This website requires JavaScript.
Explore
Help
Sign In
izzy
/
UnrealEngineUWP
Watch
0
Star
0
Fork
0
You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced
2026-03-26 18:15:20 -07:00
Code
Issues
Packages
Projects
Releases
Wiki
Activity
Files
ce1ea03e1d0db98ef4fafb87fbf1c8b57036f8bf
UnrealEngineUWP
/
Engine
History
ryan schmidt
ce1ea03e1d
ModelingComponents: fix paste-o found by static analysis
...
#rb none #preflight none [CL 23802439 by ryan schmidt in ue5-main branch]
2023-01-21 00:00:08 -05:00
..
Binaries
OidcToken: Update binaries to include fix for default email scope
2023-01-19 05:38:44 -05:00
Build
Niagara Fluids: Fix for local/world space particle source velocity.
2023-01-20 22:55:38 -05:00
Config
Capitalizes on TSR perf optimisations on consoles to upgrade TSR Epic quality with r.TSR.History.ScreenPercentage=200
2023-01-20 17:43:47 -05:00
Documentation
Documentation for build tools
2023-01-20 00:50:39 -05:00
Extras
Integrating RawPDB from Molecular Matters into crunchersharp.
2023-01-13 15:31:28 -05:00
Platforms
/Hololens
added missing function implementation for HoloLensWebSocket for submission 23727568
2023-01-17 06:06:40 -05:00
Plugins
ModelingComponents: fix paste-o found by static analysis
2023-01-21 00:00:08 -05:00
Programs
Undo CL 23787291 (add MessagingDebugger to UFE)
2023-01-20 06:26:41 -05:00
Shaders
Implemented initial software variable rate shading technique in the base pass CS shaders, though this will be an area of heavy experimentation and optimization in the future. Also fixed a number of bugs, lots of code cleanup, and hooked up ViewRect and a per-pass user data param that an arbitrary compute VF can use to supply custom data to the base pass shading. Includes cross platform implementation of QuadReadAcrossDiagonal.
2023-01-20 23:30:58 -05:00
Source
Implemented initial software variable rate shading technique in the base pass CS shaders, though this will be an area of heavy experimentation and optimization in the future. Also fixed a number of bugs, lots of code cleanup, and hooked up ViewRect and a per-pass user data param that an arbitrary compute VF can use to supply custom data to the base pass shading. Includes cross platform implementation of QuadReadAcrossDiagonal.
2023-01-20 23:30:58 -05:00