock
Fix reading from ini sections not cached after build system changes for 4.11
#jira UE-25027
#ue4
#android
Change 2818369 on 2016/01/06 by Ryan.Vance
#jira UE-24976
Adding tessellation support to instanced stereo
Change 2818999 on 2016/01/07 by Robert.Manuszewski
UHT will no longer try to load game-only plugins.
#jira UE-25032
- Changed module type RuntimeNoProgram to RuntimeAndProgram so that bu default Runtime plugin modules won't be loaded by programs
- Added better error message when UHT's PreInit fails
Change 2819064 on 2016/01/07 by Richard.Hinckley
#jira UE-24694
Fixing array usage in 4.11 stream.
Change 2819067 on 2016/01/07 by Ori.Cohen
When editor tries to spawn a physics asset we automatically load the needed skeletal mesh
#rb Matt.K
#JIRA UE-24165
50 lines
2.1 KiB
C
50 lines
2.1 KiB
C
/*==========================================================================;
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*
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* Copyright (C) Microsoft Corporation. All Rights Reserved.
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*
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* File: pix.h
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* Content: PIX include file
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*
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****************************************************************************/
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#pragma once
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#ifndef _PIX_H_
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#define _PIX_H_
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//
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// PIX MARKER EVENT API
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//
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// The PIX marker event APIs are intended to allow a developer to annotate sections of their code for use with
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// debugging or performance measurement tools. These APIs are available across Windows devices. The three APIs are:
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//
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// void PIXBeginEvent(<interface>* pContext, UINT64 Metadata, LPCWSTR pFormat, ...)
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// void PIXEndEvent(<interface>* pContext)
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// void PIXSetMarker(<interface>* pContext, UINT64 Metadata, LPCWSTR pFormat, ...)
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//
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// Examples of the allowed types for <interface> are: ID3D11DeviceContext2, ID3DUserDefinedAnnotation,
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// ID3D12GraphicsCommandList, and ID3D12CommandQueue. Developers can pass in a color value into the Metadata parameter
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// using the PIX_COLOR or PIX_COLOR_INDEX macros.
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//
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// The PIX marker event APIs are also available as ANSI versions in addition to the Unicode overloads specified above.
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// Note that there may be additional device-specific APIs available. Review the SDK documentation for more information.
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//
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// Use these functions to specify colors to pass as metadata to a PIX event/marker API.
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// Use PIX_COLOR() to specify a particular color for an event.
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// Or, use PIX_COLOR_INDEX() to specify a set of unique event categories, and let PIX choose
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// the colors to represent each category.
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inline UINT PIX_COLOR(BYTE r, BYTE g, BYTE b) { return 0xff000000 | (r << 16) | (g << 8) | b; }
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inline UINT PIX_COLOR_INDEX(BYTE i) { return 0x00000000 | i; }
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const UINT PIX_COLOR_DEFAULT = PIX_COLOR_INDEX(0);
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// These headers are implementation details only - developers should not include pix_xbox.h or pix_win.h directly.
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#if defined(_XBOX_ONE) || WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_TV_TITLE)
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#include "pix_xbox.h"
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#else
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#include "pix_win.h"
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#endif // _XBOX_ONE
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#endif // _PIX_H_
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