Files
UnrealEngineUWP/Engine/Config/BaseInput.ini
Andrew Grant a140e73bbf Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255)
#lockdown Nick.Penwarden

Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing
	#rb marcus.wassmer
	#tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0
	#codereview david.nikdel

Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified
	#rb marcus.wassmer
	#tests Tested using MallocLeak Stop and MallocLeak Dump

Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only)
	#rb marcus.wassmer
	#tests Tested on my desktop and compared to dxdiag output

Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion

	Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory.
	Can be disabled with the cvar demo.LoadCheckpointGarbageCollect.

	#jira OR-25964
	#tests bug repro
	#rb john.pollard

Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Borderless window support improvements:

	- the cursor changes to resize when hovering over the window edge
	- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
	- used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled

	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3063307

	#RB:none
	#tests:none

	#ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ben.marsh
	Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics.

	#rb none
	#tests none

	#ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev

	Temp fix for broken post process volumes

	#rb none
	#tests  none

Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added check to Redirect collector resolve string asset references.
	#rb none
	#test cook paragon

Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Use round corners for windows with no system title bar and border only in windowed mode.

	#rb Peter.Sauerbrei
	#tests Tested in editor build on PC

Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion

	Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes

	We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.

	#tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation.
	#rb Benn.Gallagher

Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion

	BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately.

	#rb none
	#tests preflight

Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Non-unity fix
	#rb none
	#tests compiled

Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Skipped a file
	#rb none
	#test none

Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Allow r.SSR.MaxRoughness in shipping builds.
	Art has been tweaking with this value, but it's not being honored in shipping.
	#rb none
	#tests adjusted settings in agora_p

Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	HLOD distance scalability option (r.HLOD.DistanceScale)
	Higher values make HLODS transition further away.
	#rb Michael.Noland
	#tests Tested in agora_p

Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion

	Fix Compression - Reduce functions to be editoronly

	#rb: Martin.Wilson
	#tests: PIE/compile editor build/noneditor

Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion

	Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.

	There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.

	#tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour.

	#jira OR-25967

	#review-3061494 @Max.Chen

	#rb Benn.Gallagher

Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: sam.zamani
	compile errors
	#rb none
	#tests compile

	#ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: andrew.grant
	Fixed build breakage
	#rb none
	#tests compiled PS4 client

	#ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers
	#rb Sam.Zamani
	#tests Real-money offers that are on sale show the correct sale price / discount display
	#jira OR-21659

	#ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion

	Fix compile issue of non editor build

	#rb: none
	#tests: compile

Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Duplicate 3046845
	CVAR threading crash fix.
	#rb none
	#tests compiled, ran ps4

Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion

	- Back out changelist 3056611
	- Fix additive issue and built the new animation DDC
	#rb: Martin.Wilson
	#tests: Jump_Recovery_Additive, PIE

Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream

	When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader
	#jira OR-25648
	#rb bart.bressler
	#tests frontend parties with promotions, coop matchmaking

Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fixes for applocal redist
	#rb none
	#test built locally

Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream

	Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL )

	#jira UE-33567
	#rb Thomas.Sarkanen
	#tests In editor testing that animations can be recompressed and saved

Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015
	Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging
	WinPlatformAutomation now stages applocaldir to project and engine binaries
	Updated OrionBuild.xml to specify -applocaldir
	#codereview Jeff.Campeau, Ben.Marsh
	#rb none
	#tests build client locally and verified DLLs are local to executables

Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	fix case where DefaultGameplayTags.ini fails to update if not checked out from source control
	#rb none
	#tests add tags without source control

Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream

	Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h
	#rb paul.moore
	#tests compile with OrionFriendItem.cpp modified

Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	AppLcoalDependencies required by VS2015

Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3059419

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral

	Linux build fix (bad case on #include filename)

	#rb robert.manuszewski
	#tests compiled Paragon on a linux machine

Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev

	Implementing 3050352 in Dev-General.

	#rb none
	#tests Editor

	#codereview Marcus.Wassmer

Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream

	Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main)
	#rb none
	#codereview andrew.grant, ori.cohen

Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion - Remove QoS* from junk manifest
	#review-3058772 @Rob.Cannaday
	#rb none
	#tests QoS module doesn't get nuked every build

	#ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added submitted CL to success email for rebuild lighting commandlet.
	Removed nosimplygon from resave lighting commandlet commandline.
	#rb Daniel.Wright
	#test rebuildlighting paragon devgeneral.

Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion - Fix debug/non-development builds
	#rb Rob.Cannaday
	#tests it builds (and doesn't crash on login) on Debug Editor -debug -game!

	#ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added error to the lighting build whent it fails to build.
	#test Rebuild lighting commandlet
	#rb Daniel.Wright

Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for NAN issue introduced in 3032847
	#rb Jeff.Farris
	#tests none

Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	fix developer tags not properly adding to perforce when creating a new file

	#rb none
	#tests developer tags

Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3057330

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1

	Fixed shadowvariable in FAnalyticsEventEntry

	#rb none

	#tests compiled

	#codereview Wes.Hunt

Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value.
	This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID.
	Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay.

	#jira OR-25234
	#rb david.ratti
	#tests golden path, bug repro

	#ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM

	OrionAnalytics updates.
	* Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events.
	* Removed OrionAnalyticsProvider as it was no longer necessary.
	* Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs.
	#rb sam.zamani, jason.bestimt
	#tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE.
	#jira UE-30980

Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion

	Fix for additive broken with remove linear key
	- DDC key has been changed, so it will require to build DDC from this

	#rb: Martin.Wilson
	#tests: Jump_Recovery_Additive in editor, and PIE

Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream

	extended gameplay debugger's ability category to show locally owned gameplay tags
	#orion
	#rb none
	#tests PIE

Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion

	Fix offset rendering of maximized borderless game window on Windows.
	#review-3055205 @michael.trepka
	#rb Michael.Trepka
	#tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized).

Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream

	Add moved modules to JunkManifest.txt

Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN

	Attempts to fix rare server crashes (OR-24947, OR-24952).

	- Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture).

	#rb Steve.Robb
	#codereview Steve.Robb
	#tests Compiled Windows client and Linux server, played a match.

Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging
	#rb none
	#tests Smoked by engine and dev QA

Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream

	Removed warning when client miss-predicts ability activation.

	* It is valid for the client to miss-predict.  Warning was only added to track down a bug.

	#CodeReview David.Ratti
	#RB None
	#Tests None

Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Missed checkins on ability system engine work:
	-Register debug delegate on module startup for easier debugging
	-Fallback to actor location if no hit impact is specified in default engine GC notify class

	#rb none
	#tests ability system sample project

Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Fix issue where config file not actually flushed at right time when adding new tags

	Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties

	#rb DanY
	#codereview Dan.Youhon
	#tests pie

Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	-Remove developer tags from master tag list before saving to ini file
	-inline some stuff (wip for gc tag translator system)

	#rb none
	#test adding tags

Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion

	Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed)

	#jira OR-24955
	#jira OR-25183
	#rb Graeme.Thornton
	#tests Win64 cooked client golden path (solo vs AI)

Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN

	Overhaul of behavior of headless applications (server, client) (OR-23529).

	- Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used.
	- Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes).
	- Most of these changes originated from a shelved CL by BradA.

	#rb Michael.Noland
	#codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari
	#tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE).

Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Reinstate color grading changes.
	Fix broken config file.
	#rb none
	#tests Agora_p color grading and warning check

Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Don't record predicted elements of fast TArrays into client replays.
	Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server.

	#jira OR-25234, OR-25413, OR-25403
	#tests golden path, bug repo using 'net pktlag', replays
	#rb john.pollard, david.ratti

	#ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added jordan walker to rebuild lighting emails.
	Removed peter.sauerbrei.
	#rb Peter.Sauerbrei
	#test none

Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ben.marsh
	Merging support for precompiled binaries in CIS from Release-29.

	#rb none
	#tests none

	#ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Allow seamless upgrade from FVector -> FVector4 for UProperties.
	#rb Robert.Manuszewski
	#tests Color grading property changes.

Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Mcp, #Orion - Fix initalization values of CatalogServiceMcp
	#rb none
	#tests Real money offers show in the store again

	#ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - MERGING DUI @ CL 3047139

	#RB:none
	#Tests:none

	[CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner

	#ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Don't check IsClientOnly() to detemine whether a player controller is local or not.
	For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds.
	Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller.

	#jira OR-25258
	#tests bug repro, golden path, replays
	#rb john.pollard
	[CodeReviewed] zak.middleton, josh.markiewicz

	#ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon

	Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321
	- Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call
	- Unshelved from Jeff.Farris. Thanks Jeff!

	#rb Dan.Youhon
	#tests MultiPIE
	#codereview Jeff.Farris

Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added skipskin verify to rebuild lighting commandlet.
	#rb None
	#test Rebuild lighting commandlet

Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: buildmachine
	Remove simplygon from rebuild lighting commandlet
	#rb none
	#test rebuild lighting

	#ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral

	Remove simplygon from rebuild lighting commandlet
	#rb none
	#test rebuild lighting

Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Back out changelist 3049037 due to incompatibility with current assets
	#rb none
	#tests Cooked content and verified warnings & errors are gone.
	#codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker

Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	More work on content filtering (still disabled)
	#rb none
	#tests cooked content and verified filtered content is not found.

Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2/29 @ CL 3049113

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	Constified FObjectFinder::Succeeded because why not #UE4

	#rb none
	#test golden path

Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Created delegate for object name resolution and moved existing package localization code to use it.
	Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug.
	#rb none
	#tests ran editor, ran cooker, verified object resolution is equivalent to before.

Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General

	Adding shadows, midtones and highlights color correction controls
	#rb brian.karis, marcus.wassmer
	#tests "postprocess color correction"

Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream

	#UE4

	- Adding a delegate that fires off when LastUserInteractionTime is updated

	#codereview Matt.Kuhlenschmidt
	#rb none
	#tests PIE

Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN

	Fix double #undef LOCTEXT_NAMESPACE in editor case.

	#rb none
	#codereview Nick.Darnell, Andrew.Grant
	#tests Compiled Linux editor (for running -server).

Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12

	#rb none
	#tests Tested in editor on PC

Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN

	Changes to Linux application specific to Linux client.

	#rb none
	#codereview Brad.Angelcyk
	#tests Ran Paragon Linux client (headless) locally.

Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for PS4
	#rb #tests na

Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Moved timeguards out of stats.h
	#rb none
	#tests compiled editor & shipping client

Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion

	Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment.
	Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay.

	#tests golden path
	#rb john.pollard

Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.

	#codereview Dan.Hertzka
	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	New UI for selecting fullscreen mode in Paragon video settings

	#rb Dan.Hertzka
	#tests Tested in editor build on PC

Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window.

	#rb Dan.Hertzka
	#tests Tested in editor build on PC

Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral

	Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still

	#rb RyanG
	#tests Replays

Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option.
	#test rebuild lighting using resave packages paragon
	#rb None

Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612

	Changed MBWritten cooker stats to report mb instead of bytes...
	#rb Wes.Hunt.
	#test cook paragon.

Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2 @ CL 3043960

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

[CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00

185 lines
16 KiB
INI

[/Script/Engine.InputSettings]
bEnableMouseSmoothing=true
bEnableFOVScaling=true
FOVScale=0.01111
DoubleClickTime=0.2f
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
bAlwaysShowTouchInterface=false
bShowConsoleOnFourFingerTap=true
bAltEnterTogglesFullscreen=true
bF11TogglesFullscreen=true
bRequireCtrlToNavigateAutoComplete=False
+ConsoleKeys=Tilde
;-----------------------------------------------------------------------------------------
; Axis properties
;-----------------------------------------------------------------------------------------
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f))
[/Script/Engine.PlayerInput]
; --- General bindings
+DebugExecBindings=(Key=F11,Command="LevelEditor.ToggleImmersive")
+DebugExecBindings=(Key=F11,Command="MainFrame.ToggleFullscreen",Shift=True)
+DebugExecBindings=(Key=F1,Command="viewmode wireframe", bIgnoreShift=True)
+DebugExecBindings=(Key=F2,Command="viewmode unlit")
+DebugExecBindings=(Key=F3,Command="viewmode lit")
+DebugExecBindings=(Key=F4,Command="viewmode lit_detaillighting")
+DebugExecBindings=(Key=F5,Command="viewmode shadercomplexity")
+DebugExecBindings=(Key=F9,Command="shot showui")
+DebugExecBindings=(Key=Period,Command="RECOMPILESHADERS CHANGED",Control=True,Shift=True)
+DebugExecBindings=(Key=Comma,Command="PROFILEGPU",Control=True,Shift=True)
+DebugExecBindings=(Key=Tab,Command="FocusNextPIEWindow",Control=True)
+DebugExecBindings=(Key=Tab,Command="FocusLastPIEWindow",Control=True,Shift=True)
; Please remove EnableGDT command binding after removing deprecated GameplayDebugger module (we are going to use Gameplay Debugger plugin soon)
+DebugExecBindings=(Key=Apostrophe,Command="EnableGDT")
+DebugExecBindings=(Key=Quote,Command="EnableGDT")
[/Script/Engine.Console]
HistoryBot=-1
[/Script/EngineSettings.ConsoleSettings]
MaxScrollbackSize=1024
+AutoCompleteMapPaths=Content/Maps
+ManualAutoCompleteList=(Command="Exit",Desc="Exits the game")
+ManualAutoCompleteList=(Command="DebugCreatePlayer 1",Desc=)
+ManualAutoCompleteList=(Command="ToggleDrawEvents",Desc="Toggles annotations for shader debugging with Pix, Razor or similar GPU capture tools")
+ManualAutoCompleteList=(Command="Shot",Desc="Make a screenshot")
+ManualAutoCompleteList=(Command="RecompileShaders changed",Desc="Recompile shaders that have any changes on their source files")
+ManualAutoCompleteList=(Command="RecompileShaders global",Desc="Recompile all the global shaders")
+ManualAutoCompleteList=(Command="RecompileShaders material ",Desc="Recompile shaders for a specific material")
+ManualAutoCompleteList=(Command="RecompileShaders all",Desc="Force a full rebuild of all shaders")
+ManualAutoCompleteList=(Command="DumpMaterialStats",Desc="Dump material information")
+ManualAutoCompleteList=(Command="DumpShaderStats",Desc="Dump shader information")
+ManualAutoCompleteList=(Command="DumpShaderPipelineStats",Desc="Dump shader pipeline information")
+ManualAutoCompleteList=(Command="StartFPSChart",Desc="after that use StopFPSChart")
+ManualAutoCompleteList=(Command="StopFPSChart",Desc="after that look for the output in Saved/Profiling/FPSChartStats")
+ManualAutoCompleteList=(Command="FreezeAt",Desc="Locks the player view and rendering time.")
+ManualAutoCompleteList=(Command="Open",Desc="<MapName> Opens the specified map, doesn't pass previously set options")
+ManualAutoCompleteList=(Command="Travel",Desc="<MapName> Travels to the specified map, passes along previously set options")
+ManualAutoCompleteList=(Command="ServerTravel",Desc="<MapName> Travels to the specified map and brings clients along, passes along previously set options")
+ManualAutoCompleteList=(Command="DisplayAll",Desc="<ClassName> <PropertyName> Display property values for instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllLocation",Desc="<ClassName> Display location for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayAllRotation",Desc="<ClassName> Display rotation for all instances of classname")
+ManualAutoCompleteList=(Command="DisplayClear",Desc="Clears previous DisplayAll entries")
+ManualAutoCompleteList=(Command="FlushPersistentDebugLines",Desc="Clears persistent debug line cache")
+ManualAutoCompleteList=(Command="GetAll ",Desc="<ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> Log property values of all instances of classname")
+ManualAutoCompleteList=(Command="GetAllState",Desc="<ClassName> Log state names for all instances of classname")
+ManualAutoCompleteList=(Command="Obj List ",Desc="<Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>")
+ManualAutoCompleteList=(Command="Obj ListContentRefs",Desc="<Class=ClassName> <ListClass=ClassName>")
+ManualAutoCompleteList=(Command="Obj Classes",Desc="Shows all classes")
+ManualAutoCompleteList=(Command="Obj Refs",Desc="Name=<ObjectName> Class=<OptionalObjectClass> Lists referencers of the specified object")
+ManualAutoCompleteList=(Command="EditActor",Desc="<Class=ClassName> or <Name=ObjectName> or TRACE")
+ManualAutoCompleteList=(Command="EditDefault",Desc="<Class=ClassName>")
+ManualAutoCompleteList=(Command="EditObject",Desc="<Class=ClassName> or <Name=ObjectName> or <ObjectName>")
+ManualAutoCompleteList=(Command="ReloadCfg ",Desc="<Class/ObjectName> Reloads config variables for the specified object/class")
+ManualAutoCompleteList=(Command="ReloadLoc ",Desc="<Class/ObjectName> Reloads localized variables for the specified object/class")
+ManualAutoCompleteList=(Command="Set ",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname")
+ManualAutoCompleteList=(Command="SetNoPEC",Desc="<ClassName> <PropertyName> <Value> Sets property to value on objectname without Pre/Post Edit Change notifications")
+ManualAutoCompleteList=(Command="Stat FPS",Desc="Shows FPS counter")
+ManualAutoCompleteList=(Command="Stat UNIT",Desc="Shows hardware unit framerate")
+ManualAutoCompleteList=(Command="Stat UnitGraph",Desc="Draws simple unit time graph")
+ManualAutoCompleteList=(Command="Stat NamedEvents",Desc="Stat NamedEvents (Enables named events for external profilers)")
+ManualAutoCompleteList=(Command="Stat StartFile",Desc="Stat StartFile (starts a stats capture, creating a new file in the Profiling directory; stop with stat StopFile to close the file)")
+ManualAutoCompleteList=(Command="Stat StopFile",Desc="Stat StopFile (finishes a stats capture started by stat StartFile)")
+ManualAutoCompleteList=(Command="Stat Hitches",Desc="Stat Hitches (shows an onscreen history of hitches)")
+ManualAutoCompleteList=(Command="Stat CPULoad",Desc="Stat CPULoad (Shows CPU Utilization)")
+ManualAutoCompleteList=(Command="Stat DUMPHITCHES",Desc="executes dumpstats on hitches - see log")
+ManualAutoCompleteList=(Command="Stat D3D11RHI",Desc="Shows Direct3D 11 stats")
+ManualAutoCompleteList=(Command="Stat LEVELS",Desc="Displays level streaming info")
+ManualAutoCompleteList=(Command="Stat GAME",Desc="Displays game performance stats")
+ManualAutoCompleteList=(Command="Stat MEMORY",Desc="Displays memory stats")
+ManualAutoCompleteList=(Command="Stat PHYSICS",Desc="Displays physics performance stats")
+ManualAutoCompleteList=(Command="Stat STREAMING",Desc="Displays basic texture streaming stats")
+ManualAutoCompleteList=(Command="Stat STREAMINGDETAILS",Desc="Displays detailed texture streaming stats")
+ManualAutoCompleteList=(Command="Stat GPU",Desc="Displays GPU stats for the frame")
+ManualAutoCompleteList=(Command="Stat COLLISION",Desc=)
+ManualAutoCompleteList=(Command="Stat PARTICLES",Desc=)
+ManualAutoCompleteList=(Command="Stat SCRIPT",Desc=)
+ManualAutoCompleteList=(Command="Stat AUDIO",Desc=)
+ManualAutoCompleteList=(Command="Stat ANIM",Desc=)
+ManualAutoCompleteList=(Command="Stat NET",Desc=)
+ManualAutoCompleteList=(Command="Stat LIST",Desc="<Groups/Sets/Group> List groups of stats, saved sets, or specific stats within a specified group")
+ManualAutoCompleteList=(Command="Stat splitscreen",Desc=)
+ManualAutoCompleteList=(Command="MemReport",Desc="Outputs memory stats to a profile file. -Full gives more data, -Log outputs to the log")
+ManualAutoCompleteList=(Command="ListTextures",Desc="Lists all loaded textures and their current memory footprint")
+ManualAutoCompleteList=(Command="ListStreamingTextures",Desc="Lists info all streaming textures")
+ManualAutoCompleteList=(Command="InvestigateTexture",Desc="shows streaming info about the specified texture")
;placed here so we can type res<tab> to restartlevel as we often do that
+ManualAutoCompleteList=(Command="RestartLevel",Desc="restarts the level")
;from Audio.cpp
+ManualAutoCompleteList=(Command="Module List",Desc="Lists all known modules")
+ManualAutoCompleteList=(Command="Module Load",Desc="Attempts to load the specified module name")
+ManualAutoCompleteList=(Command="Module Unload",Desc="Unloads the specified module name")
+ManualAutoCompleteList=(Command="Module Reload",Desc="Reloads the specified module name, unloading it first if needed")
+ManualAutoCompleteList=(Command="Module Recompile",Desc="Attempts to recompile a module, first unloading it if needed")
+ManualAutoCompleteList=(Command="HotReload",Desc="<UObject DLL Hot Reload> Attempts to recompile a UObject DLL and reload it on the fly")
+ManualAutoCompleteList=(Command="ListSounds",Desc="Lists all the loaded sounds and their memory footprint")
+ManualAutoCompleteList=(Command="ListWaves",Desc="List the WaveInstances and whether they have a source")
+ManualAutoCompleteList=(Command="ListSoundClasses",Desc="Lists a summary of loaded sound collated by class")
+ManualAutoCompleteList=(Command="ListAudioComponents",Desc="Dumps a detailed list of all AudioComponent objects")
+ManualAutoCompleteList=(Command="ListSoundDurations",Desc=)
+ManualAutoCompleteList=(Command="PlaySoundCue",Desc="Lists a summary of loaded sound collated by class")
+ManualAutoCompleteList=(Command="PlaySoundWave",Desc=)
+ManualAutoCompleteList=(Command="SetBaseSoundMix",Desc="<MixName>")
+ManualAutoCompleteList=(Command="DisableLowPassFilter",Desc=)
+ManualAutoCompleteList=(Command="DisableEQFilter",Desc=)
+ManualAutoCompleteList=(Command="IsolateDryAudio",Desc=)
+ManualAutoCompleteList=(Command="IsolateReverb",Desc=)
+ManualAutoCompleteList=(Command="ResetSoundState",Desc="Resets volumes to default and removes test filters")
+ManualAutoCompleteList=(Command="DisableAllScreenMessages",Desc="Disables all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="EnableAllScreenMessages",Desc="Enables all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ToggleAllScreenMessages",Desc="Toggles display state of all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ToggleAsyncCompute",Desc="Toggles AsyncCompute for platforms that have it")
+ManualAutoCompleteList=(Command="ToggleRenderingThread",Desc="Toggles the rendering thread for platforms that have it")
+ManualAutoCompleteList=(Command="CaptureMode",Desc="Toggles display state of all on-screen warnings/messages")
+ManualAutoCompleteList=(Command="ShowDebug None",Desc="Toggles ShowDebug w/ current debug type selection")
+ManualAutoCompleteList=(Command="ShowDebug Reset",Desc="Turns off ShowDebug, and clears debug type selection")
+ManualAutoCompleteList=(Command="ShowDebug NET",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug PHYSICS",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug COLLISION",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug AI",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug CAMERA",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug WEAPON",Desc=)
+ManualAutoCompleteList=(Command="ShowDebug ANIMATION",Desc="Toggles display state of animation debug data")
+ManualAutoCompleteList=(Command="ShowDebug BONES",Desc="Toggles display of skeletalmesh bones")
+ManualAutoCompleteList=(Command="ShowDebug INPUT",Desc=)
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory 3DBONES",Desc="With ShowDebug Bones: Toggles bone rendering between single lines and a more complex 3D model per bone")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory SYNCGROUPS",Desc="With ShowDebug Animation: Toggles display of sync group data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory MONTAGES",Desc="With ShowDebug Animation: Toggles display of montage data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory GRAPH",Desc="With ShowDebug Animation: Toggles display of animation blueprint graph")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory CURVES",Desc="With ShowDebug Animation: Toggles display of curve data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory NOTIFIES",Desc="With ShowDebug Animation: Toggles display of notify data")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLGRAPH",Desc="With ShowDebug Animation: Toggles graph display between active nodes only and all nodes")
+ManualAutoCompleteList=(Command="ShowDebugToggleSubCategory FULLBLENDSPACEDISPLAY",Desc="With ShowDebug Animation: Toggles display of sample blend weights on blendspaces")
+ManualAutoCompleteList=(Command="ShowDebugForReticleTargetToggle ",Desc="<DesiredClass> Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target")
+ManualAutoCompleteList=(Command="Stat SOUNDMIXES",Desc="Shows active SoundMixes")
+ManualAutoCompleteList=(Command="Stat SOUNDWAVES",Desc="Shows active SoundWaves")
+ManualAutoCompleteList=(Command="Stat SOUNDCUES",Desc="Shows active SoundCues")
+ManualAutoCompleteList=(Command="Stat SOUNDS",Desc="<?> <sort=distance|class|name|waves|default> <-debug> <off> Shows active SoundCues and SoundWaves")
+ManualAutoCompleteList=(Command="StartMovieCapture",Desc=)
+ManualAutoCompleteList=(Command="StopMovieCapture",Desc=)
+ManualAutoCompleteList=(Command="TraceTag",Desc="Draw traces that use the specified tag")
+ManualAutoCompleteList=(Command="VisLog",Desc="Launches Log Visualizer tool")
+ManualAutoCompleteList=(Command="CycleNavDrawn",Desc="Cycles through navigation data (navmeshes for example) to draw one at a time")
+ManualAutoCompleteList=(Command="Log ",Desc="<category> <level> Change verbosity level for a log category")
+ManualAutoCompleteList=(Command="Log list",Desc="<search string> Search for log categories")
+ManualAutoCompleteList=(Command="Log reset",Desc="Undo any changes to log verbosity")
+ManualAutoCompleteList=(Command="RecordAnimation ActorName AnimName",Desc="Record animation for a specified actor to the specified file")
+ManualAutoCompleteList=(Command="StopRecordingAnimation All",Desc="Stop all recording animations")
+ManualAutoCompleteList=(Command="RecordSequence Filter ActorOrClassName",Desc="Record a level sequence from gameplay. Filter=<All|Actor|Class>")
+ManualAutoCompleteList=(Command="StopRecordingSequence",Desc="Stop recording the current sequence. Only one sequence recording can be active at one time.")
+ManualAutoCompleteList=(Command="FreezeRendering",Desc="Toggle freezing of most aspects of rendering (such as visibility calculations), useful in conjunction with ToggleDebugCamera to fly around and see how frustum and occlusion culling is working")
+ManualAutoCompleteList=(Command="ProfileGPU",Desc="Profile one frame of rendering commands sent to the GPU")
BackgroundOpacityPercentage=85.000000
InputColor=(R=230,G=230,B=230,A=255)
HistoryColor=(R=180,G=180,B=180,A=255)
AutoCompleteCommandColor=(B=185,G=109,R=144,A=255)
AutoCompleteCVarColor=(B=86,G=158,R=86,A=255)
AutoCompleteFadedColor=(R=100,G=100,B=100,A=255)