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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720537 on 2015/10/07 by Aaron.McLeran Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick Change 2746582 on 2015/10/29 by Aaron.McLeran Implementing single ray-cast sound occlusion - Fixing/Implementing sound occlusion using one ray cast - Update rate of the ray cast is conifgurable by the user - User can enabled/disable occlusion and set various properties of the occlusion at the audio component level - Occlusion ray-casts are made at a slower rate than the audio engine is updated - The following properties are supported: * LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded) * OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded) * OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions) - Fixed how low-pass filter frequency is applied on platforms that support it. * Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter * Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering) * Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params. * At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used * Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied. * XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing. #rb zak.middleton Change 2765174 on 2015/11/12 by Aaron.McLeran UE-23091 More fixage for NaN audio log spam Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense. To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h. - Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread. - Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe. - I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate #codereview Zak.Middleton #rb Zak.Middleton Change 2765467 on 2015/11/13 by James.Golding - Allow -ms option to work with 'stat dumphitches' for controlling min time logged #rb gil.gribb Change 2765746 on 2015/11/13 by Benn.Gallagher Added buckets for update rate shift tags (for staggering anim updates) #jira UE-23213 #rb Bruce.Nesbit Change 2765747 on 2015/11/13 by Benn.Gallagher Fixes for bone length calculation in anim dynamics chains. #rb Bruce.Nesbit Change 2765749 on 2015/11/13 by Benn.Gallagher Removed allocations from local CS blends for skeletal controls. #rb Bruce.Nesbit Change 2765752 on 2015/11/13 by Benn.Gallagher Lod mapping support for URO customization #jira UE-23211 #rb Bruce.Nesbit Change 2765965 on 2015/11/13 by Marc.Audy Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE #jira UE-21181 #rb Josh.Markiewicz Change 2766071 on 2015/11/13 by Mieszko.Zielinski Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4 the 'bTickDuringGame == bTickDuringGame' thing #rb John.Abercrombie Change 2766086 on 2015/11/13 by Mieszko.Zielinski Exposing NavModifierComponent to ENGINE_API #UE4 #codereview Lukasz.Furman Change 2766345 on 2015/11/13 by Mieszko.Zielinski No longer compiling AISystem's creation out from client builds #UE4 Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable Change 2766346 on 2015/11/13 by Mieszko.Zielinski Improvements to EQS test scoring function preview #UE4 #rb Lukasz.Furman Change 2766528 on 2015/11/13 by Stan.Melax multiple materials/chunks on a single cloth sim mesh This supposedly used to work in 4.7 but broke for 4.8 It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts. Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration. jira: #UE-23300 https://jira.ol.epicgames.net/browse/UE-23300 https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674 #rb Benn.Gallagher Change 2766546 on 2015/11/13 by Marc.Audy Throw warning for orphaned looping sounds caused by a looping sound node Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping #rb Aaron.McLeran Change 2766917 on 2015/11/14 by Jurre.deBaare Fix UE4-23349 Simplygon doens't support sub 64 pixel textures Change 2767742 on 2015/11/16 by Marc.Audy Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton. Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls #rb Zak.Middleton, Rob.Manuszewski Change 2767827 on 2015/11/16 by Zak.Middleton #ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached. - New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received. - Also fixes trying to smooth rotation towards identity rotation before receiving network updates. - Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now). #rb Dan.Youhon Change 2768070 on 2015/11/16 by Marc.Audy Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues) Fixup usages to avoid unnecessary string -> char* -> name conversions Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version #rb Gil.Gribb Change 2768121 on 2015/11/16 by Marc.Audy Forceinline GetFName Change 2768161 on 2015/11/16 by Aaron.McLeran Checking occlusion back in - Bug was due to improper interpolation of LPFFrequency values in audio volumes. Change 2769428 on 2015/11/17 by Thomas.Sarkanen Fixed backwards-compatibility issues with FExposedValueCopyRecord Added PostSerialize function to patch up older data to the new format (copies properties->property FNames). Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation. UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) #rb James.Golding #codereview Mike.Beach,Bob.Tellez Change 2769488 on 2015/11/17 by Benn.Gallagher DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona #rb Martin.Wilson Change 2769545 on 2015/11/17 by Benn.Gallagher Added space conversion options to copy bone node. #jira OR-9430 #rb Martin.Wilson Change 2770228 on 2015/11/17 by Marc.Audy Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false #rb Ori.Cohen #jira UE-23366 Change 2770489 on 2015/11/17 by Marc.Audy Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise Change 2770761 on 2015/11/17 by Aaron.McLeran Removing optimization disablement - Forgot to remove these lines before checking in/testing. Change 2771375 on 2015/11/18 by Thomas.Sarkanen Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines #rb Benn.Gallagher Change 2771697 on 2015/11/18 by Jeff.Farris Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake #rb marc.audy Change 2771755 on 2015/11/18 by Marc.Audy Put back in the recursion block for destroy actor #rb James.Golding Change 2772217 on 2015/11/18 by Marc.Audy Update axis inversion to work the same way as sensitivity instead of old problematic way Also change to use Reset instead of Empty(Array.Num()) #rb Jeff.Farris Change 2772686 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization coordinate bug. Don't need to convert to xaudio2 coordinates for HRTF spatialization #rb chad.taylor Change 2772766 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization with xaudio2 voice pools - Issue was caused by 2 issues: - effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices) - Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool. #rb chad.taylor Change 2773027 on 2015/11/19 by Thomas.Sarkanen PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts) #rb Thomas.Sarkanen Change 2773142 on 2015/11/19 by Benn.Gallagher Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose. - Only iterating beyond the index of the first bone transform, cutting off all bones before - No longer using a bone mask the size of the skeleton, just an array of interesting nodes - No longer attempting to convert a transform if it isn't necessary (which was happening a lot) #rb Laurent.Delayen Change 2773212 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Removing ugly comment. Not going to remove the node itself for backward compatibility. Change 2773351 on 2015/11/19 by Zak.Middleton #orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates. #rb Dan.Youhon Change 2773599 on 2015/11/19 by Marc.Audy Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang #codereview Aaron.McLeran Change 2773661 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Following up by deprecating the CastToPlayerController function for 4.11. Change 2774707 on 2015/11/19 by Stan.Melax FCollisionQueryParams constructor API pitfall Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName. So this line of code: FCollisionQueryParams Param(FName(TEXT("DragDropTrace"))); will invoke: FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...) But this line of code: FCollisionQueryParams Param(TEXT("DragDropTrace")); invokes: FCollisionQueryParams::FCollisionQueryParams(bool) Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended. It looks like this interface was introduced in CL 1792949 back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach. Making an API change would break things for existing projects. If it had been a more recent change we could have probably just gone down to a single constructor right away. Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters. see also https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html #codereview ori.cohen [CL 2775460 by Marc Audy in Main branch]
202 lines
5.5 KiB
C++
202 lines
5.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "EnvironmentQueryEditorPrivatePCH.h"
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#include "STestFunctionWidget.h"
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void STestFunctionWidget::Construct(const FArguments& InArgs)
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{
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}
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FVector2D STestFunctionWidget::GetWidgetPosition(float X, float Y, const FGeometry& Geom) const
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{
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return FVector2D((X*Geom.Size.X), (Geom.Size.Y - 1) - (Y*Geom.Size.Y));
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}
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int32 STestFunctionWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const
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{
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// Rendering info
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bool bEnabled = ShouldBeEnabled(bParentEnabled);
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ESlateDrawEffect::Type DrawEffects = bEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;
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const FSlateBrush* TimelineAreaBrush = FEditorStyle::GetBrush("Profiler.LineGraphArea");
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const FSlateBrush* WhiteBrush = FEditorStyle::GetBrush("WhiteTexture");
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// Draw timeline background
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FSlateDrawElement::MakeBox(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(FVector2D(0, 0), FVector2D(AllottedGeometry.Size.X, AllottedGeometry.Size.Y)),
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TimelineAreaBrush,
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MyClippingRect,
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DrawEffects,
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TimelineAreaBrush->GetTint(InWidgetStyle) * InWidgetStyle.GetColorAndOpacityTint()
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);
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LayerId++;
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UEnvQueryTest* TestOb = DrawTestOb.Get();
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if (TestOb == nullptr)
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{
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return LayerId;
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}
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const FEnvQueryTestScoringPreview& PreviewData = TestOb->PreviewData;
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// Draw filter background
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if (PreviewData.bShowFilterLow)
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{
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FSlateDrawElement::MakeBox(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(FVector2D(0, 0), FVector2D(FMath::TruncToInt(PreviewData.FilterLow * AllottedGeometry.Size.X), AllottedGeometry.Size.Y)),
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WhiteBrush,
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MyClippingRect,
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DrawEffects,
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WhiteBrush->GetTint(InWidgetStyle) * FLinearColor(1.0f, 0.0f, 0.0f, 0.4f)
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);
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LayerId++;
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}
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if (PreviewData.bShowFilterHigh)
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{
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FSlateDrawElement::MakeBox(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(FVector2D(FMath::TruncToInt(PreviewData.FilterHigh * AllottedGeometry.Size.X), 0), FVector2D(AllottedGeometry.Size.X, AllottedGeometry.Size.Y)),
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WhiteBrush,
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MyClippingRect,
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DrawEffects,
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WhiteBrush->GetTint(InWidgetStyle) * FLinearColor(1.0f, 0.0f, 0.0f, 0.5f)
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);
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LayerId++;
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}
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// Draw axies
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TArray<FVector2D> AxisPoints;
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AxisPoints.Add(GetWidgetPosition(0, 1, AllottedGeometry));
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AxisPoints.Add(GetWidgetPosition(0, 0, AllottedGeometry));
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AxisPoints.Add(GetWidgetPosition(1, 0, AllottedGeometry));
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FSlateDrawElement::MakeLines(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(),
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AxisPoints,
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MyClippingRect,
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DrawEffects,
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WhiteBrush->GetTint(InWidgetStyle) * InWidgetStyle.GetColorAndOpacityTint()
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);
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LayerId++;
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// Draw clamping and filtering filters
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if (PreviewData.bShowClampMin)
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{
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TArray<FVector2D> ClampLine;
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ClampLine.Add(GetWidgetPosition(PreviewData.ClampMin, 0, AllottedGeometry));
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ClampLine.Add(GetWidgetPosition(PreviewData.ClampMin, 1, AllottedGeometry));
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FSlateDrawElement::MakeLines(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(),
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ClampLine,
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MyClippingRect,
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DrawEffects,
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WhiteBrush->GetTint(InWidgetStyle) * FLinearColor(1.0f, 1.0f, 0.0f, 1.0f)
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);
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LayerId++;
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}
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if (PreviewData.bShowClampMax)
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{
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TArray<FVector2D> ClampLine;
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ClampLine.Add(GetWidgetPosition(PreviewData.ClampMax, 0, AllottedGeometry));
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ClampLine.Add(GetWidgetPosition(PreviewData.ClampMax, 1, AllottedGeometry));
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FSlateDrawElement::MakeLines(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(),
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ClampLine,
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MyClippingRect,
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DrawEffects,
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WhiteBrush->GetTint(InWidgetStyle) * FLinearColor(1.0f, 1.0f, 0.0f, 1.0f)
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);
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LayerId++;
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}
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if (PreviewData.bShowFilterLow)
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{
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TArray<FVector2D> FilterLine;
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FilterLine.Add(GetWidgetPosition(PreviewData.FilterLow, 0, AllottedGeometry));
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FilterLine.Add(GetWidgetPosition(PreviewData.FilterLow, 1, AllottedGeometry));
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FSlateDrawElement::MakeLines(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(),
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FilterLine,
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MyClippingRect,
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DrawEffects,
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WhiteBrush->GetTint(InWidgetStyle) * FLinearColor(1.0f, 0.0f, 0.0f, 1.0f)
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);
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LayerId++;
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}
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if (PreviewData.bShowFilterHigh)
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{
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TArray<FVector2D> FilterLine;
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FilterLine.Add(GetWidgetPosition(PreviewData.FilterHigh, 0, AllottedGeometry));
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FilterLine.Add(GetWidgetPosition(PreviewData.FilterHigh, 1, AllottedGeometry));
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FSlateDrawElement::MakeLines(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(),
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FilterLine,
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MyClippingRect,
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DrawEffects,
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WhiteBrush->GetTint(InWidgetStyle) * FLinearColor(1.0f, 0.0f, 0.0f, 1.0f)
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);
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LayerId++;
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}
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// Draw line graph
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TArray<FVector2D> LinePoints;
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const float DeltaX = (AllottedGeometry.Size.X / (PreviewData.Samples.Num() - 1));
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for (int32 Idx = 0; Idx < PreviewData.Samples.Num(); Idx++)
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{
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const float XPos = Idx * DeltaX;
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const float YPos = (AllottedGeometry.Size.Y - 1) - (PreviewData.Samples[Idx] * AllottedGeometry.Size.Y);
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LinePoints.Add(FVector2D(FMath::TruncToInt(XPos), FMath::TruncToInt(YPos)));
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}
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FSlateDrawElement::MakeLines(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(),
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LinePoints,
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MyClippingRect,
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DrawEffects,
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InWidgetStyle.GetColorAndOpacityTint() * FLinearColor(0.0f, 0.0f, 1.0f, 1.0f)
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);
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LayerId++;
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return LayerId;
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}
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FVector2D STestFunctionWidget::ComputeDesiredSize( float ) const
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{
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return FVector2D(128, 92);
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}
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