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Merge branch 'main' into for-each-renderable-tile
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j9liu committed Aug 16, 2024
2 parents a2b43c2 + 23632f2 commit 36ca2b7
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11 changes: 11 additions & 0 deletions CHANGES.md
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@@ -1,5 +1,16 @@
# Change Log

### ? - ?

##### Additions :tada:

- Added universal (Intel and Apple Silicon) binaries for Unreal Engine 5.2. Unreal Engine 5.3 and 5.4 already had universal binaries.

##### Fixes :wrench:

- Fixed a bug introduced in the previous release that caused instanced tilesets to render incorrectly.
- Debug sections are no longer compressed on Linux and Android, improving compatibility.

### v2.7.1 - 2024-08-01

##### Fixes :wrench:
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4 changes: 0 additions & 4 deletions Source/CesiumEditor/CesiumEditor.Build.cs
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Expand Up @@ -73,10 +73,6 @@ public CesiumEditor(ReadOnlyTargetRules Target) : base(Target)

string[] allLibs = Directory.GetFiles(libPath, libSearchPattern);

// Remove libssl and libcrypto because these come from Unreal Engine itself
// TODO: Exclude these from the cesium-native side instead of excluding them here.
allLibs = allLibs.Where(l => !l.Contains("libssl") && !l.Contains("libcrypto")).ToArray();

PublicAdditionalLibraries.AddRange(allLibs);

PublicDependencyModuleNames.AddRange(
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4 changes: 0 additions & 4 deletions Source/CesiumRuntime/CesiumRuntime.Build.cs
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Expand Up @@ -72,10 +72,6 @@ public CesiumRuntime(ReadOnlyTargetRules Target) : base(Target)

string[] allLibs = Directory.GetFiles(libPath, libSearchPattern);

// Remove libssl and libcrypto because these come from Unreal Engine itself
// TODO: Exclude these from the cesium-native side instead of excluding them here.
allLibs = allLibs.Where(l => !l.Contains("libssl") && !l.Contains("libcrypto")).ToArray();

PublicAdditionalLibraries.AddRange(allLibs);

PublicDependencyModuleNames.AddRange(
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5 changes: 3 additions & 2 deletions Source/CesiumRuntime/Private/CesiumGltfComponent.cpp
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Expand Up @@ -1937,8 +1937,9 @@ static void loadInstancingData(
if (translationAccessor.status() == AccessorViewStatus::Valid) {
for (int64_t i = 0; i < count; ++i) {
glm::dvec3 translation(translationAccessor[i]);
instanceTransforms[i] =
glm::translate(instanceTransforms[i], translation);
instanceTransforms[i] = glm::translate(
instanceTransforms[i],
translation * CesiumPrimitiveData::positionScaleFactor);
}
}
} else {
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4 changes: 4 additions & 0 deletions extern/CMakeLists.txt
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Expand Up @@ -121,6 +121,10 @@ if (NOT VCPKG_TRIPLET)
endif()
endif()

# Our OpenSSL is part of Unreal Engine, so need to install it.
set(CESIUM_EXCLUDE_INSTALL_HEADERS openssl)
set(CESIUM_EXCLUDE_INSTALL_STATIC_LIBS openssl)

add_subdirectory(cesium-native)

# cesium-native doesn't require this header to be public, but Cesium for Unreal wants to use it.
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2 changes: 1 addition & 1 deletion extern/vcpkg-overlays/zlib-ng/portfile.cmake
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Expand Up @@ -20,7 +20,7 @@ vcpkg_cmake_configure(
# "NOT ARCH STREQUAL \"aarch64\"" that is meant to set `WITH_ARMV6` to FALSE is not
# triggered because our ARCH is `aarch64-none-linux-android21`. It's not clear if this
# is something quirky about our environment or if the fix is just not robust.
# Either way, forcing WITH_ARMV6=OFF here fixes the probelm and should be reasonable
# Either way, forcing WITH_ARMV6=OFF here fixes the problem and should be reasonable
# on all platforms that Cesium for Unreal supports.
-DWITH_ARMV6=OFF
OPTIONS_RELEASE
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