You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3152650 on 2016/10/05 by Ben.Zeigler #jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved #jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled Change 3152652 on 2016/10/05 by Ben.Zeigler #jira UE-36849 DataTable::LoadStructData allocating wrong size Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory Change 3152654 on 2016/10/05 by Ben.Zeigler Enable EDL again Change 3153222 on 2016/10/06 by Robert.Manuszewski #PR 2830: Fixes a garbage collection crash when copying an empty timeline contributed by cleaver404 Change 3154177 on 2016/10/06 by Ben.Zeigler #jira UE-36884 Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it Fix it so pending kill component templates do not end up in import table, they will fail to import Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill. This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint Change 3157907 on 2016/10/11 by Steve.Robb FVariantDataConverter::ConvertScalarUPropertyToVariant fixes for enums. Change 3158037 on 2016/10/11 by Robert.Manuszewski PR #2684: Enable full callstacks in non-monolithic builds by default (Contributed by stefanzimecki) Change 3159574 on 2016/10/12 by Steven.Hutton Slight change to database profile #rb none Change 3159689 on 2016/10/12 by Gil.Gribb UE4 - Critical fix for task grpah memory leak. Change 3159730 on 2016/10/12 by Robert.Manuszewski Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread. Change 3164243 on 2016/10/17 by Robert.Manuszewski Fixing instances of Ar.Tell() being assigned to int32 instead of int64. Change 3164388 on 2016/10/17 by Steve.Robb Fix crashes for FMallocStomp allocations of zero bytes. Change 3164485 on 2016/10/17 by Steve.Robb GET_ENUMERATOR_NAME_CHECKED added, which works like GET_MEMBER_NAME_CHECKED but with enums. #fyi jurre.debaare Change 3165755 on 2016/10/18 by Steven.Hutton Submitting changes to datamodel to match DB changes. Description field and command line field size increased #RNX Change 3165759 on 2016/10/18 by Robert.Manuszewski Merging //Tasks/UE4/Dev-LoadTimes/... to //UE4/Dev-Core/... #fyi Gil.Gribb, Ben.Woodhouse Change 3166091 on 2016/10/18 by Gil.Gribb UE4 - Fixed typo in check relating to stalling the RHI thread #jira UE-37068 Change 3167607 on 2016/10/19 by Gil.Gribb UE4 - Never use a cached file wrapper with the EDL Change 3168738 on 2016/10/20 by Robert.Manuszewski Fixing CancelAsyncLoading crashes Change 3168774 on 2016/10/20 by Graeme.Thornton Fix for a crash reported in a UDN post: https://udn.unrealengine.com/questions/288234/a-problem-on-mobile-after-updating-to-4111.html On 32-bit targets, some int64s could be aligned to 4 bytes and then passed into platform atomics functions. On apple platforms, those atomics functions can crash when passed in a non-8 byte aligned int64. Some explict alignment has been added to those variables to for 8 bytes. Change 3168952 on 2016/10/20 by Steven.Hutton Removing unused packages #rb none Change 3170562 on 2016/10/21 by Robert.Manuszewski Fixing CIS warning Change 3170617 on 2016/10/21 by Gil.Gribb UE4 - first pass at allowing the EDL to work with nativized blueprints Change 3170662 on 2016/10/21 by Chris.Wood Re-added duplicate crash checks to CRP (v1.2.2) [UE-37565] - Re-add duplicate crash checks to CRP inputs Change 3171794 on 2016/10/24 by Graeme.Thornton Change a file IO log message to verbose Change 3171831 on 2016/10/24 by Steve.Robb PUSH_MACRO() and POP_MACRO() for preserving and restoring the state of a macro. Change 3171934 on 2016/10/24 by Gil.Gribb UE4 - Fix rare crash with particle systems destroying render state. This is a very safe fix. [CL 3172200 by Ben Marsh in Main branch]