To access our Unreal source repository, you will need to confirm your Github account on your account page here. This should be the same account you linked with your Unreal Engine account. Once you have been confirmed (by email), you will be able to access the source repository here. Then you will need the trueSKY binary dll's and shaders. You can get these by running GetBinaries.bat from Engine/Plugins/TrueSky/Plugin, or from the binary installers below:
Tue 15 Dec : Fix Rain texture overlays and PrecipitationRenderer keeps a copy of the last skylight cubemap for debugging. Other minor fixes for rain.sfx
Mon 14 Dec : Fix for Lightpass texture when rendering lightning in OpenGL.
Mon 14 Dec : BaseWeatherRenderer::RenderCompositingTextures() new layer for texture debugging. Fix GLSL for invalid operands to "*" in GLSL for lightning_CS_BranchFractal_c.glsl
Fri 11 Dec : CloudConstants changed to meet GLSL std140. OpenGLSample.cpp updated. TrueSkyRenderer::RenderStandard() returns if there's no view.
Mon 07 Dec : Set precipitationVolumeCleared variable from global to class variable
Mon 07 Dec : Fix for clouds not being cleared from the cubemap when cloudiness is set to 0, and precipitation not updating when set to 0 also.
Fri 04 Dec : Add build.sh for Linux.
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.
Tue 01 Dec : Minor fixes and rearrangement for docsUnreal Engine
=============
Wed 09 Dec : Update to test level
Wed 09 Dec : Build Info UI in test
Wed 09 Dec : Initial changes to support Xbox Series X.
Mon 07 Dec : Struct Fix
Tue 17 Nov : Fixes for PS4 Simultest.
Tue 17 Nov : Localization Automation using CL 14750332
Sat 14 Nov : Localization Automation using CL 14743714
Fri 13 Nov : Localization Automation using CL 14734202
Thu 12 Nov : Localization Automation using CL 14718292
Wed 11 Nov : Localization Automation using CL 14697776
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.
Tue 01 Dec : Minor fixes and rearrangement for docs
Fri 20 Nov : Removed Toolchain
Tue 17 Nov : Added DeleteKeyframeByUID
Tue 17 Nov : Fix resource leak.
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : int to size_t
Mon 16 Nov : No need for struct size check more than once.
Fri 13 Nov : Small fixUnreal Engine
=============
Wed 09 Dec : Build Info UI in test
Wed 09 Dec : Initial changes to support Xbox Series X.
Mon 07 Dec : Struct Fix
Tue 17 Nov : Fixes for PS4 Simultest.
Tue 17 Nov : Localization Automation using CL 14750332
Sat 14 Nov : Localization Automation using CL 14743714
Fri 13 Nov : Localization Automation using CL 14734202
Thu 12 Nov : Localization Automation using CL 14718292
Wed 11 Nov : Localization Automation using CL 14697776
Tue 10 Nov : Localization Automation using CL 14689418
Tue 17 Nov : Added DeleteKeyframeByUID
Tue 17 Nov : Fix resource leak.
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : int to size_t
Mon 16 Nov : No need for struct size check more than once.
Fri 13 Nov : Small fix
Fri 13 Nov : UnityMemoryInterface compile fix.
Fri 13 Nov : Update UnityMemoryInterface to use size_t.
Fri 13 Nov : Memory tracking uses size_t which is 64-bit, not int which is 32-bit and overflows.
Wed 11 Nov : Fix WindowUpdater recompile.Unreal Engine
=============
Tue 17 Nov : Fixes for PS4 Simultest.
Fri 23 Oct : Fix for variables being hidden, adjustment for 4.3 specific values
Fri 16 Oct : Further Build Fixes
Mon 28 Sep : Fix to EditCondition Issue with Transient Value
Mon 14 Sep : Undo accidental vulkan disable
Sat 12 Sep : Fix to runtime visibility change. Set Cloud Keyframe Position at Runtime. Renamed Time to CurrentTime internally to make blueprints easier to read. Removed unused world pointer. Added TimeToTrueSKYTime blueprint.
Wed 09 Sep : Sanitizing Cloud Resolution (Powers of 2 only)
Fri 04 Sep : DX12 crash + level swap at runtime fix
Fri 28 Aug : Water Colour picker + Check for world change
Tue 11 Aug : Directory UE4PS4Automation must be created.
Thu 10 Dec : Stuct Update + int to size_t fix
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small FixesUnreal Engine
=============
Wed 09 Dec : Update to test level
Wed 09 Dec : Build Info UI in test
Wed 09 Dec : Initial changes to support Xbox Series X.
Mon 07 Dec : Struct Fix
Tue 17 Nov : Fixes for PS4 Simultest.
Tue 17 Nov : Localization Automation using CL 14750332
Sat 14 Nov : Localization Automation using CL 14743714
Fri 13 Nov : Localization Automation using CL 14734202
Thu 12 Nov : Localization Automation using CL 14718292
Wed 11 Nov : Localization Automation using CL 14697776
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small Fixes
Sat 14 Nov : Removed UndoUnreal Engine
=============
Wed 09 Dec : Update to test level
Wed 09 Dec : Build Info UI in test
Wed 09 Dec : Initial changes to support Xbox Series X.
Mon 07 Dec : Struct Fix
Tue 17 Nov : Fixes for PS4 Simultest.
Tue 17 Nov : Localization Automation using CL 14750332
Sat 14 Nov : Localization Automation using CL 14743714
Fri 13 Nov : Localization Automation using CL 14734202
Thu 12 Nov : Localization Automation using CL 14718292
Wed 11 Nov : Localization Automation using CL 14697776
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small Fixes
Sat 14 Nov : Removed Undo
Sat 14 Nov : int to size_t
Fri 13 Nov : Memory tracking uses size_t, which is 64-bit, not int, which is 32-bit and overflows.
Fri 13 Nov : Memory tracking uses size_t, which is 64-bit, not int, which is 32-bit and overflows.Unreal Engine
=============
Tue 17 Nov : Fixes for PS4 Simultest.
Fri 23 Oct : Fix for variables being hidden, adjustment for 4.3 specific values
Fri 16 Oct : Further Build Fixes
Mon 28 Sep : Fix to EditCondition Issue with Transient Value
Mon 14 Sep : Undo accidental vulkan disable
Sat 12 Sep : Fix to runtime visibility change. Set Cloud Keyframe Position at Runtime. Renamed Time to CurrentTime internally to make blueprints easier to read. Removed unused world pointer. Added TimeToTrueSKYTime blueprint.
Wed 09 Sep : Sanitizing Cloud Resolution (Powers of 2 only)
Fri 04 Sep : DX12 crash + level swap at runtime fix
Fri 28 Aug : Water Colour picker + Check for world change
Tue 11 Aug : Directory UE4PS4Automation must be created.
Sun 12 Jul : Xbox header fix.
Sun 12 Jul : Remove WIN64=1 for Linux
Sun 12 Jul : Fix Spectrum json location.
Sat 11 Jul : Merges from 4.3 for platform support.
Fri 10 Jul : Commodore platform support.
Thu 09 Jul : SkyKeyframer::GetSiderealTimeDegrees() now uses interpolatedKeyframe.time. Fix for Sky Background doing full reverse rotation before midnight.
Wed 08 Jul : ExternalRenderValues Struct Improvement
Tue 07 Jul : Fix to Struct mis-match
Tue 07 Jul : Re-enabling Sky. Storm Fix.
Thu 02 Jul : Mie value from blueprint fixUnreal Engine
=============
Sun 19 Jul : Disable FASTBuild for now. can't handle dte80a.tlh copy.
Sat 18 Jul : Vulkan GetPlatformContext fix.
Wed 15 Jul : Minor fix for custom moon mesh component not being deleted when removed.
Wed 15 Jul : Add png's.
Tue 14 Jul : Minor fix for custom moon mesh component not being deleted when removed.
Sun 12 Jul : Fix Xbox include directories for new Platform folder layout.
Wed 08 Jul : ExternalRenderValues Fix, hiding unnecessary variables, no new moon if 4.1a.
Mon 06 Jul : Hiding Variables based on trueSKY Version, removed some 4.1a errors
Thu 25 Jun : Added ability to disable sky rendering, and use a custom cubemap for water reflections
Mon 22 Jun : Fix some PS4 UE deployment bugs.
Wed 20 May : Fix shaky rain.
Wed 20 May : Fix NaN's in rain.
Tue 19 May : Rain tweak, version number on seq panel.
Tue 19 May : Use 0 mip to render rain with cubemap.
Mon 18 May : Fixed aligned Sun, removed flashing sky with Sequencer DX12
Fri 15 May : Small updates to water, backend changes to particles, fix for memory leak
Tue 12 May : Fix D3d12 shader build.
Mon 11 May : Improve batch build script. Deploy Win64 shaders to API subdirectories.
Mon 11 May : Updated binary readme and batches.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrixUnreal Engine
=============
Fri 22 May : Added VC_Redist
Fri 22 May : 4.24 fixes to 4.25 + added presets
Thu 21 May : Add LINUX_MULTIARCH_ROOT=C:\UnrealToolchains\v16_clang-9.0.1-centos7 to props file.
Wed 20 May : Add logo images.
Mon 18 May : Installer tweak.
Sat 16 May : Allow error for d3d12 run, because of a persistent Unreal bug.
Fri 15 May : D3d12 will always return an error due to Unreal bug, so don't fail build on account of that.
Thu 14 May : nDisplayListener sets proper working directory when starts an application
Thu 14 May : Fixing Static Analysis...again #jira UE-93080 #rb none #lockdown cristina.riveron
Thu 14 May : Add assets.
Wed 17 Jun : Fix multi-binary path support.
Wed 17 Jun : Slight binary shader path improvement.
Wed 17 Jun : Small Fix to shadow
Wed 17 Jun : Fix to Shadows
Wed 17 Jun : Fix shaderbin call.
Wed 17 Jun : Multiple shaderbin paths allowed.
Tue 16 Jun : Multiple shaderbin paths are allowed.
Mon 15 Jun : .
Tue 28 Apr : Added latest Redist exe
Wed 08 Apr : PS4 LightweightGraphicsConstantUpdateEngine size check.Unreal Engine
=============
Sun 19 Jul : Disable FASTBuild for now. can't handle dte80a.tlh copy.
Sat 18 Jul : Vulkan GetPlatformContext fix.
Wed 15 Jul : Minor fix for custom moon mesh component not being deleted when removed.
Wed 15 Jul : Add png's.
Tue 14 Jul : Minor fix for custom moon mesh component not being deleted when removed.
Sun 12 Jul : Fix Xbox include directories for new Platform folder layout.
Wed 08 Jul : ExternalRenderValues Fix, hiding unnecessary variables, no new moon if 4.1a.
Mon 06 Jul : Hiding Variables based on trueSKY Version, removed some 4.1a errors
Thu 25 Jun : Added ability to disable sky rendering, and use a custom cubemap for water reflections
Mon 22 Jun : Fix some PS4 UE deployment bugs.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Fri 22 May : Added VC_Redist
Fri 22 May : 4.24 fixes to 4.25 + added presets
Thu 21 May : Add LINUX_MULTIARCH_ROOT=C:\UnrealToolchains\v16_clang-9.0.1-centos7 to props file.
Wed 20 May : Add logo images.
Mon 18 May : Installer tweak.
Sat 16 May : Allow error for d3d12 run, because of a persistent Unreal bug.
Fri 15 May : D3d12 will always return an error due to Unreal bug, so don't fail build on account of that.
Thu 14 May : nDisplayListener sets proper working directory when starts an application
Thu 14 May : Fixing Static Analysis...again #jira UE-93080 #rb none #lockdown cristina.riveron
Thu 14 May : Add assets.
Tue 15 Dec : Fix Rain texture overlays and PrecipitationRenderer keeps a copy of the last skylight cubemap for debugging. Other minor fixes for rain.sfx
Mon 14 Dec : Fix for Lightpass texture when rendering lightning in OpenGL.
Mon 14 Dec : BaseWeatherRenderer::RenderCompositingTextures() new layer for texture debugging. Fix GLSL for invalid operands to "*" in GLSL for lightning_CS_BranchFractal_c.glsl
Fri 11 Dec : CloudConstants changed to meet GLSL std140. OpenGLSample.cpp updated. TrueSkyRenderer::RenderStandard() returns if there's no view.
Mon 07 Dec : Set precipitationVolumeCleared variable from global to class variable
Mon 07 Dec : Fix for clouds not being cleared from the cubemap when cloudiness is set to 0, and precipitation not updating when set to 0 also.
Fri 04 Dec : Add build.sh for Linux.
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.
Tue 01 Dec : Minor fixes and rearrangement for docsUnreal Engine
=============
Fri 18 Dec : Update Gauntlet.
Thu 10 Dec : small property fix
Tue 08 Dec : Test Level Update
Mon 07 Dec : Update to tests
Tue 01 Dec : Fix for render to cubemap
Mon 26 Oct : Branch snapshot for CL 11596182
Fri 23 Oct : Blueprint Fix, fix to hidden variables
Fri 16 Oct : Initialization Order
Mon 28 Sep : Adding missing file
Fri 28 Aug : More PS4 automation fixes in SimulTestPS4.bat
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.
Tue 01 Dec : Minor fixes and rearrangement for docs
Fri 20 Nov : Removed Toolchain
Tue 17 Nov : Added DeleteKeyframeByUID
Tue 17 Nov : Fix resource leak.
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : int to size_t
Mon 16 Nov : No need for struct size check more than once.
Fri 13 Nov : Small fixUnreal Engine
=============
Wed 09 Dec : small property fix
Tue 08 Dec : Test Level Update
Mon 07 Dec : Update to tests
Tue 01 Dec : Fix for render to cubemap
Fri 23 Oct : Blueprint Fix, fix to hidden variables
Fri 16 Oct : Initialization Order
Mon 28 Sep : Adding missing file
Fri 28 Aug : More PS4 automation fixes in SimulTestPS4.bat
Tue 25 Aug : Added an extra water reflections parameter for performance tweaking.
Tue 11 Aug : More PS4 automation fixes in SimulTestPS4.bat
Thu 10 Dec : Stuct Update + int to size_t fix
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small FixesUnreal Engine
=============
Fri 18 Dec : Update Gauntlet.
Thu 10 Dec : small property fix
Tue 08 Dec : Test Level Update
Mon 07 Dec : Update to tests
Tue 01 Dec : Fix for render to cubemap
Mon 26 Oct : Branch snapshot for CL 11596182
Fri 23 Oct : Blueprint Fix, fix to hidden variables
Fri 16 Oct : Initialization Order
Mon 28 Sep : Adding missing file
Fri 28 Aug : More PS4 automation fixes in SimulTestPS4.bat
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small Fixes
Sat 14 Nov : Removed UndoUnreal Engine
=============
Wed 09 Dec : small property fix
Tue 08 Dec : Test Level Update
Mon 07 Dec : Update to tests
Tue 01 Dec : Fix for render to cubemap
Fri 23 Oct : Blueprint Fix, fix to hidden variables
Fri 16 Oct : Initialization Order
Mon 28 Sep : Adding missing file
Fri 28 Aug : More PS4 automation fixes in SimulTestPS4.bat
Tue 25 Aug : Added an extra water reflections parameter for performance tweaking.
Tue 11 Aug : More PS4 automation fixes in SimulTestPS4.bat
Wed 20 May : Fix shaky rain.
Wed 20 May : Fix NaN's in rain.
Tue 19 May : Rain tweak, version number on seq panel.
Tue 19 May : Use 0 mip to render rain with cubemap.
Mon 18 May : Fixed aligned Sun, removed flashing sky with Sequencer DX12
Fri 15 May : Small updates to water, backend changes to particles, fix for memory leak
Tue 12 May : Fix D3d12 shader build.
Mon 11 May : Improve batch build script. Deploy Win64 shaders to API subdirectories.
Mon 11 May : Updated binary readme and batches.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrixUnreal Engine
=============
Tue 19 May : Update CoreGlobals.cpp
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Wed 06 May : Added new presets
Thu 30 Apr : initializeDefaults initialize to true.
Mon 27 Apr : NSI update for latest redist
Wed 15 Apr : Removed FlowRays Overlay. Removed old Debug Blueprint. Added SetDebugBool
Sun 05 Apr : Update trueSKYUE4Plugin.nsi
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Thu 02 Apr : Fix for water faces being drawn backwards, small improvement for reflection setting performance
Thu 02 Apr : Added debug output to Sequencer
Wed 01 Apr : Fixed medium detail update region. Fixed rain render problems.
Mon 30 Mar : Fix offset high-detail area.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Remove DefaultFileLoader.cpp - this is now in Platform/Core.
Fri 27 Mar : Platform ptr.
Fri 27 Mar : CloudKeyframers have Names.
Fri 27 Mar : Fix incorrect links in Unreal source docs page.Unreal Engine
=============
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Sun 29 Mar : PluginAlternatePath for textures/shaders. Integration scheme has three options. PS4 screenshot saves to host PC.
Tue 24 Mar : Updates to console test scripts
Mon 23 Mar : Updated test scripts.
Wed 18 Mar : Fix uplugin definitions.
Wed 18 Mar : Fix SimulTest level again.
Fri 03 Jan : Fix Vulkan sample on Windows.
Fri 03 Jan : unistd include.
Fri 03 Jan : Fix bad spacing in Sfx files.
Fri 03 Jan : D3d12 build fixes.
Tue 31 Dec : Linux build fixes
Sun 29 Dec : Update Licence.md
Thu 19 Dec : Reverting timer, adding check to see if licence is long enough to even send
Tue 17 Dec : Fix skySequencer installer.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Lowering default values. Capitalizing Names on Sequencer.Unreal Engine
=============
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Tue 10 Dec : Added Test424, fixed PostMessage compile issue.
Tue 10 Dec : Added Niagara change
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Added ability to change the distance the water wavegrid is effective
Mon 06 Jan : Added ability for water to run off game time as well as real time
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Tue 10 Dec : Added Test424, fixed PostMessage compile issue.
Tue 10 Dec : Added Niagara change
Mon 09 Dec : Add UE4_42.sln
Mon 09 Dec : Added Console files. PS4 not yet supported?
Sat 07 Dec : Localization Automation
Fri 06 Dec : Add trueSkyPlugin
Fri 06 Dec : Localization Automation
Thu 05 Dec : Niagara - Fix an intermittent crash when closing the system or emitter editor.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Tue 19 May : Update CoreGlobals.cpp
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Wed 06 May : Added new presets
Thu 30 Apr : initializeDefaults initialize to true.
Mon 27 Apr : NSI update for latest redist
Wed 15 Apr : Removed FlowRays Overlay. Removed old Debug Blueprint. Added SetDebugBool
Sun 05 Apr : Update trueSKYUE4Plugin.nsi
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build againUnreal Engine
=============
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Sun 29 Mar : PluginAlternatePath for textures/shaders. Integration scheme has three options. PS4 screenshot saves to host PC.
Tue 24 Mar : Updates to console test scripts
Mon 23 Mar : Updated test scripts.
Wed 18 Mar : Fix uplugin definitions.
Wed 18 Mar : Fix SimulTest level again.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Thu 09 Jan : Added ability to change the distance the water wavegrid is effective
Mon 06 Jan : Added ability for water to run off game time as well as real time
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Tue 10 Dec : Added Test424, fixed PostMessage compile issue.
Tue 10 Dec : Added Niagara change
Mon 09 Dec : Add UE4_42.sln
Mon 09 Dec : Added Console files. PS4 not yet supported?
Sat 07 Dec : Localization Automation
Fri 06 Dec : Add trueSkyPlugin
Fri 06 Dec : Localization Automation
Thu 05 Dec : Niagara - Fix an intermittent crash when closing the system or emitter editor.
Sun 12 Jul : Xbox header fix.
Sun 12 Jul : Remove WIN64=1 for Linux
Sun 12 Jul : Fix Spectrum json location.
Sat 11 Jul : Merges from 4.3 for platform support.
Fri 10 Jul : Commodore platform support.
Thu 09 Jul : SkyKeyframer::GetSiderealTimeDegrees() now uses interpolatedKeyframe.time. Fix for Sky Background doing full reverse rotation before midnight.
Wed 08 Jul : ExternalRenderValues Struct Improvement
Tue 07 Jul : Fix to Struct mis-match
Tue 07 Jul : Re-enabling Sky. Storm Fix.
Thu 02 Jul : Mie value from blueprint fixUnreal Engine
=============
Tue 14 Jul : MilkyWay.uasset is set to not generate mip maps. Fix for Sky Background Texture low-resolution on start/stop play.
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Wed 20 May : Fix shaky rain.
Wed 20 May : Fix NaN's in rain.
Tue 19 May : Rain tweak, version number on seq panel.
Tue 19 May : Use 0 mip to render rain with cubemap.
Mon 18 May : Fixed aligned Sun, removed flashing sky with Sequencer DX12
Fri 15 May : Small updates to water, backend changes to particles, fix for memory leak
Tue 12 May : Fix D3d12 shader build.
Mon 11 May : Improve batch build script. Deploy Win64 shaders to API subdirectories.
Mon 11 May : Updated binary readme and batches.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrixUnreal Engine
=============
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Fix for water faces being drawn backwards, small improvement for reflection setting performance
Thu 02 Apr : Added debug output to Sequencer
Wed 01 Apr : Fixed medium detail update region. Fixed rain render problems.
Mon 30 Mar : Fix offset high-detail area.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Remove DefaultFileLoader.cpp - this is now in Platform/Core.
Fri 27 Mar : Platform ptr.
Fri 27 Mar : CloudKeyframers have Names.
Fri 27 Mar : Fix incorrect links in Unreal source docs page.Unreal Engine
=============
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Sun 29 Mar : Xbox test scripts fixes.
Wed 18 Mar : SimuLTest fixes
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Don't test Vulkan/D3D12 if 4.1a
Tue 17 Mar : Update for Linux and D3D12 state cache.
Fri 13 Mar : Don't test Vulkan/D3D12 if 4.1a
Thu 12 Mar : Merge Linux non-Vulkan fixes.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Wind speed+heading Removed from keyframe blueprint
Wed 08 Jan : Guard markers for altitude lighting.
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 03 Jan : Fix Vulkan sample on Windows.
Fri 03 Jan : unistd include.
Fri 03 Jan : Fix bad spacing in Sfx files.
Fri 03 Jan : D3d12 build fixes.
Tue 31 Dec : Linux build fixes
Sun 29 Dec : Update Licence.md
Thu 19 Dec : Reverting timer, adding check to see if licence is long enough to even send
Tue 17 Dec : Fix skySequencer installer.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Lowering default values. Capitalizing Names on Sequencer.Unreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Fri 22 Nov : Prevent Unity overlay crash.
Fri 22 Nov : Added to lock guard to TrueSkyRenderer::RemoveView()
Fri 22 Nov : Cloud Window UI changes, small doc update
Fri 22 Nov : only if SIMUL_EDITOR is 1 reference sphereRenderer.
Thu 21 Nov : Extra debug info for shader loads.
Thu 21 Nov : Removal of old variables from sequencer. Added Extra Cloud section to docs.
Thu 21 Nov : Improved cloud volume editing.
Thu 21 Nov : Qt version revert to 5.9 as 5.12 has bugs in layout.
Wed 20 Nov : Fix warnings for D3d12.
Mon 18 Nov : Update Build.bat for recent CMake and Vs2017.Unreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.
Wed 27 Nov : Disabled Visibility
Wed 27 Nov : UI Updates + set time to selected keyframe
Wed 27 Nov : Externally-set ResourceStates for D3D12.
Wed 27 Nov : Externally-set ResourceStates for D3D12.
Tue 26 Nov : Fix CloudWindowEditor view lines, and rotateByOffsetPolar();
Tue 26 Nov : Feature level 12.0 for D3D12 supported.
Mon 25 Nov : Cloud Index initial implementation.
Mon 25 Nov : Window FixUnreal Engine
=============
Thu 28 Nov : Vulkan validation fixes.
Thu 28 Nov : Apparently MUST have the broken "ArrowMaterial". No solution to this.
Thu 28 Nov : Removed "ArrowMaterialName" from BaseEngine.ini
Wed 27 Nov : D3d12 barrier fixes.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Fri 22 Nov : only if SIMUL_EDITOR is 1 reference sphereRenderer.
Thu 21 Nov : Extra debug info for shader loads.
Thu 21 Nov : Improved cloud volume editing.
Thu 21 Nov : Qt version revert to 5.9 as 5.12 has bugs in layout.
Wed 20 Nov : Fix warnings for D3d12.
Mon 18 Nov : Update Build.bat for recent CMake and Vs2017.
Mon 18 Nov : Fix OpenGL cloud lighting issues: nVidia driver bug can't cope with 16-bit floats in computable volume.
Mon 18 Nov : Moving images into one folder
Mon 18 Nov : Fixed image in docs
Mon 18 Nov : Amended file name and extensionUnreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Wed 17 Jun : Fix multi-binary path support.
Wed 17 Jun : Slight binary shader path improvement.
Wed 17 Jun : Small Fix to shadow
Wed 17 Jun : Fix to Shadows
Wed 17 Jun : Fix shaderbin call.
Wed 17 Jun : Multiple shaderbin paths allowed.
Tue 16 Jun : Multiple shaderbin paths are allowed.
Mon 15 Jun : .
Tue 28 Apr : Added latest Redist exe
Wed 08 Apr : PS4 LightweightGraphicsConstantUpdateEngine size check.Unreal Engine
=============
Tue 14 Jul : MilkyWay.uasset is set to not generate mip maps. Fix for Sky Background Texture low-resolution on start/stop play.
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Thu 02 Apr : Xbox test scripts fixes.
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build againUnreal Engine
=============
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Sun 29 Mar : Xbox test scripts fixes.
Wed 18 Mar : SimuLTest fixes
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Don't test Vulkan/D3D12 if 4.1a
Tue 17 Mar : Update for Linux and D3D12 state cache.
Fri 13 Mar : Don't test Vulkan/D3D12 if 4.1a
Thu 12 Mar : Merge Linux non-Vulkan fixes.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Thu 09 Jan : Wind speed+heading Removed from keyframe blueprint
Wed 08 Jan : Guard markers for altitude lighting.
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.
Thu 14 Nov : Fix Vulkan validation errors.Unreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 03 Jan : Fix Vulkan sample on Windows.
Fri 03 Jan : unistd include.
Fri 03 Jan : Fix bad spacing in Sfx files.
Fri 03 Jan : D3d12 build fixes.
Tue 31 Dec : Linux build fixes
Sun 29 Dec : Update Licence.md
Thu 19 Dec : Reverting timer, adding check to see if licence is long enough to even send
Tue 17 Dec : Fix skySequencer installer.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Lowering default values. Capitalizing Names on Sequencer.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Tue 03 Dec : Fix for Qt 2017(5.9.8) file copy. Qt5CLucene.dll and qnativewifibearer.dll are not part of Qt5.9.8
Mon 02 Dec : Added QT_VER to release.properties
Fri 29 Nov : Crash on deleting cloud layer with volumes present
Fri 29 Nov : Fix ssleay/libeay usage by Qt: Must force Path Environment.
Fri 29 Nov : Updated XboxOne submodule.
Fri 29 Nov : Fix cloud.sfx precipitationVolumeRW texture type.
Fri 29 Nov : Added define SFX_D3D12
Fri 29 Nov : Fix DX11 Precipitation Volume. Fix for PrecipitationRenderer to use the Precipitation Volume texture.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.Unreal Engine
=============
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Mon 11 Nov : Niagara delegated renderer fix.
Thu 07 Nov : Fixed crash when freshly created sequence asset is assigned.
Mon 04 Nov : Added water probe type for just testing depth
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.Unreal Engine
=============
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Mon 11 Nov : Niagara delegated renderer fix.
Thu 07 Nov : Fixed crash when freshly created sequence asset is assigned.
Mon 04 Nov : Added water probe type for just testing depth
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
If you do not intend to build Unreal Engine from source, you can add the plugin to an existing UE4 installation. Just download the version you are after below. You need to install this onto the Unreal Engine Directory, for example C:/Program Files(x86)/Epic Games/UE_4.25:
Tue 15 Dec : Fix Rain texture overlays and PrecipitationRenderer keeps a copy of the last skylight cubemap for debugging. Other minor fixes for rain.sfx
Mon 14 Dec : Fix for Lightpass texture when rendering lightning in OpenGL.
Mon 14 Dec : BaseWeatherRenderer::RenderCompositingTextures() new layer for texture debugging. Fix GLSL for invalid operands to "*" in GLSL for lightning_CS_BranchFractal_c.glsl
Fri 11 Dec : CloudConstants changed to meet GLSL std140. OpenGLSample.cpp updated. TrueSkyRenderer::RenderStandard() returns if there's no view.
Mon 07 Dec : Set precipitationVolumeCleared variable from global to class variable
Mon 07 Dec : Fix for clouds not being cleared from the cubemap when cloudiness is set to 0, and precipitation not updating when set to 0 also.
Fri 04 Dec : Add build.sh for Linux.
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.
Tue 01 Dec : Minor fixes and rearrangement for docsUnreal Engine
=============
Wed 09 Dec : Update to test level
Wed 09 Dec : Build Info UI in test
Wed 09 Dec : Initial changes to support Xbox Series X.
Mon 07 Dec : Struct Fix
Tue 17 Nov : Fixes for PS4 Simultest.
Tue 17 Nov : Localization Automation using CL 14750332
Sat 14 Nov : Localization Automation using CL 14743714
Fri 13 Nov : Localization Automation using CL 14734202
Thu 12 Nov : Localization Automation using CL 14718292
Wed 11 Nov : Localization Automation using CL 14697776
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.
Tue 01 Dec : Minor fixes and rearrangement for docs
Fri 20 Nov : Removed Toolchain
Tue 17 Nov : Added DeleteKeyframeByUID
Tue 17 Nov : Fix resource leak.
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : int to size_t
Mon 16 Nov : No need for struct size check more than once.
Fri 13 Nov : Small fixUnreal Engine
=============
Wed 09 Dec : Build Info UI in test
Wed 09 Dec : Initial changes to support Xbox Series X.
Mon 07 Dec : Struct Fix
Tue 17 Nov : Fixes for PS4 Simultest.
Tue 17 Nov : Localization Automation using CL 14750332
Sat 14 Nov : Localization Automation using CL 14743714
Fri 13 Nov : Localization Automation using CL 14734202
Thu 12 Nov : Localization Automation using CL 14718292
Wed 11 Nov : Localization Automation using CL 14697776
Tue 10 Nov : Localization Automation using CL 14689418
Tue 17 Nov : Added DeleteKeyframeByUID
Tue 17 Nov : Fix resource leak.
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : int to size_t
Mon 16 Nov : No need for struct size check more than once.
Fri 13 Nov : Small fix
Fri 13 Nov : UnityMemoryInterface compile fix.
Fri 13 Nov : Update UnityMemoryInterface to use size_t.
Fri 13 Nov : Memory tracking uses size_t which is 64-bit, not int which is 32-bit and overflows.
Wed 11 Nov : Fix WindowUpdater recompile.Unreal Engine
=============
Tue 17 Nov : Fixes for PS4 Simultest.
Fri 23 Oct : Fix for variables being hidden, adjustment for 4.3 specific values
Fri 16 Oct : Further Build Fixes
Mon 28 Sep : Fix to EditCondition Issue with Transient Value
Mon 14 Sep : Undo accidental vulkan disable
Sat 12 Sep : Fix to runtime visibility change. Set Cloud Keyframe Position at Runtime. Renamed Time to CurrentTime internally to make blueprints easier to read. Removed unused world pointer. Added TimeToTrueSKYTime blueprint.
Wed 09 Sep : Sanitizing Cloud Resolution (Powers of 2 only)
Fri 04 Sep : DX12 crash + level swap at runtime fix
Fri 28 Aug : Water Colour picker + Check for world change
Tue 11 Aug : Directory UE4PS4Automation must be created.
Thu 10 Dec : Stuct Update + int to size_t fix
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small FixesUnreal Engine
=============
Wed 09 Dec : Update to test level
Wed 09 Dec : Build Info UI in test
Wed 09 Dec : Initial changes to support Xbox Series X.
Mon 07 Dec : Struct Fix
Tue 17 Nov : Fixes for PS4 Simultest.
Tue 17 Nov : Localization Automation using CL 14750332
Sat 14 Nov : Localization Automation using CL 14743714
Fri 13 Nov : Localization Automation using CL 14734202
Thu 12 Nov : Localization Automation using CL 14718292
Wed 11 Nov : Localization Automation using CL 14697776
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small Fixes
Sat 14 Nov : Removed UndoUnreal Engine
=============
Wed 09 Dec : Update to test level
Wed 09 Dec : Build Info UI in test
Wed 09 Dec : Initial changes to support Xbox Series X.
Mon 07 Dec : Struct Fix
Tue 17 Nov : Fixes for PS4 Simultest.
Tue 17 Nov : Localization Automation using CL 14750332
Sat 14 Nov : Localization Automation using CL 14743714
Fri 13 Nov : Localization Automation using CL 14734202
Thu 12 Nov : Localization Automation using CL 14718292
Wed 11 Nov : Localization Automation using CL 14697776
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small Fixes
Sat 14 Nov : Removed Undo
Sat 14 Nov : int to size_t
Fri 13 Nov : Memory tracking uses size_t, which is 64-bit, not int, which is 32-bit and overflows.
Fri 13 Nov : Memory tracking uses size_t, which is 64-bit, not int, which is 32-bit and overflows.Unreal Engine
=============
Tue 17 Nov : Fixes for PS4 Simultest.
Fri 23 Oct : Fix for variables being hidden, adjustment for 4.3 specific values
Fri 16 Oct : Further Build Fixes
Mon 28 Sep : Fix to EditCondition Issue with Transient Value
Mon 14 Sep : Undo accidental vulkan disable
Sat 12 Sep : Fix to runtime visibility change. Set Cloud Keyframe Position at Runtime. Renamed Time to CurrentTime internally to make blueprints easier to read. Removed unused world pointer. Added TimeToTrueSKYTime blueprint.
Wed 09 Sep : Sanitizing Cloud Resolution (Powers of 2 only)
Fri 04 Sep : DX12 crash + level swap at runtime fix
Fri 28 Aug : Water Colour picker + Check for world change
Tue 11 Aug : Directory UE4PS4Automation must be created.
Sun 12 Jul : Xbox header fix.
Sun 12 Jul : Remove WIN64=1 for Linux
Sun 12 Jul : Fix Spectrum json location.
Sat 11 Jul : Merges from 4.3 for platform support.
Fri 10 Jul : Commodore platform support.
Thu 09 Jul : SkyKeyframer::GetSiderealTimeDegrees() now uses interpolatedKeyframe.time. Fix for Sky Background doing full reverse rotation before midnight.
Wed 08 Jul : ExternalRenderValues Struct Improvement
Tue 07 Jul : Fix to Struct mis-match
Tue 07 Jul : Re-enabling Sky. Storm Fix.
Thu 02 Jul : Mie value from blueprint fixUnreal Engine
=============
Sun 19 Jul : Disable FASTBuild for now. can't handle dte80a.tlh copy.
Sat 18 Jul : Vulkan GetPlatformContext fix.
Wed 15 Jul : Minor fix for custom moon mesh component not being deleted when removed.
Wed 15 Jul : Add png's.
Tue 14 Jul : Minor fix for custom moon mesh component not being deleted when removed.
Sun 12 Jul : Fix Xbox include directories for new Platform folder layout.
Wed 08 Jul : ExternalRenderValues Fix, hiding unnecessary variables, no new moon if 4.1a.
Mon 06 Jul : Hiding Variables based on trueSKY Version, removed some 4.1a errors
Thu 25 Jun : Added ability to disable sky rendering, and use a custom cubemap for water reflections
Mon 22 Jun : Fix some PS4 UE deployment bugs.
Wed 20 May : Fix shaky rain.
Wed 20 May : Fix NaN's in rain.
Tue 19 May : Rain tweak, version number on seq panel.
Tue 19 May : Use 0 mip to render rain with cubemap.
Mon 18 May : Fixed aligned Sun, removed flashing sky with Sequencer DX12
Fri 15 May : Small updates to water, backend changes to particles, fix for memory leak
Tue 12 May : Fix D3d12 shader build.
Mon 11 May : Improve batch build script. Deploy Win64 shaders to API subdirectories.
Mon 11 May : Updated binary readme and batches.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrixUnreal Engine
=============
Fri 22 May : Added VC_Redist
Fri 22 May : 4.24 fixes to 4.25 + added presets
Thu 21 May : Add LINUX_MULTIARCH_ROOT=C:\UnrealToolchains\v16_clang-9.0.1-centos7 to props file.
Wed 20 May : Add logo images.
Mon 18 May : Installer tweak.
Sat 16 May : Allow error for d3d12 run, because of a persistent Unreal bug.
Fri 15 May : D3d12 will always return an error due to Unreal bug, so don't fail build on account of that.
Thu 14 May : nDisplayListener sets proper working directory when starts an application
Thu 14 May : Fixing Static Analysis...again #jira UE-93080 #rb none #lockdown cristina.riveron
Thu 14 May : Add assets.
Wed 17 Jun : Fix multi-binary path support.
Wed 17 Jun : Slight binary shader path improvement.
Wed 17 Jun : Small Fix to shadow
Wed 17 Jun : Fix to Shadows
Wed 17 Jun : Fix shaderbin call.
Wed 17 Jun : Multiple shaderbin paths allowed.
Tue 16 Jun : Multiple shaderbin paths are allowed.
Mon 15 Jun : .
Tue 28 Apr : Added latest Redist exe
Wed 08 Apr : PS4 LightweightGraphicsConstantUpdateEngine size check.Unreal Engine
=============
Sun 19 Jul : Disable FASTBuild for now. can't handle dte80a.tlh copy.
Sat 18 Jul : Vulkan GetPlatformContext fix.
Wed 15 Jul : Minor fix for custom moon mesh component not being deleted when removed.
Wed 15 Jul : Add png's.
Tue 14 Jul : Minor fix for custom moon mesh component not being deleted when removed.
Sun 12 Jul : Fix Xbox include directories for new Platform folder layout.
Wed 08 Jul : ExternalRenderValues Fix, hiding unnecessary variables, no new moon if 4.1a.
Mon 06 Jul : Hiding Variables based on trueSKY Version, removed some 4.1a errors
Thu 25 Jun : Added ability to disable sky rendering, and use a custom cubemap for water reflections
Mon 22 Jun : Fix some PS4 UE deployment bugs.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Fri 22 May : Added VC_Redist
Fri 22 May : 4.24 fixes to 4.25 + added presets
Thu 21 May : Add LINUX_MULTIARCH_ROOT=C:\UnrealToolchains\v16_clang-9.0.1-centos7 to props file.
Wed 20 May : Add logo images.
Mon 18 May : Installer tweak.
Sat 16 May : Allow error for d3d12 run, because of a persistent Unreal bug.
Fri 15 May : D3d12 will always return an error due to Unreal bug, so don't fail build on account of that.
Thu 14 May : nDisplayListener sets proper working directory when starts an application
Thu 14 May : Fixing Static Analysis...again #jira UE-93080 #rb none #lockdown cristina.riveron
Thu 14 May : Add assets.
Thu 10 Dec : Stuct Update + int to size_t fix
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small FixesUnreal Engine
=============
Fri 18 Dec : Update Gauntlet.
Thu 10 Dec : small property fix
Tue 08 Dec : Test Level Update
Mon 07 Dec : Update to tests
Tue 01 Dec : Fix for render to cubemap
Mon 26 Oct : Branch snapshot for CL 11596182
Fri 23 Oct : Blueprint Fix, fix to hidden variables
Fri 16 Oct : Initialization Order
Mon 28 Sep : Adding missing file
Fri 28 Aug : More PS4 automation fixes in SimulTestPS4.bat
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small Fixes
Sat 14 Nov : Removed UndoUnreal Engine
=============
Wed 09 Dec : small property fix
Tue 08 Dec : Test Level Update
Mon 07 Dec : Update to tests
Tue 01 Dec : Fix for render to cubemap
Fri 23 Oct : Blueprint Fix, fix to hidden variables
Fri 16 Oct : Initialization Order
Mon 28 Sep : Adding missing file
Fri 28 Aug : More PS4 automation fixes in SimulTestPS4.bat
Tue 25 Aug : Added an extra water reflections parameter for performance tweaking.
Tue 11 Aug : More PS4 automation fixes in SimulTestPS4.bat
Wed 20 May : Fix shaky rain.
Wed 20 May : Fix NaN's in rain.
Tue 19 May : Rain tweak, version number on seq panel.
Tue 19 May : Use 0 mip to render rain with cubemap.
Mon 18 May : Fixed aligned Sun, removed flashing sky with Sequencer DX12
Fri 15 May : Small updates to water, backend changes to particles, fix for memory leak
Tue 12 May : Fix D3d12 shader build.
Mon 11 May : Improve batch build script. Deploy Win64 shaders to API subdirectories.
Mon 11 May : Updated binary readme and batches.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrixUnreal Engine
=============
Tue 19 May : Update CoreGlobals.cpp
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Wed 06 May : Added new presets
Thu 30 Apr : initializeDefaults initialize to true.
Mon 27 Apr : NSI update for latest redist
Wed 15 Apr : Removed FlowRays Overlay. Removed old Debug Blueprint. Added SetDebugBool
Sun 05 Apr : Update trueSKYUE4Plugin.nsi
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Thu 02 Apr : Fix for water faces being drawn backwards, small improvement for reflection setting performance
Thu 02 Apr : Added debug output to Sequencer
Wed 01 Apr : Fixed medium detail update region. Fixed rain render problems.
Mon 30 Mar : Fix offset high-detail area.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Remove DefaultFileLoader.cpp - this is now in Platform/Core.
Fri 27 Mar : Platform ptr.
Fri 27 Mar : CloudKeyframers have Names.
Fri 27 Mar : Fix incorrect links in Unreal source docs page.Unreal Engine
=============
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Sun 29 Mar : PluginAlternatePath for textures/shaders. Integration scheme has three options. PS4 screenshot saves to host PC.
Tue 24 Mar : Updates to console test scripts
Mon 23 Mar : Updated test scripts.
Wed 18 Mar : Fix uplugin definitions.
Wed 18 Mar : Fix SimulTest level again.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Tue 19 May : Update CoreGlobals.cpp
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Wed 06 May : Added new presets
Thu 30 Apr : initializeDefaults initialize to true.
Mon 27 Apr : NSI update for latest redist
Wed 15 Apr : Removed FlowRays Overlay. Removed old Debug Blueprint. Added SetDebugBool
Sun 05 Apr : Update trueSKYUE4Plugin.nsi
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build againUnreal Engine
=============
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Sun 29 Mar : PluginAlternatePath for textures/shaders. Integration scheme has three options. PS4 screenshot saves to host PC.
Tue 24 Mar : Updates to console test scripts
Mon 23 Mar : Updated test scripts.
Wed 18 Mar : Fix uplugin definitions.
Wed 18 Mar : Fix SimulTest level again.
Sun 12 Jul : Xbox header fix.
Sun 12 Jul : Remove WIN64=1 for Linux
Sun 12 Jul : Fix Spectrum json location.
Sat 11 Jul : Merges from 4.3 for platform support.
Fri 10 Jul : Commodore platform support.
Thu 09 Jul : SkyKeyframer::GetSiderealTimeDegrees() now uses interpolatedKeyframe.time. Fix for Sky Background doing full reverse rotation before midnight.
Wed 08 Jul : ExternalRenderValues Struct Improvement
Tue 07 Jul : Fix to Struct mis-match
Tue 07 Jul : Re-enabling Sky. Storm Fix.
Thu 02 Jul : Mie value from blueprint fixUnreal Engine
=============
Tue 14 Jul : MilkyWay.uasset is set to not generate mip maps. Fix for Sky Background Texture low-resolution on start/stop play.
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Wed 20 May : Fix shaky rain.
Wed 20 May : Fix NaN's in rain.
Tue 19 May : Rain tweak, version number on seq panel.
Tue 19 May : Use 0 mip to render rain with cubemap.
Mon 18 May : Fixed aligned Sun, removed flashing sky with Sequencer DX12
Fri 15 May : Small updates to water, backend changes to particles, fix for memory leak
Tue 12 May : Fix D3d12 shader build.
Mon 11 May : Improve batch build script. Deploy Win64 shaders to API subdirectories.
Mon 11 May : Updated binary readme and batches.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrixUnreal Engine
=============
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Fix for water faces being drawn backwards, small improvement for reflection setting performance
Thu 02 Apr : Added debug output to Sequencer
Wed 01 Apr : Fixed medium detail update region. Fixed rain render problems.
Mon 30 Mar : Fix offset high-detail area.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Remove DefaultFileLoader.cpp - this is now in Platform/Core.
Fri 27 Mar : Platform ptr.
Fri 27 Mar : CloudKeyframers have Names.
Fri 27 Mar : Fix incorrect links in Unreal source docs page.Unreal Engine
=============
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Sun 29 Mar : Xbox test scripts fixes.
Wed 18 Mar : SimuLTest fixes
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Don't test Vulkan/D3D12 if 4.1a
Tue 17 Mar : Update for Linux and D3D12 state cache.
Fri 13 Mar : Don't test Vulkan/D3D12 if 4.1a
Thu 12 Mar : Merge Linux non-Vulkan fixes.
Fri 03 Jan : Fix Vulkan sample on Windows.
Fri 03 Jan : unistd include.
Fri 03 Jan : Fix bad spacing in Sfx files.
Fri 03 Jan : D3d12 build fixes.
Tue 31 Dec : Linux build fixes
Sun 29 Dec : Update Licence.md
Thu 19 Dec : Reverting timer, adding check to see if licence is long enough to even send
Tue 17 Dec : Fix skySequencer installer.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Lowering default values. Capitalizing Names on Sequencer.Unreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Tue 03 Dec : Fix for Qt 2017(5.9.8) file copy. Qt5CLucene.dll and qnativewifibearer.dll are not part of Qt5.9.8
Mon 02 Dec : Added QT_VER to release.properties
Fri 29 Nov : Crash on deleting cloud layer with volumes present
Fri 29 Nov : Fix ssleay/libeay usage by Qt: Must force Path Environment.
Fri 29 Nov : Updated XboxOne submodule.
Fri 29 Nov : Fix cloud.sfx precipitationVolumeRW texture type.
Fri 29 Nov : Added define SFX_D3D12
Fri 29 Nov : Fix DX11 Precipitation Volume. Fix for PrecipitationRenderer to use the Precipitation Volume texture.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.Unreal Engine
=============
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Thu 28 Nov : Vulkan validation fixes.
Thu 28 Nov : Apparently MUST have the broken "ArrowMaterial". No solution to this.
Fri 29 Nov : Crash on deleting cloud layer with volumes present
Fri 29 Nov : Fix ssleay/libeay usage by Qt: Must force Path Environment.
Fri 29 Nov : Updated XboxOne submodule.
Fri 29 Nov : Fix cloud.sfx precipitationVolumeRW texture type.
Fri 29 Nov : Added define SFX_D3D12
Fri 29 Nov : Fix DX11 Precipitation Volume. Fix for PrecipitationRenderer to use the Precipitation Volume texture.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.
Wed 27 Nov : Disabled Visibility
Wed 27 Nov : UI Updates + set time to selected keyframeUnreal Engine
=============
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Thu 28 Nov : Vulkan validation fixes.
Thu 28 Nov : Apparently MUST have the broken "ArrowMaterial". No solution to this.
Thu 28 Nov : Removed "ArrowMaterialName" from BaseEngine.ini
Wed 27 Nov : D3d12 barrier fixes.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 22 Nov : Prevent Unity overlay crash.
Fri 22 Nov : Added to lock guard to TrueSkyRenderer::RemoveView()
Fri 22 Nov : Cloud Window UI changes, small doc update
Fri 22 Nov : only if SIMUL_EDITOR is 1 reference sphereRenderer.
Thu 21 Nov : Extra debug info for shader loads.
Thu 21 Nov : Removal of old variables from sequencer. Added Extra Cloud section to docs.
Thu 21 Nov : Improved cloud volume editing.
Thu 21 Nov : Qt version revert to 5.9 as 5.12 has bugs in layout.
Wed 20 Nov : Fix warnings for D3d12.
Mon 18 Nov : Update Build.bat for recent CMake and Vs2017.Unreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Sat 12 Oct : Fixed binary path bug.
Fri 11 Oct : Fix SHADERBIN_SOURCE deploy
Fri 11 Oct : Update to Unity Sky Sequencer UI.
Fri 11 Oct : Camera constants changes restored.
Fri 11 Oct : Fixed shaderbin not being copied from the build directory
Fri 11 Oct : Fix Unity Sequencer UI disappearance.
Mon 07 Oct : Fix Sfx build for PS4.
Fri 04 Oct : PreprocessLexer and PreprocessParser were renamed to PreprocessorLexer and PreprocessorParser a while back.
Sun 29 Sep : Fail to blank texture if compressed format not supported.
Thu 26 Sep : Minor fixes and cleanupUnreal Engine
=============
Mon 21 Oct : Fix water ProfileResolution being reset on play.
Mon 21 Oct : Add resources.
Mon 21 Oct : Fix incorrect "Content" folder deployment. Content folder does not need to be copied to game content.
Mon 21 Oct : Compilation fixes due to UE's problems with VS 2017.
Fri 18 Oct : Ported GMostyn-Parry fixes from Unreal 4.22 to 4.23.
Thu 17 Oct : Fixup content references to TrueSkyPlugin/Content plugin content, which is not deployed to game folder.
Thu 17 Oct : Update version number in uplugin.
Thu 17 Oct : Remove unwanted copied content.
Thu 17 Oct : Revert incorrect copying of Content folder. DeployToContent is deployable where it exists.
Tue 15 Oct : values from release.properties in UE4_42.py
Wed 17 Jun : Fix multi-binary path support.
Wed 17 Jun : Slight binary shader path improvement.
Wed 17 Jun : Small Fix to shadow
Wed 17 Jun : Fix to Shadows
Wed 17 Jun : Fix shaderbin call.
Wed 17 Jun : Multiple shaderbin paths allowed.
Tue 16 Jun : Multiple shaderbin paths are allowed.
Mon 15 Jun : .
Tue 28 Apr : Added latest Redist exe
Wed 08 Apr : PS4 LightweightGraphicsConstantUpdateEngine size check.Unreal Engine
=============
Tue 14 Jul : MilkyWay.uasset is set to not generate mip maps. Fix for Sky Background Texture low-resolution on start/stop play.
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Mon 18 May : Separate shaderbin paths for D3D11 and D3D12.
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Thu 02 Apr : Xbox test scripts fixes.
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build againUnreal Engine
=============
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Sun 29 Mar : Xbox test scripts fixes.
Wed 18 Mar : SimuLTest fixes
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Don't test Vulkan/D3D12 if 4.1a
Tue 17 Mar : Update for Linux and D3D12 state cache.
Fri 13 Mar : Don't test Vulkan/D3D12 if 4.1a
Thu 12 Mar : Merge Linux non-Vulkan fixes.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.Unreal Engine
=============
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Thu 28 Nov : Vulkan validation fixes.
Thu 28 Nov : Apparently MUST have the broken "ArrowMaterial". No solution to this.
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.
Thu 14 Nov : Fix Vulkan validation errors.Unreal Engine
=============
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Thu 28 Nov : Vulkan validation fixes.
Thu 28 Nov : Apparently MUST have the broken "ArrowMaterial". No solution to this.
Thu 28 Nov : Removed "ArrowMaterialName" from BaseEngine.ini
Wed 27 Nov : D3d12 barrier fixes.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 11 Oct : Given up on anyone else fixing the build errors.
Thu 10 Oct : Fix for black screen in Unity 2019/2018/2017. Added FromD3D11RenderBuffer() and FromD3D11Texture() from trueSKY 4.2
Wed 09 Oct : Error notice for renderFrameStruct depth crash.
Wed 09 Oct : Fix for Unity crash. simul::plugin::ExternalTexture is now initialised with default parameters to stop DX11 texture creation with uninitialised memory.
Wed 09 Oct : Fix for EffectTechnique::~EffectTechnique() and illuminationTexture.
Wed 09 Oct : Vulkan Framebuffer depth bug fix.
Sat 28 Sep : By default don't build Win32.
Sat 28 Sep : Another Vulkan fix, this time for Static Debug...
Sat 28 Sep : Vulkan fixes.
Sat 28 Sep : ALL versions of Vulkan project to v140...Unreal Engine
=============
Wed 23 Oct : Fix right eye not rendering TrueSKY in VR.
Wed 23 Oct : Port VariantPass + minor to 4.23.
Wed 23 Oct : Port minor changes from 4.22 to 4.23.
Wed 23 Oct : Fix water duplication from level load.
Mon 21 Oct : Fix water ProfileResolution being reset on play.
Mon 21 Oct : Add resources.
Mon 21 Oct : Fix incorrect "Content" folder deployment. Content folder does not need to be copied to game content.
Mon 21 Oct : Compilation fixes due to UE's problems with VS 2017.
Fri 18 Oct : Ported GMostyn-Parry fixes from Unreal 4.22 to 4.23.
Thu 17 Oct : Fixup content references to TrueSkyPlugin/Content plugin content, which is not deployed to game folder.
Fri 03 Jan : Fix Vulkan sample on Windows.
Fri 03 Jan : unistd include.
Fri 03 Jan : Fix bad spacing in Sfx files.
Fri 03 Jan : D3d12 build fixes.
Tue 31 Dec : Linux build fixes
Sun 29 Dec : Update Licence.md
Thu 19 Dec : Reverting timer, adding check to see if licence is long enough to even send
Tue 17 Dec : Fix skySequencer installer.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Lowering default values. Capitalizing Names on Sequencer.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Tue 03 Dec : Fix for Qt 2017(5.9.8) file copy. Qt5CLucene.dll and qnativewifibearer.dll are not part of Qt5.9.8
Mon 02 Dec : Added QT_VER to release.properties
Fri 29 Nov : Crash on deleting cloud layer with volumes present
Fri 29 Nov : Fix ssleay/libeay usage by Qt: Must force Path Environment.
Fri 29 Nov : Updated XboxOne submodule.
Fri 29 Nov : Fix cloud.sfx precipitationVolumeRW texture type.
Fri 29 Nov : Added define SFX_D3D12
Fri 29 Nov : Fix DX11 Precipitation Volume. Fix for PrecipitationRenderer to use the Precipitation Volume texture.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.Unreal Engine
=============
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Mon 11 Nov : Niagara delegated renderer fix.
Thu 07 Nov : Fixed crash when freshly created sequence asset is assigned.
Mon 04 Nov : Added water probe type for just testing depth
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
Fri 01 Nov : Fixes to make sure Xbox GDK is supported
Fri 01 Nov : Disable SIMUL_PLUGIN_DEPLOY_ALL in Build.bat by default.
Fri 01 Nov : Fix lightning edit widget always appearing.
Fri 01 Nov : Add CloudKeyframe.h and cpp to PS4 project.
Fri 01 Nov : Chaning Images to images
Fri 01 Nov : Fix crashes from multiple sequencers open.
Fri 01 Nov : Improved memory tracking - possible fix for D3D12 issues.
Thu 31 Oct : Doc Fix
Thu 31 Oct : Changed default path for dllLocation.
Thu 31 Oct : Doc FixesUnreal Engine
=============
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
Mon 28 Oct : Small fix for boundless water, added more reflection settings
Thu 24 Oct : References changed to look in plugin content folder, rather than game content folder.
Wed 23 Oct : Fix right eye not rendering TrueSKY in VR.
Wed 23 Oct : adding to new pixel format to fix d3d12 bug for resources that need shared heap
Wed 23 Oct : Re-enable sequencer closing when sequence being edited is deleted.
Wed 23 Oct : Fix water duplication from level load.
Mon 21 Oct : Fix water ProfileResolution being reset on play.
Sat 12 Oct : Fixed binary path bug.
Fri 11 Oct : Fix SHADERBIN_SOURCE deploy
Fri 11 Oct : Update to Unity Sky Sequencer UI.
Fri 11 Oct : Camera constants changes restored.
Fri 11 Oct : Fixed shaderbin not being copied from the build directory
Fri 11 Oct : Fix Unity Sequencer UI disappearance.
Mon 07 Oct : Fix Sfx build for PS4.
Fri 04 Oct : PreprocessLexer and PreprocessParser were renamed to PreprocessorLexer and PreprocessorParser a while back.
Sun 29 Sep : Fail to blank texture if compressed format not supported.
Thu 26 Sep : Minor fixes and cleanupUnreal Engine
=============
Thu 24 Oct : References changed to look in plugin content folder, rather than game content folder.
Wed 23 Oct : Fix right eye not rendering TrueSKY in VR.
Wed 23 Oct : adding to new pixel format to fix d3d12 bug for resources that need shared heap
Wed 23 Oct : Re-enable sequencer closing when sequence being edited is deleted.
Wed 23 Oct : Fix water duplication from level load.
Mon 21 Oct : Fix water ProfileResolution being reset on play.
Fri 18 Oct : Changing Struct
Fri 18 Oct : TrueSKY is no longer drawn in editor preview windows.
Thu 17 Oct : Fix duplicate water IDs when loading a level, and creating more TrueSKY Water, causing water to stop being rendered.
Thu 17 Oct : Fix PIE creating duplicate water instances, with only one editable.
Mon 02 Sep : Fix for skyTimelineWidget
Mon 02 Sep : Minor fix for overridden functions
Fri 30 Aug : Minor fix to copy-pasting cloud keyframes
Wed 28 Aug : Support BC compressed textures in D3D11.
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the waterUnreal Engine
=============
Mon 02 Sep : SimulCaster custom refl capture component allowed.
Mon 02 Sep : Update SceneCaptureComponentCube.h
Thu 29 Aug : ENGINE_API for ReflectionCaptureComponent
Fri 23 Aug : Add SM_SkySphere.uasset
Thu 22 Aug : Adding mod for d3d12 shared texture
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the water
Fri 23 Aug : Fixes to Dx12 build and rearranging pixelformats.
Thu 22 Aug : SimulQtWidgets and SequencerQtWidgets deployed via CMake to QTDIR/plugins/designer after build.
Wed 21 Aug : Added template for cloud shape list in Cloud Layer Edit widget.
Mon 19 Aug : Small fix for water reflectionsUnreal Engine
=============
Fri 23 Aug : Add SM_SkySphere.uasset
Thu 22 Aug : Adding mod for d3d12 shared texture
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflectionsUnreal Engine
=============
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.Unreal Engine
=============
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.hUnreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.Unreal Engine
=============
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Mon 11 Nov : Niagara delegated renderer fix.
Thu 07 Nov : Fixed crash when freshly created sequence asset is assigned.
Mon 04 Nov : Added water probe type for just testing depth
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
Fri 11 Oct : Given up on anyone else fixing the build errors.
Thu 10 Oct : Fix for black screen in Unity 2019/2018/2017. Added FromD3D11RenderBuffer() and FromD3D11Texture() from trueSKY 4.2
Wed 09 Oct : Error notice for renderFrameStruct depth crash.
Wed 09 Oct : Fix for Unity crash. simul::plugin::ExternalTexture is now initialised with default parameters to stop DX11 texture creation with uninitialised memory.
Wed 09 Oct : Fix for EffectTechnique::~EffectTechnique() and illuminationTexture.
Wed 09 Oct : Vulkan Framebuffer depth bug fix.
Sat 28 Sep : By default don't build Win32.
Sat 28 Sep : Another Vulkan fix, this time for Static Debug...
Sat 28 Sep : Vulkan fixes.
Sat 28 Sep : ALL versions of Vulkan project to v140...Unreal Engine
=============
Thu 24 Oct : References changed to look in plugin content folder, rather than game content folder.
Wed 23 Oct : Fix right eye not rendering TrueSKY in VR.
Wed 23 Oct : adding to new pixel format to fix d3d12 bug for resources that need shared heap
Wed 23 Oct : Re-enable sequencer closing when sequence being edited is deleted.
Wed 23 Oct : Fix water duplication from level load.
Mon 21 Oct : Fix water ProfileResolution being reset on play.
Fri 18 Oct : Changing Struct
Fri 18 Oct : TrueSKY is no longer drawn in editor preview windows.
Thu 17 Oct : Fix duplicate water IDs when loading a level, and creating more TrueSKY Water, causing water to stop being rendered.
Thu 17 Oct : Fix PIE creating duplicate water instances, with only one editable.
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 24 Sep : Fix file date check problem for nonexistent files.
Mon 23 Sep : D3D12 HeapFlags fix.
Mon 23 Sep : Update tests.
Fri 20 Sep : Updated tooltips + improvement to wizard
Fri 20 Sep : UI Update on Wizard, Will override Post Process in scene. Removed Unused WaterComponent.
Wed 18 Sep : Water Crash Fixes
Thu 12 Sep : Tooltip Fix
Wed 11 Sep : TextureRenderTargetCube can have UAV's: caster.
Tue 10 Sep : Basic Light Conversion, Add post Process Option on Setup.
Tue 03 Sep : Correctly copying over files to content folder. Removed old light function. Initial Radiometric to Photometric Conversion.
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptrUnreal Engine
=============
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargetsUnreal Engine
=============
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Mon 02 Sep : Fix for skyTimelineWidget
Mon 02 Sep : Minor fix for overridden functions
Fri 30 Aug : Minor fix to copy-pasting cloud keyframes
Wed 28 Aug : Support BC compressed textures in D3D11.
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the waterUnreal Engine
=============
Mon 02 Sep : SimulCaster custom refl capture component allowed.
Mon 02 Sep : Update SceneCaptureComponentCube.h
Thu 29 Aug : ENGINE_API for ReflectionCaptureComponent
Fri 23 Aug : Add SM_SkySphere.uasset
Thu 22 Aug : Adding mod for d3d12 shared texture
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the water
Fri 23 Aug : Fixes to Dx12 build and rearranging pixelformats.
Thu 22 Aug : SimulQtWidgets and SequencerQtWidgets deployed via CMake to QTDIR/plugins/designer after build.
Wed 21 Aug : Added template for cloud shape list in Cloud Layer Edit widget.
Mon 19 Aug : Small fix for water reflectionsUnreal Engine
=============
Fri 23 Aug : Add SM_SkySphere.uasset
Thu 22 Aug : Adding mod for d3d12 shared texture
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflectionsUnreal Engine
=============
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.Unreal Engine
=============
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.hUnreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.Unreal Engine
=============
Sat 11 May : Fix DX12 rendering for truesky.
Sat 11 May : Fix DX12 rendering for truesky.
Fri 10 May : Fix installer bug.
Fri 10 May : Fix installer error.
Mon 06 May : Write 400x300 screenshots
Thu 02 May : Fix silent install bug.
Thu 02 May : Fix silent install bug.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 17 Apr : Add translucent content. TRY to debug shader compile error.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.Unreal Engine
=============
Sat 11 May : Fix DX12 rendering for truesky.
Sat 11 May : Fix DX12 rendering for truesky.
Fri 10 May : Fix installer bug.
Fri 10 May : Fix installer error.
Mon 06 May : Write 400x300 screenshots
Thu 02 May : Fix silent install bug.
Thu 02 May : Fix silent install bug.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 17 Apr : Add translucent content. TRY to debug shader compile error.
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txtUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 17 Apr : Add translucent content. TRY to debug shader compile error.
Wed 17 Apr : Add buoyancy object
Wed 17 Apr : Xbox build fixes. Why does XboxOneCommon.ush fail to compile?
Wed 17 Apr : Fix spurious Xbox shader compile errors.
Wed 17 Apr : Test scripts
Tue 16 Apr : Fix Switch compiler error.
Tue 16 Apr : Fix Switch build.
Sun 14 Apr : Nintendo SDK version.
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 24 Sep : Fix file date check problem for nonexistent files.
Mon 23 Sep : D3D12 HeapFlags fix.
Mon 23 Sep : Update tests.
Fri 20 Sep : Updated tooltips + improvement to wizard
Fri 20 Sep : UI Update on Wizard, Will override Post Process in scene. Removed Unused WaterComponent.
Wed 18 Sep : Water Crash Fixes
Thu 12 Sep : Tooltip Fix
Wed 11 Sep : TextureRenderTargetCube can have UAV's: caster.
Tue 10 Sep : Basic Light Conversion, Add post Process Option on Setup.
Tue 03 Sep : Correctly copying over files to content folder. Removed old light function. Initial Radiometric to Photometric Conversion.
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptrUnreal Engine
=============
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargetsUnreal Engine
=============
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStructUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 17 Apr : Add translucent content. TRY to debug shader compile error.
Wed 17 Apr : Add buoyancy object
Wed 17 Apr : Xbox build fixes. Why does XboxOneCommon.ush fail to compile?
Wed 17 Apr : Fix spurious Xbox shader compile errors.
Wed 17 Apr : Test scripts
Tue 16 Apr : Fix Switch compiler error.
Tue 16 Apr : Fix Switch build.
Sun 14 Apr : Nintendo SDK version.
Mon 02 Sep : Fix for skyTimelineWidget
Mon 02 Sep : Minor fix for overridden functions
Fri 30 Aug : Minor fix to copy-pasting cloud keyframes
Wed 28 Aug : Support BC compressed textures in D3D11.
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the waterUnreal Engine
=============
Mon 02 Sep : SimulCaster custom refl capture component allowed.
Mon 02 Sep : Update SceneCaptureComponentCube.h
Thu 29 Aug : ENGINE_API for ReflectionCaptureComponent
Fri 23 Aug : Add SM_SkySphere.uasset
Thu 22 Aug : Adding mod for d3d12 shared texture
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the water
Fri 23 Aug : Fixes to Dx12 build and rearranging pixelformats.
Thu 22 Aug : SimulQtWidgets and SequencerQtWidgets deployed via CMake to QTDIR/plugins/designer after build.
Wed 21 Aug : Added template for cloud shape list in Cloud Layer Edit widget.
Mon 19 Aug : Small fix for water reflectionsUnreal Engine
=============
Fri 23 Aug : Add SM_SkySphere.uasset
Thu 22 Aug : Adding mod for d3d12 shared texture
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small fixes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Mon 08 Jul : Temp commit
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflectionsUnreal Engine
=============
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.Unreal Engine
=============
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.hUnreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.Unreal Engine
=============
Sat 11 May : Fix DX12 rendering for truesky.
Sat 11 May : Fix DX12 rendering for truesky.
Fri 10 May : Fix installer bug.
Fri 10 May : Fix installer error.
Mon 06 May : Write 400x300 screenshots
Thu 02 May : Fix silent install bug.
Thu 02 May : Fix silent install bug.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 17 Apr : Add translucent content. TRY to debug shader compile error.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.Unreal Engine
=============
Sat 11 May : Fix DX12 rendering for truesky.
Sat 11 May : Fix DX12 rendering for truesky.
Fri 10 May : Fix installer bug.
Fri 10 May : Fix installer error.
Mon 06 May : Write 400x300 screenshots
Thu 02 May : Fix silent install bug.
Thu 02 May : Fix silent install bug.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 17 Apr : Add translucent content. TRY to debug shader compile error.
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txtUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 17 Apr : Add translucent content. TRY to debug shader compile error.
Wed 17 Apr : Add buoyancy object
Wed 17 Apr : Xbox build fixes. Why does XboxOneCommon.ush fail to compile?
Wed 17 Apr : Fix spurious Xbox shader compile errors.
Wed 17 Apr : Test scripts
Tue 16 Apr : Fix Switch compiler error.
Tue 16 Apr : Fix Switch build.
Sun 14 Apr : Nintendo SDK version.
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 24 Sep : Fix file date check problem for nonexistent files.
Mon 23 Sep : D3D12 HeapFlags fix.
Mon 23 Sep : Update tests.
Fri 20 Sep : Updated tooltips + improvement to wizard
Fri 20 Sep : UI Update on Wizard, Will override Post Process in scene. Removed Unused WaterComponent.
Wed 18 Sep : Water Crash Fixes
Thu 12 Sep : Tooltip Fix
Wed 11 Sep : TextureRenderTargetCube can have UAV's: caster.
Tue 10 Sep : Basic Light Conversion, Add post Process Option on Setup.
Tue 03 Sep : Correctly copying over files to content folder. Removed old light function. Initial Radiometric to Photometric Conversion.
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptrUnreal Engine
=============
Thu 04 Jul : Vulkan+Linux enabled
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargetsUnreal Engine
=============
Tue 18 Jun : Additional API elements for editor. Add origin position controls to actor.
Fri 14 Jun : Fixed Light function
Fri 14 Jun : Minor fix to water actors
Fri 14 Jun : Initial commit for water reflections
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.Unreal Engine
=============
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Mon 10 Jun : Prevent caching of non-dist files by FASTBuild.
Sat 08 Jun : Xbox init fix for d3d12.
Thu 06 Jun : FASTBuild functional: in BuildConfiguration.xml, under add true.
Thu 06 Jun : Added FASTBuild.cs
Mon 03 Jun : Improve version checks.
Sun 02 Jun : Set up CI with Azure Pipelines
Fri 31 May : Plugin installer name tweak. Remove BINARY PLUGIN test.
Thu 30 May : Add example working sln.
Wed 29 May : RenderFrameStruct updates to incorporate full depth and colour target structs.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStructUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 17 Apr : Add translucent content. TRY to debug shader compile error.
Wed 17 Apr : Add buoyancy object
Wed 17 Apr : Xbox build fixes. Why does XboxOneCommon.ush fail to compile?
Wed 17 Apr : Fix spurious Xbox shader compile errors.
Wed 17 Apr : Test scripts
Tue 16 Apr : Fix Switch compiler error.
Tue 16 Apr : Fix Switch build.
Sun 14 Apr : Nintendo SDK version.
Mon 02 Sep : Fix for skyTimelineWidget
Mon 02 Sep : Minor fix for overridden functions
Fri 30 Aug : Minor fix to copy-pasting cloud keyframes
Wed 28 Aug : Support BC compressed textures in D3D11.
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the waterUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the water
Fri 23 Aug : Fixes to Dx12 build and rearranging pixelformats.
Thu 22 Aug : SimulQtWidgets and SequencerQtWidgets deployed via CMake to QTDIR/plugins/designer after build.
Wed 21 Aug : Added template for cloud shape list in Cloud Layer Edit widget.
Mon 19 Aug : Small fix for water reflectionsUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflectionsUnreal Engine
=============
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.Unreal Engine
=============
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.hUnreal Engine
=============
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Wed 15 May : Disabled DX12 for the binary version of the plugin
Fri 10 May : Fix installer error.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.Unreal Engine
=============
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Wed 15 May : Disabled DX12 for the binary version of the plugin
Fri 10 May : Fix installer error.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.Unreal Engine
=============
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Wed 15 May : Disabled DX12 for the binary version of the plugin
Fri 10 May : Fix installer error.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.Unreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.Unreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr supportUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.Unreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txtUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.Unreal Engine
=============
Fri 29 Mar : Add SimulTest/Config
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.Unreal Engine
=============
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Revert PS4Properties.h
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().Unreal Engine
=============
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Revert PS4Properties.h
Thu 28 Feb : Update PS4 to 4.21.2
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.uiUnreal Engine
=============
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Revert PS4Properties.h
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.Unreal Engine
=============
Thu 14 Feb : tests for different ts versions
Tue 12 Feb : Translucent limit to 2k in overlay material.
Tue 12 Feb : Translucent Viewport fix for 4k rendering.
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Mon 04 Feb : Ground truth for SimulTest screenshots.
Mon 04 Feb : Add content for SimulTest.
Mon 04 Feb : Add SimulTest project and script.
Mon 04 Feb : Add SimulTest project and script.
Mon 28 Jan : Set colourTarget in translucent for buffer.
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 24 Sep : Use release.properties in UE4_42.py
Tue 24 Sep : Fix file date issue.
Tue 24 Sep : Update XboxOne test.
Mon 23 Sep : Light intensity Fix
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptrUnreal Engine
=============
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargetsUnreal Engine
=============
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.Unreal Engine
=============
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Wed 15 May : Disabled DX12 for the binary version of the plugin
Fri 10 May : Fix installer error.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStructUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.Unreal Engine
=============
Fri 29 Mar : Add SimulTest/Config
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fixUnreal Engine
=============
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Revert PS4Properties.h
Thu 28 Feb : Update PS4 to 4.21.2
Mon 02 Sep : Fix for skyTimelineWidget
Mon 02 Sep : Minor fix for overridden functions
Fri 30 Aug : Minor fix to copy-pasting cloud keyframes
Wed 28 Aug : Support BC compressed textures in D3D11.
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the waterUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the water
Fri 23 Aug : Fixes to Dx12 build and rearranging pixelformats.
Thu 22 Aug : SimulQtWidgets and SequencerQtWidgets deployed via CMake to QTDIR/plugins/designer after build.
Wed 21 Aug : Added template for cloud shape list in Cloud Layer Edit widget.
Mon 19 Aug : Small fix for water reflectionsUnreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.Unreal Engine
=============
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflectionsUnreal Engine
=============
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflections
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.Unreal Engine
=============
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Thu 13 Jun : Fix Qt plugin search for Unity only.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.hUnreal Engine
=============
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Wed 15 May : Disabled DX12 for the binary version of the plugin
Fri 10 May : Fix installer error.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Thu 13 Jun : GeneratedFiles includes for SequencerQtWidgets in TrueSkyUI_x64_v140.vcxproj
Thu 13 Jun : Add GenerateFiles include dir.
Thu 13 Jun : Improve cloud window UI.
Thu 13 Jun : Fix long pause at UI startup due to Qt search path.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.Unreal Engine
=============
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Wed 15 May : Disabled DX12 for the binary version of the plugin
Fri 10 May : Fix installer error.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.Unreal Engine
=============
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Wed 15 May : Disabled DX12 for the binary version of the plugin
Fri 10 May : Fix installer error.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.Unreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.Unreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr supportUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.Unreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txtUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.Unreal Engine
=============
Fri 29 Mar : Add SimulTest/Config
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.Unreal Engine
=============
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Revert PS4Properties.h
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().Unreal Engine
=============
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Revert PS4Properties.h
Thu 28 Feb : Update PS4 to 4.21.2
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.uiUnreal Engine
=============
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Revert PS4Properties.h
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.Unreal Engine
=============
Thu 14 Feb : tests for different ts versions
Tue 12 Feb : Translucent limit to 2k in overlay material.
Tue 12 Feb : Translucent Viewport fix for 4k rendering.
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Mon 04 Feb : Ground truth for SimulTest screenshots.
Mon 04 Feb : Add content for SimulTest.
Mon 04 Feb : Add SimulTest project and script.
Mon 04 Feb : Add SimulTest project and script.
Mon 28 Jan : Set colourTarget in translucent for buffer.
Thu 08 Aug : Add EXE_PATH to WindowsEnvironment.properties
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStructUnreal Engine
=============
Tue 24 Sep : Use release.properties in UE4_42.py
Tue 24 Sep : Fix file date issue.
Tue 24 Sep : Update XboxOne test.
Mon 23 Sep : Light intensity Fix
Tue 06 Aug : Minor fix for RainDepthRT
Wed 31 Jul : Added missing files
Tue 30 Jul : Add water masks, other small changes
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Mon 17 Jun : New float enums: RAIN_DROP_SIZE_MM and SNOW_FLAKE_SIZE_MM. Fix for these values not being correctly updated.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptrUnreal Engine
=============
Wed 17 Jul : Small fix to enable Edge Noise Frequency and Edge Noise Texture Size to be functional
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Thu 13 Jun : Fix double-colon for rainfallspeedms.
Sat 08 Jun : Minor safety checks.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargetsUnreal Engine
=============
Wed 19 Jun : Add GitDependencies.exe
Wed 19 Jun : Fix XDKVersion.
Fri 14 Jun : Minor fix for water actors
Fri 14 Jun : Initial commit for water reflections, some compatibility changes
Thu 13 Jun : No FASTBuild caching for undistributed builds.
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Mon 03 Jun : Update structs.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.Unreal Engine
=============
Mon 10 Jun : SDK 180707
Mon 10 Jun : SDK 180707
Mon 10 Jun : Don't use FASTBuild for Switch until we have support.
Sat 08 Jun : Xbox D3d12 init fixed. FASTBuild added to UBT.
Fri 31 May : Downgrade RenderFrameStruct size error to warning.
Wed 15 May : Disabled DX12 for the binary version of the plugin
Fri 10 May : Fix installer error.
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStructUnreal Engine
=============
Wed 24 Apr : Force xcopy
Wed 24 Apr : Fix PS4 test script.
Wed 24 Apr : Fix test names.
Wed 17 Apr : Add buoyancy objects
Mon 08 Apr : Fix some build warnings.
Fri 29 Mar : Add SimulTest/Config
Wed 27 Mar : PS4 Automation screenshots now saved to D:\Temp\UEPS4Automation due to hard-coded fix in FAutomationControllerManager::HandleReceivedScreenShot. Epic should introduce a better way..?
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.Unreal Engine
=============
Fri 29 Mar : Add SimulTest/Config
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fixUnreal Engine
=============
Mon 04 Mar : Fix Xbox filename.
Mon 04 Mar : SimulTestXboxOne.bat
Mon 04 Mar : SimulTestXboxOne should compile if needed.
Sun 03 Mar : xDK 180705
Sat 02 Mar : Slight Xbox test changes
Fri 01 Mar : Add RestoreState to Switch.
Thu 28 Feb : Fix Switch build again.
Thu 28 Feb : Merge interface changes. Caution!
Thu 28 Feb : Revert PS4Properties.h
Thu 28 Feb : Update PS4 to 4.21.2
Mon 20 May : QT fix
Mon 20 May : CloudKeyframeEditWidget fix
Mon 20 May : Fix for Simple DX11 and DX12 renderer examples
Mon 20 May : VR fix for water, other small fixes
Fri 17 May : Fix Vulkan shader build.
Fri 17 May : OverrideWind now works to allow precise positioning of 3D cloud layers. Click and drag in Cloud Window editor. Global wind is now a cosmetic flow, doesn't affect cloud positions.
Fri 17 May : New 16x11 monospaced font texture. D3D11 loads textures as texture instead of as SRV.
Wed 15 May : Pass framenumber to DisplaySurface to get consistent framenumbers for multiple windows.
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr supportUnreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txtUnreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.Unreal Engine
=============
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.uiUnreal Engine
=============
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Tue 05 Mar : disable part of the water to fix PS4 version
Mon 04 Mar : Update to water mips, small fixes
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 28 Feb : Add Switch projects.
Wed 27 Feb : Autofill PS4 resource slots.
Sat 23 Feb : Sfx specified registers.
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().Unreal Engine
=============
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Mon 21 Jan : Fix for GetMoonDirection
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.Unreal Engine
=============
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Mon 21 Jan : Fix for GetMoonDirection
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.Unreal Engine
=============
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Mon 21 Jan : Fix for GetMoonDirection
Sat 19 Jan : Add README_XboxOne.txt
Fri 18 Jan : Add README_XboxOne.txt
Wed 16 Jan : Cloud shadows and rain fixes, other cleanup
Sat 12 Jan : Fixed broken Switch build.
Fri 11 Jan : Python to launch UE sln and Switch fixes.
Fri 11 Jan : Fix build for Switch.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.Unreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Tue 09 Apr : Updated rain.sfx with new techniques for MSAA.
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStructUnreal Engine
=============
Wed 17 Apr : Added water buoyancy objects
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Mon 25 Mar : If PrecipitationThreshold is 0.0, rain always shows, even without clouds.
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.Unreal Engine
=============
Thu 07 Mar : Updated cloud shadow functionality to follow sun direction (4.2), added water colour presets
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Thu 28 Feb : Update to VolumeQueryResult and LineQueryResult, which now uses vec4. SFX/clouds.sfx and SL/simul_cloud_constants.sl updated to match. BaseSkyRenderer.cpp GetLightingQuery() updated to use vec4.
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fixUnreal Engine
=============
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Mon 21 Jan : Fix for GetMoonDirection
Thu 21 Feb : Update LightingQueryResult to be in sync with 4.2, updated RenderFrameStruct
Tue 19 Feb : PS4 ptr
Tue 19 Feb : Add ApplyDefaultRenderTargets
Tue 19 Feb : d3dcompiler_48.dll delayload.
Mon 18 Feb : PS4 ptr.
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.Unreal Engine
=============
Sat 02 Mar : Fix Xbox build.
Thu 28 Feb : Volume/LineQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : PS4Properties.h
Thu 28 Feb : Fix build for TargetTexture.
Tue 26 Feb : Fix binary version to prevent screen clear.
Thu 21 Feb : Update to be more in sync with other UE4 versions
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Mon 21 Jan : Fix for GetMoonDirection
Thu 14 Feb : Update RenderFrameStruct
Thu 07 Feb : nsi fixes.
Fri 01 Feb : Fix CopyToTargetDir.py for Unity 2019 etc.
Tue 29 Jan : Xbox build fix
Tue 29 Jan : XboxOne ptr.
Mon 28 Jan : PS4 ptr. Call ActivateRenderTargets for default on PS4. Probably should do for all API's.
Mon 28 Jan : Rain sfx blending fixed.
Mon 28 Jan : New rain system for Milestone.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsiUnreal Engine
=============
Wed 13 Feb : Update FrameStruct
Thu 07 Feb : Small update to allow blueprint control of Ground Fog and Fog Ceiling
Wed 06 Feb : Fix for 4.1a conflict with initialising water
Mon 21 Jan : Fix for GetMoonDirection
Sat 19 Jan : Add README_XboxOne.txt
Fri 18 Jan : Add README_XboxOne.txt
Wed 16 Jan : Cloud shadows and rain fixes, other cleanup
Sat 12 Jan : Fixed broken Switch build.
Fri 11 Jan : Python to launch UE sln and Switch fixes.
Fri 11 Jan : Fix build for Switch.
To build the console versions of the plugin, clone the Simul branch of UE4, unzip the extra console-specific files from the UE4 ftp; then run the trueSKY console-specific plugin installer.
You must be a licensed developer for each console to obtain these files. If you are a registered PS4 developer, you can click here to confirm. If you are a registered Xbox One or Xbox Series X developer, email contact@simul.co to confirm your status.
Important: the trueSKY plugin console downloads are built against the default console SDK's specified in the UnrealBuildTool source. If you change the SDK here, these downloads may be incompatible and you will need to use the trueSKY SDK download corresponding to the version you want.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrix
Mon 27 Apr : Added Latest Redist
Sat 25 Apr : Remove extra #include.
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Use ID3D12GraphicsCommandListType from ThisPlatform/Direct3D12.h
Fri 24 Apr : Added disable #line directive to OpenGLShaders.
Thu 23 Apr : Added shader_platform.sl to Shaders. Changed composite.sl TwoColourCompositeOutput to use SIMUL_RENDERTARGET_OUTPUT_DSB_INDEX_0 and _1.
Thu 23 Apr : Fix for overlapping semantic in water.SFX/water_particles.sfx
Wed 22 Apr : PLATFORM_D3D11_SFX option supported.Unreal Engine
=============
Wed 06 May : Added new presets
Thu 30 Apr : initializeDefaults initialize to true.
Mon 27 Apr : NSI update for latest redist
Wed 15 Apr : Removed FlowRays Overlay. Removed old Debug Blueprint. Added SetDebugBool
Sun 05 Apr : Update trueSKYUE4Plugin.nsi
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Added ability to change the distance the water wavegrid is effective
Mon 06 Jan : Added ability for water to run off game time as well as real time
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Added ability to change the distance the water wavegrid is effective
Mon 06 Jan : Added ability for water to run off game time as well as real time
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Tue 10 Dec : Added Test424, fixed PostMessage compile issue.
Tue 10 Dec : Added Niagara change
Mon 09 Dec : Add UE4_42.sln
Mon 09 Dec : Added Console files. PS4 not yet supported?
Sat 07 Dec : Localization Automation
Fri 06 Dec : Add trueSkyPlugin
Fri 06 Dec : Localization Automation
Thu 05 Dec : Niagara - Fix an intermittent crash when closing the system or emitter editor.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrix
Mon 27 Apr : Added Latest Redist
Sat 25 Apr : Remove extra #include.
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Use ID3D12GraphicsCommandListType from ThisPlatform/Direct3D12.h
Fri 24 Apr : Added disable #line directive to OpenGLShaders.
Thu 23 Apr : Added shader_platform.sl to Shaders. Changed composite.sl TwoColourCompositeOutput to use SIMUL_RENDERTARGET_OUTPUT_DSB_INDEX_0 and _1.
Thu 23 Apr : Fix for overlapping semantic in water.SFX/water_particles.sfx
Wed 22 Apr : PLATFORM_D3D11_SFX option supported.Unreal Engine
=============
Wed 06 May : Added new presets
Thu 30 Apr : initializeDefaults initialize to true.
Mon 27 Apr : NSI update for latest redist
Wed 15 Apr : Removed FlowRays Overlay. Removed old Debug Blueprint. Added SetDebugBool
Sun 05 Apr : Update trueSKYUE4Plugin.nsi
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Thu 09 Jan : Added ability to change the distance the water wavegrid is effective
Mon 06 Jan : Added ability for water to run off game time as well as real time
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Tue 10 Dec : Added Test424, fixed PostMessage compile issue.
Tue 10 Dec : Added Niagara change
Mon 09 Dec : Add UE4_42.sln
Mon 09 Dec : Added Console files. PS4 not yet supported?
Sat 07 Dec : Localization Automation
Fri 06 Dec : Add trueSkyPlugin
Fri 06 Dec : Localization Automation
Thu 05 Dec : Niagara - Fix an intermittent crash when closing the system or emitter editor.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrix
Mon 27 Apr : Added Latest Redist
Sat 25 Apr : Remove extra #include.
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Use ID3D12GraphicsCommandListType from ThisPlatform/Direct3D12.h
Fri 24 Apr : Added disable #line directive to OpenGLShaders.
Thu 23 Apr : Added shader_platform.sl to Shaders. Changed composite.sl TwoColourCompositeOutput to use SIMUL_RENDERTARGET_OUTPUT_DSB_INDEX_0 and _1.
Thu 23 Apr : Fix for overlapping semantic in water.SFX/water_particles.sfx
Wed 22 Apr : PLATFORM_D3D11_SFX option supported.Unreal Engine
=============
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Wind speed+heading Removed from keyframe blueprint
Wed 08 Jan : Guard markers for altitude lighting.
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Wind speed+heading Removed from keyframe blueprint
Wed 08 Jan : Guard markers for altitude lighting.
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 03 Jan : Fix Vulkan sample on Windows.
Fri 03 Jan : unistd include.
Fri 03 Jan : Fix bad spacing in Sfx files.
Fri 03 Jan : D3d12 build fixes.
Tue 31 Dec : Linux build fixes
Sun 29 Dec : Update Licence.md
Thu 19 Dec : Reverting timer, adding check to see if licence is long enough to even send
Tue 17 Dec : Fix skySequencer installer.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Lowering default values. Capitalizing Names on Sequencer.Unreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Fri 22 Nov : Prevent Unity overlay crash.
Fri 22 Nov : Added to lock guard to TrueSkyRenderer::RemoveView()
Fri 22 Nov : Cloud Window UI changes, small doc update
Fri 22 Nov : only if SIMUL_EDITOR is 1 reference sphereRenderer.
Thu 21 Nov : Extra debug info for shader loads.
Thu 21 Nov : Removal of old variables from sequencer. Added Extra Cloud section to docs.
Thu 21 Nov : Improved cloud volume editing.
Thu 21 Nov : Qt version revert to 5.9 as 5.12 has bugs in layout.
Wed 20 Nov : Fix warnings for D3d12.
Mon 18 Nov : Update Build.bat for recent CMake and Vs2017.Unreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.
Wed 27 Nov : Disabled Visibility
Wed 27 Nov : UI Updates + set time to selected keyframe
Wed 27 Nov : Externally-set ResourceStates for D3D12.
Wed 27 Nov : Externally-set ResourceStates for D3D12.
Tue 26 Nov : Fix CloudWindowEditor view lines, and rotateByOffsetPolar();
Tue 26 Nov : Feature level 12.0 for D3D12 supported.
Mon 25 Nov : Cloud Index initial implementation.
Mon 25 Nov : Window FixUnreal Engine
=============
Thu 28 Nov : Vulkan validation fixes.
Thu 28 Nov : Apparently MUST have the broken "ArrowMaterial". No solution to this.
Thu 28 Nov : Removed "ArrowMaterialName" from BaseEngine.ini
Wed 27 Nov : D3d12 barrier fixes.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Fri 22 Nov : only if SIMUL_EDITOR is 1 reference sphereRenderer.
Thu 21 Nov : Extra debug info for shader loads.
Thu 21 Nov : Improved cloud volume editing.
Thu 21 Nov : Qt version revert to 5.9 as 5.12 has bugs in layout.
Wed 20 Nov : Fix warnings for D3d12.
Mon 18 Nov : Update Build.bat for recent CMake and Vs2017.
Mon 18 Nov : Fix OpenGL cloud lighting issues: nVidia driver bug can't cope with 16-bit floats in computable volume.
Mon 18 Nov : Moving images into one folder
Mon 18 Nov : Fixed image in docs
Mon 18 Nov : Amended file name and extensionUnreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Thu 09 Jan : Wind speed+heading Removed from keyframe blueprint
Wed 08 Jan : Guard markers for altitude lighting.
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.
Thu 14 Nov : Fix Vulkan validation errors.Unreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Tue 03 Dec : Fix for Qt 2017(5.9.8) file copy. Qt5CLucene.dll and qnativewifibearer.dll are not part of Qt5.9.8
Mon 02 Dec : Added QT_VER to release.properties
Fri 29 Nov : Crash on deleting cloud layer with volumes present
Fri 29 Nov : Fix ssleay/libeay usage by Qt: Must force Path Environment.
Fri 29 Nov : Updated XboxOne submodule.
Fri 29 Nov : Fix cloud.sfx precipitationVolumeRW texture type.
Fri 29 Nov : Added define SFX_D3D12
Fri 29 Nov : Fix DX11 Precipitation Volume. Fix for PrecipitationRenderer to use the Precipitation Volume texture.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.Unreal Engine
=============
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Mon 11 Nov : Niagara delegated renderer fix.
Thu 07 Nov : Fixed crash when freshly created sequence asset is assigned.
Mon 04 Nov : Added water probe type for just testing depth
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.Unreal Engine
=============
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Mon 11 Nov : Niagara delegated renderer fix.
Thu 07 Nov : Fixed crash when freshly created sequence asset is assigned.
Mon 04 Nov : Added water probe type for just testing depth
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrix
Mon 27 Apr : Added Latest Redist
Sat 25 Apr : Remove extra #include.
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Use ID3D12GraphicsCommandListType from ThisPlatform/Direct3D12.h
Fri 24 Apr : Added disable #line directive to OpenGLShaders.
Thu 23 Apr : Added shader_platform.sl to Shaders. Changed composite.sl TwoColourCompositeOutput to use SIMUL_RENDERTARGET_OUTPUT_DSB_INDEX_0 and _1.
Thu 23 Apr : Fix for overlapping semantic in water.SFX/water_particles.sfx
Wed 22 Apr : PLATFORM_D3D11_SFX option supported.Unreal Engine
=============
Wed 06 May : Added new presets
Thu 30 Apr : initializeDefaults initialize to true.
Mon 27 Apr : NSI update for latest redist
Wed 15 Apr : Removed FlowRays Overlay. Removed old Debug Blueprint. Added SetDebugBool
Sun 05 Apr : Update trueSKYUE4Plugin.nsi
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Thu 02 Apr : Fix for water faces being drawn backwards, small improvement for reflection setting performance
Thu 02 Apr : Added debug output to Sequencer
Wed 01 Apr : Fixed medium detail update region. Fixed rain render problems.
Mon 30 Mar : Fix offset high-detail area.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Remove DefaultFileLoader.cpp - this is now in Platform/Core.
Fri 27 Mar : Platform ptr.
Fri 27 Mar : CloudKeyframers have Names.
Fri 27 Mar : Fix incorrect links in Unreal source docs page.Unreal Engine
=============
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Sun 29 Mar : PluginAlternatePath for textures/shaders. Integration scheme has three options. PS4 screenshot saves to host PC.
Tue 24 Mar : Updates to console test scripts
Mon 23 Mar : Updated test scripts.
Wed 18 Mar : Fix uplugin definitions.
Wed 18 Mar : Fix SimulTest level again.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Added ability to change the distance the water wavegrid is effective
Mon 06 Jan : Added ability for water to run off game time as well as real time
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Added ability to change the distance the water wavegrid is effective
Mon 06 Jan : Added ability for water to run off game time as well as real time
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Tue 10 Dec : Added Test424, fixed PostMessage compile issue.
Tue 10 Dec : Added Niagara change
Mon 09 Dec : Add UE4_42.sln
Mon 09 Dec : Added Console files. PS4 not yet supported?
Sat 07 Dec : Localization Automation
Fri 06 Dec : Add trueSkyPlugin
Fri 06 Dec : Localization Automation
Thu 05 Dec : Niagara - Fix an intermittent crash when closing the system or emitter editor.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Wed 06 May : Added new presets
Thu 30 Apr : initializeDefaults initialize to true.
Mon 27 Apr : NSI update for latest redist
Wed 15 Apr : Removed FlowRays Overlay. Removed old Debug Blueprint. Added SetDebugBool
Sun 05 Apr : Update trueSKYUE4Plugin.nsi
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build againUnreal Engine
=============
Fri 03 Apr : Update README.md
Thu 02 Apr : Avoid null heap error.
Tue 31 Mar : Avoid null heap error.
Mon 30 Mar : Fixed shadows and now have a faded border on shadow range edge
Mon 30 Mar : Don't build when testing.
Sun 29 Mar : PluginAlternatePath for textures/shaders. Integration scheme has three options. PS4 screenshot saves to host PC.
Tue 24 Mar : Updates to console test scripts
Mon 23 Mar : Updated test scripts.
Wed 18 Mar : Fix uplugin definitions.
Wed 18 Mar : Fix SimulTest level again.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Thu 09 Jan : Added ability to change the distance the water wavegrid is effective
Mon 06 Jan : Added ability for water to run off game time as well as real time
Sun 05 Jan : Don't fail out if StaticgetkeyframerFloat etc are not set. 4.1a doesn't have these!
Fri 03 Jan : Add SimulTest.
Fri 03 Jan : Fix D3D12 resource transitions.
Thu 19 Dec : Blueprint Overhaul for 4.2.
Wed 18 Dec : Update TrueSkyPlugin.cpp
Tue 17 Dec : Update TrueSkyPlugin.cpp
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Mon 16 Dec : Resolve name conflict.
Fri 13 Dec : Fix UE's compile error due to name conflict.
Tue 10 Dec : Added Test424, fixed PostMessage compile issue.
Tue 10 Dec : Added Niagara change
Mon 09 Dec : Add UE4_42.sln
Mon 09 Dec : Added Console files. PS4 not yet supported?
Sat 07 Dec : Localization Automation
Fri 06 Dec : Add trueSkyPlugin
Fri 06 Dec : Localization Automation
Thu 05 Dec : Niagara - Fix an intermittent crash when closing the system or emitter editor.
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrix
Mon 27 Apr : Added Latest Redist
Sat 25 Apr : Remove extra #include.
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Use ID3D12GraphicsCommandListType from ThisPlatform/Direct3D12.h
Fri 24 Apr : Added disable #line directive to OpenGLShaders.
Thu 23 Apr : Added shader_platform.sl to Shaders. Changed composite.sl TwoColourCompositeOutput to use SIMUL_RENDERTARGET_OUTPUT_DSB_INDEX_0 and _1.
Thu 23 Apr : Fix for overlapping semantic in water.SFX/water_particles.sfx
Wed 22 Apr : PLATFORM_D3D11_SFX option supported.Unreal Engine
=============
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Thu 02 Apr : Fix for water faces being drawn backwards, small improvement for reflection setting performance
Thu 02 Apr : Added debug output to Sequencer
Wed 01 Apr : Fixed medium detail update region. Fixed rain render problems.
Mon 30 Mar : Fix offset high-detail area.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Remove DefaultFileLoader.cpp - this is now in Platform/Core.
Fri 27 Mar : Platform ptr.
Fri 27 Mar : CloudKeyframers have Names.
Fri 27 Mar : Fix incorrect links in Unreal source docs page.Unreal Engine
=============
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Sun 29 Mar : Xbox test scripts fixes.
Wed 18 Mar : SimuLTest fixes
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Don't test Vulkan/D3D12 if 4.1a
Tue 17 Mar : Update for Linux and D3D12 state cache.
Fri 13 Mar : Don't test Vulkan/D3D12 if 4.1a
Thu 12 Mar : Merge Linux non-Vulkan fixes.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Wind speed+heading Removed from keyframe blueprint
Wed 08 Jan : Guard markers for altitude lighting.
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Thu 09 Jan : Wind speed+heading Removed from keyframe blueprint
Wed 08 Jan : Guard markers for altitude lighting.
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 03 Jan : Fix Vulkan sample on Windows.
Fri 03 Jan : unistd include.
Fri 03 Jan : Fix bad spacing in Sfx files.
Fri 03 Jan : D3d12 build fixes.
Tue 31 Dec : Linux build fixes
Sun 29 Dec : Update Licence.md
Thu 19 Dec : Reverting timer, adding check to see if licence is long enough to even send
Tue 17 Dec : Fix skySequencer installer.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Lowering default values. Capitalizing Names on Sequencer.Unreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Fri 22 Nov : Prevent Unity overlay crash.
Fri 22 Nov : Added to lock guard to TrueSkyRenderer::RemoveView()
Fri 22 Nov : Cloud Window UI changes, small doc update
Fri 22 Nov : only if SIMUL_EDITOR is 1 reference sphereRenderer.
Thu 21 Nov : Extra debug info for shader loads.
Thu 21 Nov : Removal of old variables from sequencer. Added Extra Cloud section to docs.
Thu 21 Nov : Improved cloud volume editing.
Thu 21 Nov : Qt version revert to 5.9 as 5.12 has bugs in layout.
Wed 20 Nov : Fix warnings for D3d12.
Mon 18 Nov : Update Build.bat for recent CMake and Vs2017.Unreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.
Wed 27 Nov : Disabled Visibility
Wed 27 Nov : UI Updates + set time to selected keyframe
Wed 27 Nov : Externally-set ResourceStates for D3D12.
Wed 27 Nov : Externally-set ResourceStates for D3D12.
Tue 26 Nov : Fix CloudWindowEditor view lines, and rotateByOffsetPolar();
Tue 26 Nov : Feature level 12.0 for D3D12 supported.
Mon 25 Nov : Cloud Index initial implementation.
Mon 25 Nov : Window FixUnreal Engine
=============
Thu 28 Nov : Vulkan validation fixes.
Thu 28 Nov : Apparently MUST have the broken "ArrowMaterial". No solution to this.
Thu 28 Nov : Removed "ArrowMaterialName" from BaseEngine.ini
Wed 27 Nov : D3d12 barrier fixes.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Fri 22 Nov : only if SIMUL_EDITOR is 1 reference sphereRenderer.
Thu 21 Nov : Extra debug info for shader loads.
Thu 21 Nov : Improved cloud volume editing.
Thu 21 Nov : Qt version revert to 5.9 as 5.12 has bugs in layout.
Wed 20 Nov : Fix warnings for D3d12.
Mon 18 Nov : Update Build.bat for recent CMake and Vs2017.
Mon 18 Nov : Fix OpenGL cloud lighting issues: nVidia driver bug can't cope with 16-bit floats in computable volume.
Mon 18 Nov : Moving images into one folder
Mon 18 Nov : Fixed image in docs
Mon 18 Nov : Amended file name and extensionUnreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Tue 28 Apr : Added latest Redist exe
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.Unreal Engine
=============
Thu 16 Apr : Fix PS4 include folders.
Thu 16 Apr : Fix PS4 include folders.
Wed 15 Apr : Force to test if sfx's are present.
Sun 05 Apr : Fix paths for PS4.
Sun 05 Apr : .
Sat 04 Apr : Fix paths for PS4.
Sat 04 Apr : Xbox test scripts fixes.
Sat 04 Apr : Fix paths for PS4.
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build againUnreal Engine
=============
Thu 02 Apr : Xbox test scripts fixes.
Thu 02 Apr : Update test scripts - no build in SimulTest.
Sun 29 Mar : Xbox test scripts fixes.
Wed 18 Mar : SimuLTest fixes
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Fix preprocessor macros.
Wed 18 Mar : Don't test Vulkan/D3D12 if 4.1a
Tue 17 Mar : Update for Linux and D3D12 state cache.
Fri 13 Mar : Don't test Vulkan/D3D12 if 4.1a
Thu 12 Mar : Merge Linux non-Vulkan fixes.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Thu 09 Jan : Wind speed+heading Removed from keyframe blueprint
Wed 08 Jan : Guard markers for altitude lighting.
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Wed 04 Dec : PS4PlatformProperties.h SupportsQuit returns true. Altitude lighting only for source builds.
Wed 04 Dec : Small fixes to make sure that bounded water objects render in standalone games
Wed 04 Dec : Merge Epic changes.
Sat 30 Nov : Fix PS4 build.
Fri 29 Nov : Add libeay, ssleay, zlib1 to installers.
Fri 29 Nov : D3d12/Vulkan warnings
Fri 29 Nov : Localization Automation
Thu 28 Nov : reapplication of vulkan validation fix for SceneDepthZ for particle collision.4.24 fix came from a different branch. #robomerge deadend #jira none #rb none #lockdown nick.penwarden
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.
Thu 14 Nov : Fix Vulkan validation errors.Unreal Engine
=============
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Thu 21 Nov : trueSKY before fog.
Fri 15 Nov : Add DefaultEngine.ini Add RGB10_A2_UNORM to pixel formats.
Fri 15 Nov : ${QT_INFIX} for installers: add _simul to Qt dll names.
Mon 11 Nov : Niagara Delegated Renderer Fix
Thu 07 Nov : Fixed SequenceChanged() being continuously called.
Thu 07 Nov : Fix accidental encasing of statement.
Thu 07 Nov : Fixed sky not clearing when freshly created asset is assigned.
Wed 06 Nov : Fix Crash on swapping Sequence 4.1a, added close on sequence deletion
Thu 31 Oct : Fix thread issue for PS4. Water interface fixes.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Thu 16 Jan : Force Cmake to not exclude shader projects from build. Why would it do this?
Wed 15 Jan : Added missing image
Wed 15 Jan : Doc Updates
Wed 15 Jan : Documentation Updates
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Thu 09 Jan : Removed duplicate BackgroundLatLongSphere() from sky.sfx
Wed 08 Jan : Added DrawMultipleCrossSections() to SphereRenderer for better viewing of the cloudDensity texture in the CloudWindow. Added high resolution MilkyWay background texture. Re-worked SiderealSky to improve sidereal accuracy.
Wed 08 Jan : Small fix for water geometry
Tue 07 Jan : Fix for EditorRenderCloudWindow() not drawing cloud map textures. Initial fix for reversed sidereal sky background.
Mon 06 Jan : Output Simul path to log.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 16 Dec : Update GetDependencies.bat
Mon 16 Dec : Increased timeout time when waiting for data
Fri 13 Dec : Added some water optimisations and options
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : Update RenderingPlugin.cpp
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : LightweightConstantUpdateEngine::kMaxResourceCount size check.
Thu 12 Dec : PS4 SDK 7 compile fixes.
Wed 11 Dec : Python script uses release.properties.
Wed 11 Dec : Commiting missing fileUnreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Tue 03 Dec : Fix for Qt 2017(5.9.8) file copy. Qt5CLucene.dll and qnativewifibearer.dll are not part of Qt5.9.8
Mon 02 Dec : Added QT_VER to release.properties
Fri 29 Nov : Crash on deleting cloud layer with volumes present
Fri 29 Nov : Fix ssleay/libeay usage by Qt: Must force Path Environment.
Fri 29 Nov : Updated XboxOne submodule.
Fri 29 Nov : Fix cloud.sfx precipitationVolumeRW texture type.
Fri 29 Nov : Added define SFX_D3D12
Fri 29 Nov : Fix DX11 Precipitation Volume. Fix for PrecipitationRenderer to use the Precipitation Volume texture.
Thu 28 Nov : Fix for GetPrecipitationCentre().
Thu 28 Nov : Vulkan layout/resourcestate fixes.Unreal Engine
=============
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Mon 11 Nov : Niagara delegated renderer fix.
Thu 07 Nov : Fixed crash when freshly created sequence asset is assigned.
Mon 04 Nov : Added water probe type for just testing depth
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.
Wed 04 Dec : Vulkan resourceState tracking: eliminates validation warnings in testing.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.Unreal Engine
=============
Tue 17 Dec : Fix water error.
Fri 13 Dec : Added ability to change the distance the water wavegrid is effective
Wed 11 Dec : Variable build fix
Wed 11 Dec : Fix order of initialisation; UseWaterGameTime.
Tue 10 Dec : Added ability for water to run off game time as well as real time
Mon 09 Dec : Modifying scene capture component to allow culling of cube faces
Sat 07 Dec : Update ModifyDefinitions.h
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Mon 02 Dec : Added QT_VER to release.properties
Sat 23 Nov : Revert bad merge pt 2.
Sat 23 Nov : Revert to v140.
Sat 23 Nov : Fix broken merge.
Fri 22 Nov : Fixed PS4 build issue.
Fri 22 Nov : Revert submodule pointers
Fri 22 Nov : Fix for RemoveView not thread locking. Added SetDeferredRenderCallback() as a NULL function
Thu 21 Nov : Project dependencies.
Fri 15 Nov : Update release.properties
Fri 15 Nov : Add release.properties.Unreal Engine
=============
Wed 04 Dec : Small change to fix bounded water objects not rendering in standalone
Mon 02 Dec : Enabling RestoreHeaps DX12
Thu 28 Nov : Updates for D3d12/Vulkan validation.
Fri 22 Nov : Hardcoded UEPS4Automation path for PS4 screenshot to not be lost.
Mon 11 Nov : Niagara delegated renderer fix.
Thu 07 Nov : Fixed crash when freshly created sequence asset is assigned.
Mon 04 Nov : Added water probe type for just testing depth
Thu 31 Oct : Undo unfinished change
Thu 31 Oct : Fixes for 4.1a
Wed 30 Oct : Small change to expose the GetDepth function to blueprints
SIMUL
=====
Fri 18 Dec : Fix for sun direction override not correctly transforming the sun sprite
Tue 15 Dec : Fix Rain texture overlays and PrecipitationRenderer keeps a copy of the last skylight cubemap for debugging. Other minor fixes for rain.sfx
Mon 14 Dec : Fix for Lightpass texture when rendering lightning in OpenGL.
Mon 14 Dec : BaseWeatherRenderer::RenderCompositingTextures() new layer for texture debugging. Fix GLSL for invalid operands to "*" in GLSL for lightning_CS_BranchFractal_c.glsl
Fri 11 Dec : CloudConstants changed to meet GLSL std140. OpenGLSample.cpp updated. TrueSkyRenderer::RenderStandard() returns if there's no view.
Mon 07 Dec : Set precipitationVolumeCleared variable from global to class variable
Mon 07 Dec : Fix for clouds not being cleared from the cubemap when cloudiness is set to 0, and precipitation not updating when set to 0 also.
Fri 04 Dec : Add build.sh for Linux.
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.UNITY
=====
Wed 02 Dec : Conversion Fix
Wed 02 Dec : Removal of padding, fix C# to C++ struct issue
Tue 01 Dec : Struct Fix
Fri 27 Nov : Small fix for variable grid rendering
Wed 25 Nov : GetKeyframeValue() split into GetKeyframeValueFloat() and GetKeyframeValueInt().
Fri 20 Nov : Update noise parameters names.
Fri 13 Nov : Unity Versions in line, missing setting fix
Mon 26 Oct : Cubemap res fix
Fri 23 Oct : UNITY_EDITOR pre-processor for DefineRenderPipelineMacros.cs. Update project settings.
Fri 23 Oct : TestLevel and TestLevelHDRP load the RenderPipelineAsset. DLL load on startup.
Thu 22 Oct : Updated HDRP. Ability to load RenderPipelineAssets from trueSKY.cs.
Thu 22 Oct : Plugins DLL load on start up.
Thu 22 Oct : Update .meta files.
Thu 22 Oct : Merge HDRP branch into main version branch. Added HDRP level and resources. trueSKY.cs save RenderPipelineAsset. BuildSimulTest() takes new argument for HDRP test level.
Thu 15 Oct : Amended Aurora UI.
Tue 13 Oct : Default values fix and spelling fix
Tue 13 Oct : Multiple fixes and additions
Mon 12 Oct : Fixes to variable updates
Fri 09 Oct : Added checks for ExternalDynamicValues and ExternalRenderValues. Fix warnings.
Fri 09 Oct : Small fix for water colour resetting on play, added new sequences
SIMUL
=====
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.
Tue 01 Dec : Minor fixes and rearrangement for docs
Fri 20 Nov : Removed Toolchain
Tue 17 Nov : Added DeleteKeyframeByUID
Tue 17 Nov : Fix resource leak.
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : int to size_t
Mon 16 Nov : No need for struct size check more than once.
Fri 13 Nov : Small fixUNITY
=====
Wed 02 Dec : Conversion Fix
Wed 02 Dec : Removal of padding, fix C# to C++ struct issue
Tue 01 Dec : Struct Fix
Fri 27 Nov : Small fix for variable grid rendering
Wed 25 Nov : GetKeyframeValue() split into GetKeyframeValueFloat() and GetKeyframeValueInt().
Fri 20 Nov : Update noise parameters names.
Fri 13 Nov : Unity Versions in line, missing setting fix
Mon 26 Oct : Cubemap res fix
Fri 23 Oct : UNITY_EDITOR pre-processor for DefineRenderPipelineMacros.cs. Update project settings.
Fri 23 Oct : TestLevel and TestLevelHDRP load the RenderPipelineAsset. DLL load on startup.
Thu 22 Oct : Updated HDRP. Ability to load RenderPipelineAssets from trueSKY.cs.
Thu 22 Oct : Plugins DLL load on start up.
Thu 22 Oct : Update .meta files.
Thu 22 Oct : Merge HDRP branch into main version branch. Added HDRP level and resources. trueSKY.cs save RenderPipelineAsset. BuildSimulTest() takes new argument for HDRP test level.
Thu 15 Oct : Amended Aurora UI.
Tue 13 Oct : Default values fix and spelling fix
Tue 13 Oct : Multiple fixes and additions
Mon 12 Oct : Fixes to variable updates
Fri 09 Oct : Added checks for ExternalDynamicValues and ExternalRenderValues. Fix warnings.
Fri 09 Oct : Small fix for water colour resetting on play, added new sequences
SIMUL
=====
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small Fixes
Sat 14 Nov : Removed UndoUNITY
=====
Wed 02 Dec : Conversion Fix
Wed 02 Dec : Removal of padding, fix C# to C++ struct issue
Tue 01 Dec : Struct Fix
Fri 27 Nov : Small fix for variable grid rendering
Wed 25 Nov : GetKeyframeValue() split into GetKeyframeValueFloat() and GetKeyframeValueInt().
Fri 20 Nov : Update noise parameters names.
Fri 13 Nov : Unity Versions in line, missing setting fix
Mon 26 Oct : Cubemap res fix
Fri 23 Oct : UNITY_EDITOR pre-processor for DefineRenderPipelineMacros.cs. Update project settings.
Fri 23 Oct : TestLevel and TestLevelHDRP load the RenderPipelineAsset. DLL load on startup.
Thu 22 Oct : Updated HDRP. Ability to load RenderPipelineAssets from trueSKY.cs.
Thu 22 Oct : Plugins DLL load on start up.
Thu 22 Oct : Update .meta files.
Thu 22 Oct : Merge HDRP branch into main version branch. Added HDRP level and resources. trueSKY.cs save RenderPipelineAsset. BuildSimulTest() takes new argument for HDRP test level.
Thu 15 Oct : Amended Aurora UI.
Tue 13 Oct : Default values fix and spelling fix
Tue 13 Oct : Multiple fixes and additions
Mon 12 Oct : Fixes to variable updates
Fri 09 Oct : Added checks for ExternalDynamicValues and ExternalRenderValues. Fix warnings.
Fri 09 Oct : Small fix for water colour resetting on play, added new sequences
SIMUL
=====
Fri 18 Dec : Fix for sun direction override not correctly transforming the sun sprite
Tue 15 Dec : Fix Rain texture overlays and PrecipitationRenderer keeps a copy of the last skylight cubemap for debugging. Other minor fixes for rain.sfx
Mon 14 Dec : Fix for Lightpass texture when rendering lightning in OpenGL.
Mon 14 Dec : BaseWeatherRenderer::RenderCompositingTextures() new layer for texture debugging. Fix GLSL for invalid operands to "*" in GLSL for lightning_CS_BranchFractal_c.glsl
Fri 11 Dec : CloudConstants changed to meet GLSL std140. OpenGLSample.cpp updated. TrueSkyRenderer::RenderStandard() returns if there's no view.
Mon 07 Dec : Set precipitationVolumeCleared variable from global to class variable
Mon 07 Dec : Fix for clouds not being cleared from the cubemap when cloudiness is set to 0, and precipitation not updating when set to 0 also.
Fri 04 Dec : Add build.sh for Linux.
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.UNITY
=====
Wed 02 Dec : Conversion Fix
Wed 02 Dec : Struct issue fix
Tue 01 Dec : Backport, struct fix
Fri 27 Nov : Small fix for variable grid rendering
Wed 25 Nov : GetKeyframeValue() split into GetKeyframeValueFloat() and GetKeyframeValueInt().
Mon 23 Nov : Fix for cubemap and depth issues
Fri 20 Nov : Update noise parameters names.
Thu 19 Nov : TestLevel.unity and TestLevelHDRP.unity updated.
Thu 19 Nov : Ensure Plugin DLL are preloaded.
Fri 13 Nov : Unity Versions in line, missing setting fix
Fri 13 Nov : ShadowSettings
Fri 23 Oct : UNITY_EDITOR pre-processor for DefineRenderPipelineMacros.cs.
Thu 22 Oct : Updated HDRP. Ability to load RenderPipelineAssets from trueSKY.cs.
Thu 22 Oct : Plugins DLL load on start up.
Thu 22 Oct : Added Plugins .meta files.
Thu 22 Oct : Merge HDRP branch into main version branch. Added HDRP level and resources. trueSKY.cs save RenderPipelineAsset. BuildSimulTest() takes new argument for HDRP test level.
Thu 15 Oct : Amended Aurora UI.
Tue 13 Oct : Backport fixes and updates
Mon 12 Oct : Water fixes
Tue 29 Sep : Moved struct SequenceManager::Style to TrueSkyUIFunctionImporter.cs
SIMUL
=====
Wed 02 Dec : Fix to struct issue C# to C++
Wed 02 Dec : Further fixes and additions to docs - Notably Precipitation additions, and moving some information from index pages to relevant locations.
Tue 01 Dec : Minor fixes and rearrangement for docs
Fri 20 Nov : Removed Toolchain
Tue 17 Nov : Added DeleteKeyframeByUID
Tue 17 Nov : Fix resource leak.
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : int to size_t
Mon 16 Nov : No need for struct size check more than once.
Fri 13 Nov : Small fixUNITY
=====
Wed 02 Dec : Conversion Fix
Wed 02 Dec : Struct issue fix
Tue 01 Dec : Backport, struct fix
Fri 27 Nov : Small fix for variable grid rendering
Wed 25 Nov : GetKeyframeValue() split into GetKeyframeValueFloat() and GetKeyframeValueInt().
Mon 23 Nov : Fix for cubemap and depth issues
Fri 20 Nov : Update noise parameters names.
Thu 19 Nov : TestLevel.unity and TestLevelHDRP.unity updated.
Thu 19 Nov : Ensure Plugin DLL are preloaded.
Fri 13 Nov : Unity Versions in line, missing setting fix
Fri 13 Nov : ShadowSettings
Fri 23 Oct : UNITY_EDITOR pre-processor for DefineRenderPipelineMacros.cs.
Thu 22 Oct : Updated HDRP. Ability to load RenderPipelineAssets from trueSKY.cs.
Thu 22 Oct : Plugins DLL load on start up.
Thu 22 Oct : Added Plugins .meta files.
Thu 22 Oct : Merge HDRP branch into main version branch. Added HDRP level and resources. trueSKY.cs save RenderPipelineAsset. BuildSimulTest() takes new argument for HDRP test level.
Thu 15 Oct : Amended Aurora UI.
Tue 13 Oct : Backport fixes and updates
Mon 12 Oct : Water fixes
Tue 29 Sep : Moved struct SequenceManager::Style to TrueSkyUIFunctionImporter.cs
SIMUL
=====
Fri 20 Nov : Removed toolchain - now in platform Submodules
Fri 20 Nov : Removed Toolchain
Wed 18 Nov : Update to SDK version
Tue 17 Nov : Fix refcount leak.
Tue 17 Nov : UnbindTextures to avoid D3D11 error.
Tue 17 Nov : Fix some D3D11 errors.
Tue 17 Nov : Constant Buffer Fix
Tue 17 Nov : Fix D3D11 warnings.
Tue 17 Nov : Small Fixes
Sat 14 Nov : Removed UndoUNITY
=====
Wed 02 Dec : Conversion Fix
Wed 02 Dec : Struct issue fix
Tue 01 Dec : Backport, struct fix
Fri 27 Nov : Small fix for variable grid rendering
Wed 25 Nov : GetKeyframeValue() split into GetKeyframeValueFloat() and GetKeyframeValueInt().
Mon 23 Nov : Fix for cubemap and depth issues
Fri 20 Nov : Update noise parameters names.
Thu 19 Nov : TestLevel.unity and TestLevelHDRP.unity updated.
Thu 19 Nov : Ensure Plugin DLL are preloaded.
Fri 13 Nov : Unity Versions in line, missing setting fix
Fri 13 Nov : ShadowSettings
Fri 23 Oct : UNITY_EDITOR pre-processor for DefineRenderPipelineMacros.cs.
Thu 22 Oct : Updated HDRP. Ability to load RenderPipelineAssets from trueSKY.cs.
Thu 22 Oct : Plugins DLL load on start up.
Thu 22 Oct : Added Plugins .meta files.
Thu 22 Oct : Merge HDRP branch into main version branch. Added HDRP level and resources. trueSKY.cs save RenderPipelineAsset. BuildSimulTest() takes new argument for HDRP test level.
Thu 15 Oct : Amended Aurora UI.
Tue 13 Oct : Backport fixes and updates
Mon 12 Oct : Water fixes
Tue 29 Sep : Moved struct SequenceManager::Style to TrueSkyUIFunctionImporter.cs
SIMUL
=====
Sun 12 Jul : Xbox header fix.
Sun 12 Jul : Remove WIN64=1 for Linux
Sun 12 Jul : Fix Spectrum json location.
Sat 11 Jul : Merges from 4.3 for platform support.
Fri 10 Jul : Commodore platform support.
Thu 09 Jul : SkyKeyframer::GetSiderealTimeDegrees() now uses interpolatedKeyframe.time. Fix for Sky Background doing full reverse rotation before midnight.
Wed 08 Jul : ExternalRenderValues Struct Improvement
Tue 07 Jul : Fix to Struct mis-match
Tue 07 Jul : Re-enabling Sky. Storm Fix.
Thu 02 Jul : Mie value from blueprint fixUNITY
=====
Tue 14 Jul : Added support for IL2CPP scripting with build option toggle.
Tue 16 Jun : New subdirectories for D3D API shader binaries.
Mon 03 Feb : Fix for warped skybox in VR.
Thu 30 Jan : Remove msvcr110 requirement.
Thu 30 Jan : Don't check for msvcr110
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
SIMUL
=====
Fri 01 May : Fix zero matrix in WorldspaceToLightspaceMatrix
Mon 27 Apr : Added Latest Redist
Sat 25 Apr : Remove extra #include.
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Fix order to include Direct3D12.h
Sat 25 Apr : Use ID3D12GraphicsCommandListType from ThisPlatform/Direct3D12.h
Fri 24 Apr : Added disable #line directive to OpenGLShaders.
Thu 23 Apr : Added shader_platform.sl to Shaders. Changed composite.sl TwoColourCompositeOutput to use SIMUL_RENDERTARGET_OUTPUT_DSB_INDEX_0 and _1.
Thu 23 Apr : Fix for overlapping semantic in water.SFX/water_particles.sfx
Wed 22 Apr : PLATFORM_D3D11_SFX option supported.UNITY
=====
Mon 03 Feb : Fix for warped skybox in VR.
Thu 30 Jan : Remove msvcr110 requirement.
Thu 30 Jan : Don't check for msvcr110
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
SIMUL
=====
Thu 02 Apr : Fix for water faces being drawn backwards, small improvement for reflection setting performance
Thu 02 Apr : Added debug output to Sequencer
Wed 01 Apr : Fixed medium detail update region. Fixed rain render problems.
Mon 30 Mar : Fix offset high-detail area.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Fix quitafterframe behaviour in sample.
Sun 29 Mar : Remove DefaultFileLoader.cpp - this is now in Platform/Core.
Fri 27 Mar : Platform ptr.
Fri 27 Mar : CloudKeyframers have Names.
Fri 27 Mar : Fix incorrect links in Unreal source docs page.UNITY
=====
Mon 03 Feb : Fix for warped skybox in VR.
Thu 30 Jan : Remove msvcr110 requirement.
Thu 30 Jan : Don't check for msvcr110
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
SIMUL
=====
Thu 23 Jan : Shader paths
Thu 23 Jan : Fix GL Sample.
Wed 22 Jan : Build fix for VSVER.
Wed 22 Jan : Reset errorlevel at start of InitProperties.bat
Wed 22 Jan : .
Wed 22 Jan : Tweaks in batch files.
Wed 22 Jan : Tweaks in batch files.
Wed 22 Jan : Platform ptr.
Wed 22 Jan : Fixes to PS4 build.
Wed 22 Jan : Performance improvements to water, some other fixesUNITY
=====
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
SIMUL
=====
Thu 16 Jan : Fix Cmake Linux build.
Thu 16 Jan : CMake supports SIMUL_BUILD_SHADERS, set to false to disable shader build proejcts.
Thu 16 Jan : Force Cmake to actually build shader projects...
Wed 15 Jan : CMake functional for samples. Include SkySequencer in main SDK installer.
Tue 14 Jan : Update water changes from base 4.2
Sat 11 Jan : Remove xmlParser, stampver, and ATLServer from External.
Sat 11 Jan : Remove Oculus, freeglut, glew from Externals.
Sat 11 Jan : FindFileInPathStack finds NEWEST file, not first.
Sat 11 Jan : Remove nasty boost.
Fri 10 Jan : Add SimulPS4.propsUNITY
=====
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
SIMUL
=====
Sat 18 Jan : Fix Clang compiler error from member initialization order.
Fri 17 Jan : Temporarily removed rainbow docs to allow for update
Fri 17 Jan : Doc updates
Fri 17 Jan : Fix for Rainbows and Amortization
Fri 17 Jan : Fix for install script.
Fri 17 Jan : Fix imported targets in CMakeLists to be global, so correct lib names are used for Debug sample-only builds.
Fri 17 Jan : Minor fixes and optimisations
Thu 16 Jan : Vulkan link fix.
Thu 16 Jan : Linux build fixes.
Thu 16 Jan : Alternate Vulkan lib link directory for Linux.UNITY
=====
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
SIMUL
=====
Fri 01 Nov : Fixes to make sure Xbox GDK is supported
Fri 01 Nov : Disable SIMUL_PLUGIN_DEPLOY_ALL in Build.bat by default.
Fri 01 Nov : Fix lightning edit widget always appearing.
Fri 01 Nov : Add CloudKeyframe.h and cpp to PS4 project.
Fri 01 Nov : Chaning Images to images
Fri 01 Nov : Fix crashes from multiple sequencers open.
Fri 01 Nov : Improved memory tracking - possible fix for D3D12 issues.
Thu 31 Oct : Doc Fix
Thu 31 Oct : Changed default path for dllLocation.
Thu 31 Oct : Doc FixesUNITY
=====
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
SIMUL
=====
Tue 29 Oct : Added version.properties to store current variable properties, e.g. recommended SDK versions etc. Fixed platform build errors.
Mon 28 Oct : Fix being unable to select the sky layer.
Mon 28 Oct : Fix right-click clearing selection.
Mon 28 Oct : Fix stand-alone sequencer not compiling from rename.
Fri 25 Oct : PS4-related fixes patched. QPropertyEditWidget has applyParentTooltip, should be called by derived classes after setupUI.
Fri 25 Oct : Fix QT DLLs not being deployed.
Fri 25 Oct : Apply patch from Game Studio.
Fri 25 Oct : Support for altitude-dependent sunlight.
Fri 25 Oct : Fix Simul QTWidgets deployment.
Thu 24 Oct : Small doc fixUNITY
=====
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
SIMUL
=====
Sat 12 Oct : Fixed binary path bug.
Fri 11 Oct : Fix SHADERBIN_SOURCE deploy
Fri 11 Oct : Update to Unity Sky Sequencer UI.
Fri 11 Oct : Camera constants changes restored.
Fri 11 Oct : Fixed shaderbin not being copied from the build directory
Fri 11 Oct : Fix Unity Sequencer UI disappearance.
Mon 07 Oct : Fix Sfx build for PS4.
Fri 04 Oct : PreprocessLexer and PreprocessParser were renamed to PreprocessorLexer and PreprocessorParser a while back.
Sun 29 Sep : Fail to blank texture if compressed format not supported.
Thu 26 Sep : Minor fixes and cleanupUNITY
=====
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
SIMUL
=====
Mon 07 Oct : Fix Sfx build for PS4.
Fri 04 Oct : PreprocessLexer and PreprocessParser were renamed to PreprocessorLexer and PreprocessorParser a while back.
Thu 26 Sep : Minor fixes and cleanup
Thu 26 Sep : Essential RenderPlatform fix for D3D12.
Wed 25 Sep : Add interleaved option to layoutdesc.
Tue 24 Sep : Fix D3D11 load binary shader.
Tue 24 Sep : Shaderbinarypaths as list.
Tue 24 Sep : Temp fix for hidden UI.
Tue 24 Sep : Xbox Cmake fix.
Tue 24 Sep : Small Doc UpdateUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Thu 26 Sep : Minor fixes and cleanup
Thu 26 Sep : Essential RenderPlatform fix for D3D12.
Wed 25 Sep : Add interleaved option to layoutdesc.
Tue 24 Sep : Fix D3D11 load binary shader.
Tue 24 Sep : Shaderbinarypaths as list.
Tue 24 Sep : Temp fix for hidden UI.
Tue 24 Sep : Xbox Cmake fix.
Tue 24 Sep : Small Doc Update
Tue 24 Sep : Directxtex cmake.
Tue 24 Sep : Revert debug.sfxUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Wed 25 Sep : Add interleaved option to layoutdesc.
Tue 24 Sep : Fix D3D11 load binary shader.
Tue 24 Sep : Shaderbinarypaths as list.
Tue 24 Sep : Temp fix for hidden UI.
Tue 24 Sep : Xbox Cmake fix.
Tue 24 Sep : Small Doc Update
Tue 24 Sep : Directxtex cmake.
Tue 24 Sep : Revert debug.sfx
Tue 24 Sep : Fix file loader virtual def to match UE version.
Sat 21 Sep : Xbox /DEBUG in link options.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Tue 24 Sep : Fix D3D11 load binary shader.
Tue 24 Sep : Shaderbinarypaths as list.
Tue 24 Sep : Temp fix for hidden UI.
Tue 24 Sep : Xbox Cmake fix.
Tue 24 Sep : Small Doc Update
Tue 24 Sep : Directxtex cmake.
Tue 24 Sep : Revert debug.sfx
Tue 24 Sep : Fix file loader virtual def to match UE version.
Sat 21 Sep : Xbox /DEBUG in link options.
Wed 18 Sep : Xbox One Cmake fixes.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Tue 24 Sep : Directxtex cmake.
Tue 24 Sep : Revert debug.sfx
Tue 24 Sep : Fix file loader virtual def to match UE version.
Sat 21 Sep : Xbox /DEBUG in link options.
Wed 18 Sep : Xbox One Cmake fixes.
Wed 11 Sep : XboxOne ptr.
Wed 11 Sep : Xbox Cmake fixes.
Wed 11 Sep : Fix build on PS4.
Tue 10 Sep : Long timeout for Sfx compiler calls.
Tue 10 Sep : Fixed timeout behaviour launching compilers from Sfx.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Wed 11 Sep : Fix build on PS4.
Tue 10 Sep : Long timeout for Sfx compiler calls.
Tue 10 Sep : Fixed timeout behaviour launching compilers from Sfx.
Tue 10 Sep : .
Mon 09 Sep : Cmake tidy-up.
Mon 09 Sep : Fix Cmake fxc command usage.
Mon 09 Sep : Cmake now builds OpenGL shaders, which are packed as glsl into the sfxb output.
Mon 09 Sep : Added multiple binary paths for RenderPlatforms.
Mon 09 Sep : CMake to use SIMUL_ variables : keep them better organized.
Mon 02 Sep : Fix for skyTimelineWidgetUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Tue 10 Sep : Long timeout for Sfx compiler calls.
Tue 10 Sep : Fixed timeout behaviour launching compilers from Sfx.
Tue 10 Sep : .
Mon 09 Sep : Cmake tidy-up.
Mon 09 Sep : Fix Cmake fxc command usage.
Mon 09 Sep : Cmake now builds OpenGL shaders, which are packed as glsl into the sfxb output.
Mon 09 Sep : Added multiple binary paths for RenderPlatforms.
Mon 09 Sep : CMake to use SIMUL_ variables : keep them better organized.
Mon 02 Sep : Fix for skyTimelineWidget
Mon 02 Sep : Minor fix for overridden functionsUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Mon 02 Sep : Fix for skyTimelineWidget
Mon 02 Sep : Minor fix for overridden functions
Fri 30 Aug : Minor fix to copy-pasting cloud keyframes
Wed 28 Aug : Support BC compressed textures in D3D11.
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the waterUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Tue 27 Aug : API fixes for rendering with vertex/index buffers.
Tue 27 Aug : const correctness in DX11 buffer classes.
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the water
Fri 23 Aug : Fixes to Dx12 build and rearranging pixelformats.
Thu 22 Aug : SimulQtWidgets and SequencerQtWidgets deployed via CMake to QTDIR/plugins/designer after build.
Wed 21 Aug : Added template for cloud shape list in Cloud Layer Edit widget.
Mon 19 Aug : Small fix for water reflectionsUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Tue 27 Aug : Fix for GLSL/GLSL.json
Mon 26 Aug : Add const where possible with Index and Vertex buffers.
Fri 23 Aug : Fix deployment folders for shaderbin. API check for SFX-built shader effects: don't load Vulkan effects for DX12.
Fri 23 Aug : Small changes to the water
Fri 23 Aug : Fixes to Dx12 build and rearranging pixelformats.
Thu 22 Aug : SimulQtWidgets and SequencerQtWidgets deployed via CMake to QTDIR/plugins/designer after build.
Wed 21 Aug : Added template for cloud shape list in Cloud Layer Edit widget.
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Mon 19 Aug : Small fix for water reflections
Fri 16 Aug : Updated Docs + removed hard coded directories from .markdoc
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Thu 15 Aug : ADd DirectX11Sample to CMake.
Thu 15 Aug : Add Build_XboxOne.bat
Tue 13 Aug : Fix Vulkan build paths.
Mon 12 Aug : Build fix
Mon 12 Aug : Very temp possible fix for build issues
Sun 11 Aug : Fix build/exe path
Sat 10 Aug : backslash not forward in properties file.
Sat 10 Aug : CMake tweaks.
Fri 09 Aug : glfw3.lib even in debug, not glfw3d.lib.
Fri 09 Aug : glfw3.lib even in debug, not glfw3d.lib.UNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Tue 09 Jul : Fix for Errno_Check
Thu 04 Jul : Fully-working on Linux
Wed 03 Jul : Improved deployment py script.
Fri 28 Jun : Fix for Windows build. Amended ERRNO_CHECK and DebugBreak().
Fri 28 Jun : ERRNO_CHECK fixed.
Fri 28 Jun : Linux build fixes: Vulkan Sample and plugin now building.
Tue 18 Jun : Linux build fixes
Mon 17 Jun : Minor update to the snow pixel shader.
Fri 14 Jun : Minor fix to stop values that would break the water renderer from being passed to it
Fri 14 Jun : Initial commit for Water reflectionsUNITY
=====
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
SIMUL
=====
Fri 31 May : OpenGL and D3d12 error fixes.
Fri 31 May : Fix water shutdown crash.
Fri 31 May : Deployment py fixes.
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Add RenderDelegate.h
Thu 30 May : Don't invalidate pixelShaders from Effect: RenderPlatform is responsible for this.
Thu 30 May : Fix for buoyancy objects not sampling the surface at the correct location. Also contains a couple of minor fixes, and a temporary fix for DX12 not seeing the profile buffer offset and direction arrays
Thu 30 May : Fix for OpenGL SFX compilation. New SfxConfig parameter: identicalIOBlocks.
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.UNITY
=====
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
SIMUL
=====
Wed 29 May : Update Unity plugin api to new structs.
Wed 29 May : water.sfx compiles for Vulkan.
Wed 29 May : Update ExternalTexture definition and add full ExternalTexture structs to RenderFrameStruct, more robust for different API's.
Tue 28 May : Add sfxb shader bins.
Tue 28 May : Fix broken effect shader load.
Tue 28 May : Wrap up shader binaries in sfxb for Vulkan and D3D12.
Tue 28 May : Shader binaries lumped together in sfxb file - if -w is used in sfx.exe.
Mon 27 May : PS4 API update and build fix.
Mon 27 May : Delayed destruction for effects to prevent destroying in-use API objects when recompiling. Update skylight struct.
Fri 24 May : Updated LightningRenderer.cpp to use MSAA. Updated CloudRenderer.cpp RenderRainMapTexture() and RenderCloudShadowTexture() Refined Debug Overlays due to new mono spaced font. Fix OpenGL cloud shadows. Fix rain map lookups in SFX/rain.sfx OverrideWind added back.UNITY
=====
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
SIMUL
=====
Mon 13 May : Minor fix to CloudWindow UI layout and colours. Minor fix for SetCloudConstants() and FillInQueries(). SetPrecipitationCentre() removed.
Mon 13 May : Fix sequencer standalone crash.
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.UNITY
=====
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
SIMUL
=====
Mon 13 May : Fix shader build path for non-Cmake builds.
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.UNITY
=====
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
SIMUL
=====
Sun 12 May : Fix Xbox refs to deleted shaders.
Sun 12 May : Project fix for DirectX12Sample_x64_v140.vcxproj
Sat 11 May : Dx12 sample build
Fri 10 May : Fix stringFormat error in Sfx. Prevent at least some of the spurious console output from Flex in preprocessor.lpp.
Fri 10 May : Fix cloud mip generation. CMake build improvements.
Thu 09 May : Minor updates to simul_clouds.sl GetRainAtOffsetKm(). The rain map is not re-drawn to reflect the precipitation region.
Wed 08 May : New Colour Scheme for Cloud Window to improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Wed 08 May : New Colour Scheme for Cloud Window is improve clarity. Fix for incorrect Precipitation Region position in edge cases. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() removed.
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr supportUNITY
=====
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
SIMUL
=====
Fri 03 May : Fix for Rain and Rain Streaks appearing at altitudes.
Fri 03 May : Disable part of the flow rays calculations due to current PS4 incompatibility, current progress on fixing water vr support
Wed 01 May : Minor fixes for sequencer stability
Wed 01 May : SL/simul_clouds.sl GetRainAtOffsetKm() now flips the y-texture coordinate in OpenGL. Precipitation Region are now working in OpenGL.
Tue 30 Apr : Precipitation Region Update: CloudWindow has blue interpolated and cyan static circles representing precipitation regions. Inside of CloudWindow, the cyan static circles can be positioned by left mouse button + shift. "Lock To Cloud" changed to "Affected by winds". Override Winds lock the precipitation region to the centre of the cloudkeyframe. Minor update to Debug Overlays for Rain Textures and Cloud Cross-sections.
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.UNITY
=====
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
SIMUL
=====
Tue 30 Apr : Update to cloud.sfx MapToWindow(), which correctly sets the height of the clouds when using a masking texture.
Wed 24 Apr : Updated OpenGL/Effect.cpp/.h and OpenGL/RenderPlatform.cpp to have Sync objects around dispatch compute calls that uses a rewrite structured buffer.
Tue 23 Apr : Changes to .sq files. The opening and closing curly brackets {} are now saved to the file. This allows .sq file to be a converted to .asset files in Unity.
Wed 17 Apr : Initial Documentation updates, added buoyancy objects, small fixes
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().UNITY
=====
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
SIMUL
=====
Fri 12 Apr : Updated Sky Sequencer UI to show Snow Speed and Snowflake Size. Fixed CloudWindowWidget to support multiple concurrent rendering API in the main view.
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txtUNITY
=====
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
SIMUL
=====
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadowUNITY
=====
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
SIMUL
=====
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadowUNITY
=====
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
SIMUL
=====
Thu 11 Apr : PS4 Pointer
Wed 10 Apr : Updated SFX compiler to fix OpenGL issue binding slot and UBO for TextureHandles. The binding slot defaults to 0, expect in the pixel/fragment shader where it is 1; this was to solve the issue of snow rendering New parameter in SfxConfig maintainSamplerDeclaration to deal with issue between GLSL and PSSL. Updated rain.sfx PS_SnowParticles_NoCubemap();
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadowUNITY
=====
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
SIMUL
=====
Tue 09 Apr : Fix paths for Sequencer D3D11 shaders.
Thu 04 Apr : Applications/SkySequencer/MainWindow.cpp CloudWindow can now use DX11, DX12 or OpenGL. Clouds/BaseGpuCloudGenerator.h SetPrecipitationCentre() added. Clouds/CloudKeyframer.cpp rotateByOffset() updated to use Quaternion solely. Clouds/CloudRenderer.cpp RenderCrossSections() lays out all textures correctly. SetCloudConstants() OverrideWind checkbox locks the PrecipitationRegion to the cloud map. RenderCloudWindow() now draws blue circle to denote the PrecipitationRegion. Platform/OpenGL/Texture.cpp LoadTextureData() can correct any errno. Sky/BaseSkyRenderer.cpp RenderCelestialDisplay() is corrected.
Fri 29 Mar : New technique "msaa_with_lightpass" in hdr.sfx. Updated Clouds/BaseWeatherRenderer.cpp to match. Minor logic update to Effect::SetUnorderedAccessView().
Fri 29 Mar : Added check to ensure native OpenGL textures in Effect::SetUnorderedAccessView() are valid before binding them.
Thu 28 Mar : Update to PrecipitationRegion, which now uses a quaternion for its position, though cloudConstants.rainCentreKm is still a vec3. Update to Quaterniond.h, as definition and declaration didn't match.
Wed 27 Mar : Fix cloud_edit.sfx compille for DX11.
Sun 17 Mar : Add TrueSkyUI/CMakeLists.txt
Thu 07 Mar : Added ability for plugins to get the sampled height of the cloud shadow
Wed 06 Mar : Added commented out shader code for cloud shadow offsets
Tue 05 Mar : disable part of the water to fix PS4 versionUNITY
=====
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.
Wed 03 Apr : Fix to variables not saving state
Wed 06 Mar : Try to fix screenshot saving.
Sat 02 Mar : Try to get around Unity's file-writing problems.
Thu 28 Feb : Volume/Line/LightingQueryResult updated to use vec4 in both 4.2 and 4.1a.
Thu 28 Feb : \\ to / in filename.
Thu 28 Feb : Write fullPath.
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
SIMUL
=====
Sat 23 Feb : Sfx reverted some bad code.
Fri 22 Feb : Amended SunElevationSlider in SequencerQtWidgets/KeyframeEditWidget.ui
Fri 22 Feb : Undo keyFrameEditWidget Change
Fri 22 Feb : Cloud/CloudRenderer.cpp updated function CloudRenderer::RenderQueries().
Thu 21 Feb : ClearFencedTextures now crossplatform. Called in plugin frame init.
Thu 21 Feb : Minor update to BaseSkyRenderer
Thu 21 Feb : Sfx support for inline shader binaries in the .sfxo output file.
Thu 21 Feb : Sky/BaseSkyRenderer.cpp has a new function RenderLightingQueryResultsText(). Displays the values of the current LightQueryResults to the screen. This is used in Clouds/TrueSkyRenderer.cpp TrueSkyRenderer::RenderOverlays() under the Fades output.
Wed 20 Feb : Minor update to Sky/BaseSkyRenderer.cpp
Wed 20 Feb : Updated BaseSkyRenderer.cpp FillInLightingQueries(), due OpenGL buffer misalignment. LightingQueryResult now has a vec4 for the position and padded. It is initialise in SFX/sky.sfx lightingQueryInputs is now a StructuredBuffer of vec4.UNITY
=====
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
SIMUL
=====
Tue 19 Feb : Vulkan cubemap issue is fixed, still issues with its spherical harmonics. The native framebuffer is passed from Platform/Vulkan/Framebuffer.cpp and used when rendering cube map faces in Platform/Vulkan/RenderPlatform.cpp.
Mon 18 Feb : Fix for storms not deleting
Sat 16 Feb : Call ApplyDefaultRenderTargets to ensure we are actually using the default target specified.
Sat 16 Feb : PS4 ptr. RenderCloudShadowTexture should be called before FillInQueries. internalFrameNumber for PlatformConstantBuffer. ORBIS ActivateRenderTargets in plugin to make sure we're Actually using the default RT.
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.UNITY
=====
Wed 20 Feb : Remove unneeded fn.
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
SIMUL
=====
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.UNITY
=====
Tue 19 Feb : Encode jpg quality 100.
Tue 19 Feb : Option to save screen as different formats.
Tue 19 Feb : Vulkan directory optional in build postprocessor
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
SIMUL
=====
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.UNITY
=====
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
SIMUL
=====
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.UNITY
=====
Tue 19 Feb : Create directory for screenshot.
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
SIMUL
=====
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.UNITY
=====
Mon 18 Feb : Improve SaveScreenshot
Mon 18 Feb : Add ProjectSettings.asset
Mon 18 Feb : Quit after save.
Mon 18 Feb : Added SimulTest. Fixes for cubemap probe and camera.
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
Tue 26 Jun : Better setup wizard layout.
SIMUL
=====
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.UNITY
=====
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
Tue 26 Jun : Better setup wizard layout.
Tue 26 Jun : Merged crash fix.
Tue 26 Jun : PSVR fix.
Mon 25 Jun : Cloud shadow fixes, water updates
Thu 21 Jun : Script fixes and fixed asset merge.
SIMUL
=====
Wed 13 Feb : Fix delayloads: commas don't work, must use semicolons!
Wed 13 Feb : Platform/Vulkan/RenderPlatform.cpp CreateVulkanRenderpass() take in a MSAA value, default is 1. Platform/Vulkan/RenderPlatform.cpp Resolve() is currently commented out.
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.UNITY
=====
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
Tue 26 Jun : Better setup wizard layout.
Tue 26 Jun : Merged crash fix.
Tue 26 Jun : PSVR fix.
Mon 25 Jun : Cloud shadow fixes, water updates
Thu 21 Jun : Script fixes and fixed asset merge.
SIMUL
=====
Tue 12 Feb : Fix window lighting
Mon 11 Feb : Minor Update to CopyToTargetDir.py.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Mon 11 Feb : CopyToTargetDir.py: uiLocation default is set as 'SIMUL+"/exe/"+PLATFORM+"/"+TOOLSET+"/"+CONFIGURATION'.
Sun 10 Feb : Improve EffectPass frame counting to prevent shaders that aren't used every frame getting confused. Add numSamples to init for Vulkan external textures.
Sat 09 Feb : Hopeful fix to prevent from using 16 texture slots on PS4. All API's should stay under 16 for texture slots..
Fri 08 Feb : Hopeful fix to prevent from using 16 texture slots on PS4.
Thu 07 Feb : PS4 ptr and Cmake fixes.
Thu 07 Feb : Slight nsi fixes.
Thu 07 Feb : Slight nsi fixes.UNITY
=====
Tue 12 Feb : Minor update for StaticUpdateWaterProbeValues();
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
Tue 26 Jun : Better setup wizard layout.
Tue 26 Jun : Merged crash fix.
Tue 26 Jun : PSVR fix.
Mon 25 Jun : Cloud shadow fixes, water updates
Thu 21 Jun : Script fixes and fixed asset merge.
SIMUL
=====
Wed 06 Feb : Performance update for the cloud light texture processing
Wed 06 Feb : InitFromExternalTexture2D() now takes in a MSAA parameter (Changed in crossplatform and all renders). OpenGLSample.cpp has been updated to show this feature. RainDepthTextureMS is now set inside of PrecipitationRenderer.cpp. Minor updates to FramebufferGL and TextureHandles in OpenGL/Effect.cpp and OpenGL/Texture.cpp.
Tue 05 Feb : Fix OpenGL Shutdown
Tue 05 Feb : DeviceManager IsActive fn.
Tue 05 Feb : TrueSkyRenderer used 8 MIPS and OpenGL correctly displays them. Minor update to rain.sfx, LightProbeConstants are padded to conform to std140. OpenGL/Texture.cpp LoadFromFile() cycles through all texture paths.
Mon 04 Feb : Debug: Forcing 8 MIPS for cube maps.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : CopyToTargetDir.py fixes.
Mon 04 Feb : static default_size for skylight.
Fri 01 Feb : Cmake build fixes for static projects.UNITY
=====
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
Tue 26 Jun : Better setup wizard layout.
Tue 26 Jun : Merged crash fix.
Tue 26 Jun : PSVR fix.
Mon 25 Jun : Cloud shadow fixes, water updates
Thu 21 Jun : Script fixes and fixed asset merge.
Wed 20 Jun : Gamepad fixes.
SIMUL
=====
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!UNITY
=====
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
Tue 26 Jun : Better setup wizard layout.
Tue 26 Jun : Merged crash fix.
Tue 26 Jun : PSVR fix.
Mon 25 Jun : Cloud shadow fixes, water updates
Thu 21 Jun : Script fixes and fixed asset merge.
Wed 20 Jun : Gamepad fixes.
SIMUL
=====
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!UNITY
=====
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
Tue 26 Jun : Better setup wizard layout.
Tue 26 Jun : Merged crash fix.
Tue 26 Jun : PSVR fix.
Mon 25 Jun : Cloud shadow fixes, water updates
Thu 21 Jun : Script fixes and fixed asset merge.
Wed 20 Jun : Gamepad fixes.
SIMUL
=====
Fri 01 Feb : Cmake build fixes for static projects.
Tue 29 Jan : Fix for Skylights not rendering atmospheric effects
Tue 29 Jan : Fix rain.sfx build
Mon 28 Jan : PS4 ptr.
Mon 28 Jan : Rain etc to separate translucent buffer optionally.
Sun 27 Jan : Update Setup.nsi
Sun 27 Jan : Update SkySequencer.nsi
Thu 24 Jan : Updated rain.sfx so that rain in Vulkan works correctly. CloudRenderer.cpp RenderPointSource(), checks the arraySize, before setting textures for a cube map. Minor clean up of Vulkan/RenderPlatform.cpp Resolve(), though they are still issue in resolving the msaa framebuffer.
Wed 23 Jan : Minor update to rain.sfx, where mapped_rain will have a minimum value of 0.25. This has fixed the issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS on OpenGL!
Wed 23 Jan : Updated light_probes.sfx and OpenGL/GLSL/shader_platform.sl due a shader compile issue. OpenGL/Effect.cpp changed so that the shaderResource.slot can update the binding index, use for the Lightning vertices SSBOs. Updated rain.sfx to include "..._msaa" passes and for the vertex shader to resolve the MS texture. OpenGL has issues with mapped_rain value in the VS; rain_dist and solid_dist values in the PS!UNITY
=====
Thu 31 Jan : Vulkan support.
Thu 27 Sep : Fix git merge errors in demo 4.1
Thu 27 Sep : Disabled editor deferred rendering call to prevent DX12 crash.
Fri 21 Sep : Stopped a crash in 4.1a, disabled currently useless command buffer from replicating itself
Thu 20 Sep : Update water objects to support water wavelets
Wed 01 Aug : Small fix to water probes
Tue 31 Jul : VR updates.
Mon 16 Jul : Added SpawnStrike
Mon 16 Jul : Added GetCurrentStrike method
Fri 13 Jul : Fix SetStormCentre.
Wed 11 Jul : Merged skyonly feature and other fixes.
Fri 06 Jul : Force depth blit if PPStack exist.
Tue 03 Jul : Merged SetStormCentre fix.
Wed 27 Jun : Flipped shader fix merge.
Tue 26 Jun : Better setup wizard layout.
Tue 26 Jun : Merged crash fix.
Tue 26 Jun : PSVR fix.
Mon 25 Jun : Cloud shadow fixes, water updates
Thu 21 Jun : Script fixes and fixed asset merge.
Wed 20 Jun : Gamepad fixes.
SIMUL
=====
Wed 17 Jun : Fix multi-binary path support.
Wed 17 Jun : Slight binary shader path improvement.
Wed 17 Jun : Small Fix to shadow
Wed 17 Jun : Fix to Shadows
Wed 17 Jun : Fix shaderbin call.
Wed 17 Jun : Multiple shaderbin paths allowed.
Tue 16 Jun : Multiple shaderbin paths are allowed.
Mon 15 Jun : .
Tue 28 Apr : Added latest Redist exe
Wed 08 Apr : PS4 LightweightGraphicsConstantUpdateEngine size check.UNITY
=====
Tue 14 Jul : Added support for IL2CPP scripting with build option toggle.
Tue 16 Jun : New subdirectories for D3D API shader binaries.
Mon 03 Feb : Fix for warped skybox in VR.
Thu 30 Jan : Remove msvcr110 requirement.
Thu 30 Jan : Don't check for msvcr110
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
SIMUL
=====
Wed 01 Apr : Fix D3D11 validation warnings.
Tue 03 Mar : Depth fixes.
Tue 28 Jan : Fix so that exposure is correctly applied to celestial bodies.
Tue 28 Jan : unity.simul can be a list in .json file.
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build againUNITY
=====
Mon 03 Feb : Fix for warped skybox in VR.
Thu 30 Jan : Remove msvcr110 requirement.
Thu 30 Jan : Don't check for msvcr110
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
SIMUL
=====
Sat 11 Jan : GetFileDate is const
Thu 09 Jan : k
Thu 09 Jan : .
Thu 09 Jan : Fix bad ptr.
Mon 16 Dec : Only download with curl if file is not present.
Thu 12 Dec : Fix PS4 build again
Thu 12 Dec : Update python script.
Thu 12 Dec : Fix PS4 7 build
Wed 11 Dec : Disable compile error/warning.
Mon 09 Dec : Revert v141 in vcxproj's.UNITY
=====
Thu 16 Jan : Added UI for Rainbows
Tue 26 Nov : Changed second Longitude slider to Heading in trueSKYEditor.cs
Tue 12 Nov : Fix cloud window rendering.
Mon 04 Nov : Fix Sequencer keeping data from old sequence when opening a blank sequence.
Thu 31 Oct : Sequencer no longer closes when Unity changes between play states.
Fri 25 Oct : Fix both viewports being drawn to both eyes.
Fri 25 Oct : Reducing Initial Exposure
Mon 14 Oct : Added missing metafile for WSA
Mon 14 Oct : Fix fori build and DLL conflict - AJR. Updated Assets/Simul/Plugins/WSA/TrueSkyPluginRender_MT.dll.meta
Fri 11 Oct : Updated Unity SkySequencer window position.
Fri 11 Oct : Unity now calls an UpdateUI() function every tick to process the trueSKY sequencer QT events.
Wed 10 Jul : Added WSA/TrueSkyPluginRender_MT.dll.meta to stop multiple .dll loading at runtime.
Tue 09 Jul : Fix for Packages/manifest.json
Thu 13 Jun : meta fix for UI
Thu 13 Jun : Fix dll conflict meta settings.
Fri 31 May : Update materials for demo scene.
Thu 02 May : Update WASD inputs in SimulMouseLook.cs
Thu 11 Apr : Added StaticSetRenderBool("gridrendering", _IntegrationScheme == 0) to trueSKY.Init(); This is to solve rendering error on load.
Wed 10 Apr : Add imcompare.bat
Fri 05 Apr : TrueSkyCameraBase updated to render TrueSky correctly onto the cubemap based on the TrueSky Master object's transform parameters (Removed parameter inversion issue). Re-enabled post_translucent_buf to display rain.