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========================== MAJOR FEATURES + CHANGES ========================== Change 3098408 on 2016/08/23 by Bart.Bressler Add IsStandalone blueprint node which returns true if the game is running in standalone PR #2109: [KismetSystemLibrary ~ Networking] New BP Node! Is Stand Alone ? Rama (Contributed by EverNewJoy) #rb ryan.gerleve #tests added bluprint node to blueprint in test project and made sure it worked Change 3101070 on 2016/08/25 by Bart.Bressler Exposed replication condition property flags to blueprints. PR #1355: Exposed "Replicate to Owner Only" for variables to Blueprints (dropdown) (Contributed by CodeSpartan) #rb ryan.gerleve Change 3102934 on 2016/08/26 by Josh.Markiewicz #UE4 - fixed automation mistake that removes test data from test builds and adds it to shipping builds #codereview nick.darnell, alexis.matte #rb none Change 3116738 on 2016/09/07 by John.Pollard Shared replication shadow state initial pass * Use a change list mgr to accumulate changes for a particular actor * Each connection will then re-use this information so that compares only happen at most once per frame/actor. * The enire history of changes for the actor are saved for the entire life of the actor * When the history starts to fill up, start merging older ones * JIP players will get entire history * Reset connection viewers after we're done with it #rb RyanG Change 3123101 on 2016/09/13 by John.Pollard More efficiently process replayout commands * We used to iterate over every cmd even with small changelists * Now we only touch the absolute necessary cmds * Introduced FChangelistIterator that makes it easy to iterate over changelists * Introduced FRepHandleIterator, which allows you to convert a changelist of handles to CmdIndex, ArrayIndex, etc * FRepHandleIterator handles array and cmd index list bounds checking * Converted SentProperties and SendProperties_BackwardsCompatible to use the new FRepHandleIterator * Made explicit SendAllProperties_BackwardsCompatible since it was no longer easy to re-use implementation of SendProperties_BackwardsCompatible for this * Optimized changelist merging to use pruning when possible #rb RyanG Change 3123589 on 2016/09/13 by John.Pollard Fix UE-35757 - Resources do not show a health bar when they're being damaged #rb none Change 3130333 on 2016/09/19 by John.Pollard Fix replay backwards compatibility crash #rb DavidR Change 3134499 on 2016/09/21 by Ryan.Gerleve Engine changes to support multiple "collections" of levels in a single world, the ability to duplicate the dynamic levels in a world at load time, and the ability to play back a replay in the duplicated levels without interfering with the original ones. #rb john.pollard, marc.audy, gil.gribb Change 3134771 on 2016/09/21 by Ryan.Gerleve Missing file for 3134499. #rb none Change 3134948 on 2016/09/21 by John.Pollard Fix CIS #rb RyanG Change 3135279 on 2016/09/21 by Ryan.Gerleve Fix initialization order warning #rb none Change 3137140 on 2016/09/22 by Ryan.Gerleve Fix static analysis warning #rb john.pollard Change 3137886 on 2016/09/23 by John.Pollard Fix mismatch in replay backwards compatibility property serialization * Fixed a bug where we were writing out an extra handle when the array size was 0 * Added extra sanity checks when reading arrays to check index bounds * Added asserts to verify that we actually have elemements in replicated arrays #rb BartB Change 3138081 on 2016/09/23 by Ryan.Gerleve Explicity remove a level from its collection in BeginDestroy. #rb john.pollard #jira UE-36366 Change 3138768 on 2016/09/23 by Bart.Bressler Enable world origin rebasing for multiplayer. It can be enabled in projects in network project settings. PR #2359: UE-13079: World Origin Shifting for Multiplayer (Contributed by michail-nikolaev) #rb dmitriy.dyomin, zak.middleton Change 3140413 on 2016/09/26 by Ryan.Gerleve Fix for crash during cooking #rb john.pollard #jira UE-36376 Change 3142515 on 2016/09/27 by Ryan.Gerleve Paragon code to use the single-world deathcam implementation and related fixes. #rb david.ratti, john.pollard Change 3146799 on 2016/09/30 by John.Pollard Fix UE-36634: Logspam after rejoining LogOrion:Warning: AOrionPickupManager::TickPickups - SpawnedPickups * We now pass in bNetInitial to the compare function * We force compares when bNetInitial is true * We no longer compare properties that don't have the lifetime flag (weren't registered via DOREPLIFETIME #rb RyanG Change 3147049 on 2016/09/30 by John.Pollard Fix UE-36635 - Crash when slotting upgrades quickly in cardshop #rb None #codereview Ryan.Gerleve Change 3148296 on 2016/10/02 by John.Pollard Merging //UE4/Dev-Main to Dev-Networking (//UE4/Dev-Networking) #rb none Change 3148816 on 2016/10/03 by Bart.Bressler Implement "Play Together" PS4 feature in Shooter Game #codereview marcus.wassmer, sam.zamani #rb john.pollard Change 3149279 on 2016/10/03 by Bart.Bressler PS4 Play Together compile fix #rb none Change 3150142 on 2016/10/04 by Ryan.Gerleve Remove reference to "deathcam" from a comment in engine code #rb none #lockdown Nick.Penwarden [CL 3150558 by John Pollard in Main branch]