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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ConnectionDrawingPolicy.h"
#include "SGraphPanel.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Rendering/DrawElements.h"
#include "Widgets/SToolTip.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Framework/Application/SlateApplication.h"
DEFINE_LOG_CATEGORY(LogConnectionDrawingPolicy);
//////////////////////////////////////////////////////////////////////////
// FGeometryHelper
FVector2D FGeometryHelper::VerticalMiddleLeftOf(const FGeometry& SomeGeometry)
{
const FVector2D GeometryDrawSize = SomeGeometry.GetDrawSize();
return FVector2D(
SomeGeometry.AbsolutePosition.X,
SomeGeometry.AbsolutePosition.Y + GeometryDrawSize.Y/2 );
}
FVector2D FGeometryHelper::VerticalMiddleRightOf(const FGeometry& SomeGeometry)
{
const FVector2D GeometryDrawSize = SomeGeometry.GetDrawSize();
return FVector2D(
SomeGeometry.AbsolutePosition.X + GeometryDrawSize.X,
SomeGeometry.AbsolutePosition.Y + GeometryDrawSize.Y/2 );
}
FVector2D FGeometryHelper::CenterOf(const FGeometry& SomeGeometry)
{
const FVector2D GeometryDrawSize = SomeGeometry.GetDrawSize();
return FVector2D(SomeGeometry.AbsolutePosition) + (GeometryDrawSize * 0.5f);
}
void FGeometryHelper::ConvertToPoints(const FGeometry& Geom, TArray<FVector2D>& Points)
{
const FVector2D Size = Geom.GetDrawSize();
const FVector2D Location = FVector2D(Geom.AbsolutePosition);
int32 Index = Points.AddUninitialized(4);
Points[Index++] = Location;
Points[Index++] = Location + FVector2D(0.0f, Size.Y);
Points[Index++] = Location + FVector2D(Size.X, Size.Y);
Points[Index++] = Location + FVector2D(Size.X, 0.0f);
}
/** Find the point on line segment from LineStart to LineEnd which is closest to Point */
FVector2D FGeometryHelper::FindClosestPointOnLine(const FVector2D& LineStart, const FVector2D& LineEnd, const FVector2D& TestPoint)
{
const FVector2D LineVector = LineEnd - LineStart;
const float A = -FVector2D::DotProduct(LineStart - TestPoint, LineVector);
const float B = LineVector.SizeSquared();
const float T = FMath::Clamp<float>(A / B, 0.0f, 1.0f);
// Generate closest point
return LineStart + (T * LineVector);
}
FVector2D FGeometryHelper::FindClosestPointOnGeom(const FGeometry& Geom, const FVector2D& TestPoint)
{
TArray<FVector2D> Points;
FGeometryHelper::ConvertToPoints(Geom, Points);
float BestDistanceSquared = MAX_FLT;
FVector2D BestPoint = FVector2D::ZeroVector;
for (int32 i = 0; i < Points.Num(); ++i)
{
const FVector2D Candidate = FindClosestPointOnLine(Points[i], Points[(i + 1) % Points.Num()], TestPoint);
const float CandidateDistanceSquared = (Candidate-TestPoint).SizeSquared();
if (CandidateDistanceSquared < BestDistanceSquared)
{
BestPoint = Candidate;
BestDistanceSquared = CandidateDistanceSquared;
}
}
return BestPoint;
}
/////////////////////////////////////////////////////
// FConnectionDrawingPolicy
FConnectionDrawingPolicy::FConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements)
: WireLayerID(InBackLayerID)
, ArrowLayerID(InFrontLayerID)
, Settings(GetDefault<UGraphEditorSettings>())
, ZoomFactor(InZoomFactor)
, ClippingRect(InClippingRect)
, DrawElementsList(InDrawElements)
, LocalMousePosition(0.0f, 0.0f)
{
ArrowImage = FAppStyle::GetBrush( TEXT("Graph.Arrow") );
ArrowRadius = ArrowImage->ImageSize * ZoomFactor * 0.5f;
MidpointImage = nullptr;
MidpointRadius = FVector2D::ZeroVector;
HoverDeemphasisDarkFraction = 0.8f;
BubbleImage = FAppStyle::GetBrush( TEXT("Graph.ExecutionBubble") );
}
void FConnectionDrawingPolicy::DrawSplineWithArrow(const FVector2D& StartPoint, const FVector2D& EndPoint, const FConnectionParams& Params)
{
// Draw the spline
DrawConnection(
WireLayerID,
StartPoint,
EndPoint,
Params);
// Draw the arrow
if (ArrowImage != nullptr)
{
FVector2D ArrowPoint = EndPoint - ArrowRadius;
FSlateDrawElement::MakeBox(
DrawElementsList,
ArrowLayerID,
FPaintGeometry(ArrowPoint, ArrowImage->ImageSize * ZoomFactor, ZoomFactor),
ArrowImage,
ESlateDrawEffect::None,
Params.WireColor
);
}
}
void FConnectionDrawingPolicy::DrawSplineWithArrow(const FGeometry& StartGeom, const FGeometry& EndGeom, const FConnectionParams& Params)
{
//@TODO: These values should be pushed into the Slate style, they are compensating for a bit of
// empty space inside of the pin brush images.
const float StartFudgeX = 4.0f;
const float EndFudgeX = 4.0f;
const FVector2D StartPoint = FGeometryHelper::VerticalMiddleRightOf(StartGeom) - FVector2D(StartFudgeX, 0.0f);
const FVector2D EndPoint = FGeometryHelper::VerticalMiddleLeftOf(EndGeom) - FVector2D(ArrowRadius.X - EndFudgeX, 0);
DrawSplineWithArrow(StartPoint, EndPoint, Params);
}
// Update the drawing policy with the set of hovered pins (which can be empty)
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927746 on 2016/03/30 by Michael.Schoell Local variables in function graphs will now store a hard reference to their UObject value. Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint. #jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native Change 2927751 on 2016/03/30 by Michael.Schoell Back out changelist 2927746 Change 2986483 on 2016/05/23 by Maciej.Mroz #jira UE-30976 Editable enum values set on an instance are lost during nativization Added overriden names of Enum keys. Change 2986712 on 2016/05/23 by Phillip.Kavan [UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class. change summary: - modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root. Change 2987406 on 2016/05/23 by Ryan.Rauschkolb Fixed Functions filter in Find-In-Blueprints will show components from the SCS #jira UE-30140 Change 2988925 on 2016/05/24 by Ryan.Rauschkolb Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph. #jira UE-20232 Change 2989001 on 2016/05/24 by Dan.Oconnor PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner) #jira UE-31142 Change 2989447 on 2016/05/25 by Phillip.Kavan [UE-30807] Propagate edit condition property value changes to instances of template objects. change summary: - modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO) Change 2989804 on 2016/05/25 by Phillip.Kavan [UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class. change summary: - modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component Change 2990234 on 2016/05/25 by Ryan.Rauschkolb Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph #jira UE-4426 Change 2990566 on 2016/05/25 by Mike.Beach Better warn logging to help locate variable nodes that emit a "variable not found" message. Change 2991083 on 2016/05/26 by Maciej.Mroz Blueprint nativization: converted classes have "config" specified. Change 2991363 on 2016/05/26 by Phillip.Kavan [UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components. change summary: - modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text - modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed) - modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass - modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects Change 2992990 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node #jira UE-21973 Change 2992995 on 2016/05/27 by Ryan.Rauschkolb Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked. #jira UE-30990 Change 2993449 on 2016/05/27 by Phillip.Kavan [UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing. change summary: - modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type. Change 2993531 on 2016/05/27 by Mike.Beach PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell) Change 2993969 on 2016/05/30 by Maciej.Mroz UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. Change 2993990 on 2016/05/30 by Phillip.Kavan [UE-30984] Exclude reroute nodes from Blueprint profiler node mapping. change summary: - modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links. - modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links. - modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points. - modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points. Change 2994591 on 2016/05/31 by Ryan.Rauschkolb Fixed issue where inherited Blueprint variable would not show parent's replications settings #jira UE-18912 Change 2994613 on 2016/05/31 by Ben.Cosh Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal. #Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher #Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy #Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler #Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab #Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status #Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented #Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out #Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean" #Jira UE-31377 - BP Profiler - Default tree view filtering to off #Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP #Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)" Notes:- - Sequence node inclusive time fixed - Trace History tidy up - Compile Icon and status messages for instrumentation - Message in the profiler tab for instrumentation - Profiler view tidy up and heat thresholds controls added - fixed the summed execution branch stats - fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396 - added hottest path and hottest endpoint wire heatmaps - switched off the graph filter by default - added total time for the heatmaps - fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code Change 2995058 on 2016/05/31 by Phillip.Kavan [UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running. change summary: - modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class. - modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context. Change 2995218 on 2016/05/31 by Phillip.Kavan [UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size. change summary: - modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout. Change 2996417 on 2016/06/01 by Phillip.Kavan [UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor. change summary: - modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object. Change 2997001 on 2016/06/01 by Ryan.Rauschkolb Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component #jira UE-30143 Change 2997521 on 2016/06/02 by Maciej.Mroz [Blueprint Nativization] - Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h - Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated. Change 2997522 on 2016/06/02 by Maciej.Mroz Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization) Change 2997638 on 2016/06/02 by Maciej.Mroz Improvements for Blueprint Nativization: - Overridden names in nativized code have proper escape characters (in generated code). - OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared - Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>) - warning C4883 is disabled in .generated.cpp files for nativized module Change 2997639 on 2016/06/02 by Maciej.Mroz Minor improvements in Ocean gameplay code. Required for Blueprint Nativization. #jira UE-28945 Failure packaging Nativized Ocean Change 2997656 on 2016/06/02 by Maciej.Mroz Various improvements in BlueprintCompilerCppBackend: - Fixed interface cast - Fixed TSwitchValue issue (when used with literals) - Fixed improper name for NativeBlueprintEvent (when calling parent's implementation) - Fixed bitfield getter code. - Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums) - operator == is generated for nativized structs - Fixed AssedId (AssetPtr) constructor in nativized code. - Fixed arrays of noexport struct - Fixed missing headers for native single cast delegate signature. - Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata. Change 2997691 on 2016/06/02 by Maciej.Mroz operator == in FText. It is required for some functions in TArray<FText> Change 2997793 on 2016/06/02 by Ben.Cosh Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter #Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh #Proj BlueprintProfiler, Kismet Change 2997901 on 2016/06/02 by Maciej.Mroz Back out changelist 2997691 Change 2998038 on 2016/06/02 by Mike.Beach Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints) Change 2998052 on 2016/06/02 by Ryan.Rauschkolb Fixed Comment bubbles not remembering changes after losing focus #jira UE-20012 Change 2998450 on 2016/06/02 by Phillip.Kavan [UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata. change summary: - modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it. Change 2999763 on 2016/06/03 by Mike.Beach Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes. #jira UE-26761 Change 2999768 on 2016/06/03 by Maciej.Mroz #jira UE-31592, UE-31593 This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty. Change 2999770 on 2016/06/03 by Maciej.Mroz [Blueprint Nativization] Workaround for missing ==operator in native structures. The generated code uses special version of array funtions. Change 2999798 on 2016/06/03 by Mike.Beach Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor. #jira UE-31522 Change 2999941 on 2016/06/03 by Mike.Beach Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning). #jira UE-23371 Change 3001731 on 2016/06/06 by Phillip.Kavan [UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target. change summary: - modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events. - modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field. - modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals. - modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events. Change 3002075 on 2016/06/06 by Maciej.Mroz Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend. Literal expression can be emitted without known desitination property. #jira UE-28443 Set Boolean (by ref) crashes the editor on compile Change 3002096 on 2016/06/06 by Ben.Cosh This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs. #Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called #Proj BlueprintProfiler Change 3002108 on 2016/06/06 by Ben.Cosh Adds a new default option to average the blueprint level stats in the profiler. #Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged #Proj Kismet, BlueprintProfiler - The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward. Change 3002782 on 2016/06/06 by samuel.proctor Test assets for Interface testing Change 3003826 on 2016/06/07 by Ben.Cosh A few minor visual improvements for the blueprint profiler. #Proj Kismet, BlueprintProfiler, EditorStyle - Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors. - Updated the pure node icon. Change 3004067 on 2016/06/07 by samuel.proctor New test asset for blueprint interfaces Change 3004069 on 2016/06/07 by samuel.proctor Updating asset for Interface testing Change 3004275 on 2016/06/07 by Ryan.Rauschkolb Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility #jira UE-23733 Change 3004329 on 2016/06/07 by Dan.Oconnor EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced. Change 3004418 on 2016/06/07 by Maciej.Mroz KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value. Change 3004496 on 2016/06/07 by Dan.Oconnor Disabling expensive pin allocation tracking Change 3004649 on 2016/06/07 by Mike.Beach Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors). #jira UE-31236 Change 3004667 on 2016/06/07 by Dan.Oconnor Removed my debugging logic Change 3004848 on 2016/06/07 by Dan.Oconnor Fix spammy ensure Change 3004871 on 2016/06/07 by Phillip.Kavan [UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view. change summary: - modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO). - modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts. Change 3005203 on 2016/06/07 by Dan.Oconnor Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems #jira UE-31750 Change 3005441 on 2016/06/08 by Maciej.Mroz #jira UE-31625 Crash in nativized Orion AssembleReferenceTokenStream is called for Dynamic Classes: - in ConstructDynamicType() (when class is explicitly loaded) - in __CustomDynamicClassInitialization() (when CDO is created) Change 3005540 on 2016/06/08 by Ben.Cosh This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring. #Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE #Proj BlueprintProfiler, Kismet - The jira was already fixed but I think this change improves the instance status clarity Change 3006196 on 2016/06/08 by Dan.Oconnor Copy/paste logic for pin connections got lost in the shuffle #jira UE-31747 Change 3006416 on 2016/06/08 by Phillip.Kavan [UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order). change summary: - modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load. Change 3006522 on 2016/06/08 by Dan.Oconnor Under rare circumstances a deprecated pin comes in that is outered to the transient package #jira UE-31779 Change 3006576 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds #jira UE-31796 Change 3006610 on 2016/06/08 by Phillip.Kavan [UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance. change summary: - modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO. Change 3006824 on 2016/06/08 by Dan.Oconnor More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays #jira UE-31794 Change 3006828 on 2016/06/08 by Dan.Oconnor Fix for non-editor builds Change 3006857 on 2016/06/08 by Dan.Oconnor Investigating shutdown ensure, traced back to a static UEdGraphPin Change 3006907 on 2016/06/08 by Dan.Oconnor Noneditor build fix Change 3006929 on 2016/06/08 by Dan.Oconnor Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779 Change 3007133 on 2016/06/09 by Ben.Cosh Fix for issue in the profiler asserting creating pins that don't have unique names. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler - I believe this was recently introduced with the changes to UEdGraphPin's Change 3007964 on 2016/06/09 by Dan.Oconnor Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo #jira UE-31829 Change 3007996 on 2016/06/09 by Ryan.Rauschkolb Added 'empty' keyword to Array Clear Node. #jira UE-12356 Change 3008007 on 2016/06/09 by Ryan.Rauschkolb Added 'negate' keyword to boolean NOT node #jira UE-12490 Change 3008011 on 2016/06/09 by Ryan.Rauschkolb Added Vector2D * Vector2D multiplication node #jira UE-31503 Change 3008014 on 2016/06/09 by Ryan.Rauschkolb Fixed Cannot connect Make Array node output to MakeArray input with split pins #jira UE-28530 Change 3008243 on 2016/06/09 by Dan.Oconnor Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe' #jira UE-31841 Change 3008289 on 2016/06/09 by Dan.Oconnor Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later #jira UE-31794 Change 3008422 on 2016/06/09 by Dan.Oconnor Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out) #jira UE-31857 Change 3009164 on 2016/06/10 by Ryan.Rauschkolb Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel. #jira UE-21141,UE-23723 Change 3009165 on 2016/06/10 by Ryan.Rauschkolb Fixed Structure Default value editor collapses after undoing an alteration of a default value #jira UE-31741 Change 3009181 on 2016/06/10 by Ryan.Rauschkolb Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh #jira UE-30014 Change 3009313 on 2016/06/10 by Mike.Beach Addressing issues with function return nodes in multiple ways: - Preventing users from deleting return nodes for overriden/inherited functions. - Also making sure that we create terminals for out params when the return node is disconnected (and pruned). - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function). #jira UE-31418 Change 3009595 on 2016/06/10 by Dan.Oconnor EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile #jira UE-31879 Change 3009774 on 2016/06/10 by Dan.Oconnor Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return #jira UE-31906 Change 3009988 on 2016/06/10 by Dan.Oconnor Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization #jira UE-31888 Change 3010050 on 2016/06/10 by Dan.Oconnor Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved #jira UE-31892 Change 3010071 on 2016/06/10 by Dan.Oconnor Fix for pasting when owning node has whitespace in result of GetPathName #jira UE-31898 #coderview Bob.Tellez Change 3010244 on 2016/06/11 by Dan.Oconnor Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870 Change 3010630 on 2016/06/13 by Dan.Oconnor No longer relying on path name for pin resolution, path is unstable across graphs #jira UE-31870 Change 3010647 on 2016/06/13 by Dan.Oconnor PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays) #jira UE-31928 Change 3011175 on 2016/06/13 by Ben.Cosh Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance. #Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert #Proj Kismet, BlueprintProfiler - Ensured that the trace paths contain the macro instance exec nodes - Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates. - Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does. Change 3011271 on 2016/06/13 by Ben.Cosh This adds support for inherited blueprint classes to the blueprint profiler. #Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro. #Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed #Proj BlueprintProfiler Change 3011556 on 2016/06/13 by Ryan.Rauschkolb Fixed Crash when breaking link to a split pin in MakeArray that is an array type #jira UE-31919 Change 3011624 on 2016/06/13 by Dan.Oconnor Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating. #jira UE-31955 Change 3011984 on 2016/06/13 by Dan.Oconnor Sanitizing parentpin's subpins when destroying a pin #jira UE-21392 Change 3012894 on 2016/06/14 by Phillip.Kavan [UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing. change summary: - modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types. #jira UE-30922 Change 3013037 on 2016/06/14 by Ryan.Rauschkolb Fixed Crash when connecting to a split pin in a MakeArray node that has no connections #jira UE-31917 Change 3014846 on 2016/06/15 by Dan.Oconnor No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change) #jira FORT-23753 Change 3015014 on 2016/06/15 by Dan.Oconnor Removing poorly implement IsLetter function Change 3015142 on 2016/06/15 by Dan.Oconnor More intentional about removing subpins, prevents stale iterator on split pin collapse #jira UE-32072 Change 3016326 on 2016/06/16 by Ryan.Rauschkolb Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values #jira UE-32016 Change 3016494 on 2016/06/16 by Ryan.Rauschkolb Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class #jira UE-31876 Change 3016557 on 2016/06/16 by Dan.Oconnor Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark #jira FORT-23753 Change 3016577 on 2016/06/16 by Ryan.Rauschkolb Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType Change 3016906 on 2016/06/16 by Dan.Oconnor Back out changelist 3016557 This will be done by Jamie.Dale in Dev-Editor Change 3018081 on 2016/06/17 by Phillip.Kavan [UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus) #jira UE-31832 Change 3018402 on 2016/06/17 by Dan.Oconnor Missing include Change 3018426 on 2016/06/17 by Ryan.Rauschkolb Fixed MakeArray node with split pins and no connections does not paste correctly #jira UE-32148 Change 3018452 on 2016/06/17 by Mike.Beach Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load). #jira UE-32158 Change 3018456 on 2016/06/17 by Dan.Oconnor Fix for static analysis warning, this null check does nothing Change 3018595 on 2016/06/17 by Mike.Beach Fix for shadowed variable warning in CIS. Change 3018699 on 2016/06/17 by Mike.Beach Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing). Change 3019734 on 2016/06/20 by Phillip.Kavan [UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes. change summary: - added a UK2Node_AddComponent::PostDuplicate() override - moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides. notes: - will prevent getting into the scenario described in UE-31831 #jira UE-32064 Change 3020635 on 2016/06/20 by Dan.Oconnor Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile) Change 3020894 on 2016/06/21 by Maciej.Mroz #2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell) Change 3020958 on 2016/06/21 by Ben.Cosh This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling. #Jira UE-32270 - Input key events generate extra instrumentation data per key press #Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation. #Proj BlueprintProfiler, UnrealEd Change 3021316 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where Copy/Paste of event nodes would not retain link information Change 3021826 on 2016/06/21 by Phillip.Kavan [UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object. change summary: - added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API - modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates #jira UE-31831 Change 3022047 on 2016/06/21 by Ryan.Rauschkolb Fixed issue where copy/paste of return nodes would not preserve value or link data #jira UE-26937 Change 3022619 on 2016/06/22 by Maciej.Mroz #jira UE-30858 Nativized Orion - Some particle effects are not rendering A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added. It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry. Fixed GameplayCueManager. Nativized cues can be found. This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage). Change 3022654 on 2016/06/22 by Maciej.Mroz FBackendHelperStaticSearchableValues -fixed too strict ensure Change 3023067 on 2016/06/22 by Maciej.Mroz #jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor. Change 3023222 on 2016/06/22 by Ryan.Rauschkolb Fixed MakeArray node elements break when editing struct elements #jira UE-21392 Change 3023405 on 2016/06/22 by Mike.Beach Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran). #jira UE-31897 Change 3023992 on 2016/06/22 by Mike.Beach Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions. #jira UE-31859 [CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
void FConnectionDrawingPolicy::SetHoveredPins(const TSet< FEdGraphPinReference >& InHoveredPins, const TArray< TSharedPtr<SGraphPin> >& OverridePins, double HoverTime)
{
HoveredPins.Empty();
LastHoverTimeEvent = (OverridePins.Num() > 0) ? 0.0 : HoverTime;
for (auto PinIt = OverridePins.CreateConstIterator(); PinIt; ++PinIt)
{
if (SGraphPin* GraphPin = PinIt->Get())
{
HoveredPins.Add(GraphPin->GetPinObj());
}
}
// When we have only a single pin selected, we'll extend selection to apply the hover effect on the links
const bool bMakeConnectedPinsHovered = (InHoveredPins.Num() == 1);
// Convert the widget pointer for hovered pins to be EdGraphPin pointers for their connected nets (both ends of any connection)
for (auto PinIt = InHoveredPins.CreateConstIterator(); PinIt; ++PinIt)
{
if (UEdGraphPin* Pin = PinIt->Get())
{
if (Pin->LinkedTo.Num() > 0)
{
HoveredPins.Add(Pin);
if (bMakeConnectedPinsHovered)
{
for (auto LinkIt = Pin->LinkedTo.CreateConstIterator(); LinkIt; ++LinkIt)
{
HoveredPins.Add(*LinkIt);
}
}
}
}
}
}
void FConnectionDrawingPolicy::SetMousePosition(const FVector2D& InMousePos)
{
LocalMousePosition = InMousePos;
}
void FConnectionDrawingPolicy::SetMarkedPin(TWeakPtr<SGraphPin> InMarkedPin)
{
if (InMarkedPin.IsValid())
{
LastHoverTimeEvent = 0.0;
TSharedPtr<SGraphPin> MarkedPinWidget = InMarkedPin.Pin();
if(UEdGraphPin* MarkedPin = MarkedPinWidget->GetPinObj())
{
HoveredPins.Add(MarkedPin);
for (auto LinkIt = MarkedPin->LinkedTo.CreateConstIterator(); LinkIt; ++LinkIt)
{
HoveredPins.Add(*LinkIt);
}
}
}
}
/** Util to make a 'distance->alpha' table and also return spline length */
float FConnectionDrawingPolicy::MakeSplineReparamTable(const FVector2D& P0, const FVector2D& P0Tangent, const FVector2D& P1, const FVector2D& P1Tangent, FInterpCurve<float>& OutReparamTable)
{
const int32 NumSteps = 10; // TODO: Make this adaptive...
OutReparamTable.Points.Empty(NumSteps);
// Find range of input
float Param = 0.f;
const float MaxInput = 1.f;
const float Interval = (MaxInput - Param)/((float)(NumSteps-1));
// Add first entry, using first point on curve, total distance will be 0
FVector2D OldSplinePos = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, Param);
float TotalDist = 0.f;
OutReparamTable.AddPoint(TotalDist, Param);
Param += Interval;
// Then work over rest of points
for(int32 i=1; i<NumSteps; i++)
{
// Iterate along spline at regular param intervals
const FVector2D NewSplinePos = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, Param);
TotalDist += (NewSplinePos - OldSplinePos).Size();
OldSplinePos = NewSplinePos;
OutReparamTable.AddPoint(TotalDist, Param);
Param += Interval;
}
return TotalDist;
}
FVector2D FConnectionDrawingPolicy::ComputeSplineTangent(const FVector2D& Start, const FVector2D& End) const
{
return Settings->ComputeSplineTangent(Start, End);
}
void FConnectionDrawingPolicy::DrawConnection(int32 LayerId, const FVector2D& Start, const FVector2D& End, const FConnectionParams& Params)
{
const FVector2D& P0 = Start;
const FVector2D& P1 = End;
const FVector2D SplineTangent = ComputeSplineTangent(P0, P1);
const FVector2D P0Tangent = (Params.StartTangent.IsNearlyZero()) ? ((Params.StartDirection == EGPD_Output) ? SplineTangent : -SplineTangent) : Params.StartTangent;
const FVector2D P1Tangent = (Params.EndTangent.IsNearlyZero()) ? ((Params.EndDirection == EGPD_Input) ? SplineTangent : -SplineTangent) : Params.EndTangent;
if (Settings->bTreatSplinesLikePins)
{
// Distance to consider as an overlap
const float QueryDistanceTriggerThresholdSquared = FMath::Square(Settings->SplineHoverTolerance + Params.WireThickness * 0.5f);
// Distance to pass the bounding box cull test. This is used for the bCloseToSpline output that can be used as a
// dead zone to avoid mistakes caused by missing a double-click on a connection.
const float QueryDistanceForCloseSquared = FMath::Square(FMath::Sqrt(QueryDistanceTriggerThresholdSquared) + Settings->SplineCloseTolerance);
bool bCloseToSpline = false;
{
// The curve will include the endpoints but can extend out of a tight bounds because of the tangents
// P0Tangent coefficient maximizes to 4/27 at a=1/3, and P1Tangent minimizes to -4/27 at a=2/3.
const float MaximumTangentContribution = 4.0f / 27.0f;
FBox2D Bounds(ForceInit);
Bounds += FVector2D(P0);
Bounds += FVector2D(P0 + MaximumTangentContribution * P0Tangent);
Bounds += FVector2D(P1);
Bounds += FVector2D(P1 - MaximumTangentContribution * P1Tangent);
bCloseToSpline = Bounds.ComputeSquaredDistanceToPoint(LocalMousePosition) < QueryDistanceForCloseSquared;
// Draw the bounding box for debugging
#if 0
#define DrawSpaceLine(Point1, Point2, DebugWireColor) {const FVector2D FakeTangent = (Point2 - Point1).GetSafeNormal(); FSlateDrawElement::MakeDrawSpaceSpline(DrawElementsList, LayerId, Point1, FakeTangent, Point2, FakeTangent, ClippingRect, 1.0f, ESlateDrawEffect::None, DebugWireColor); }
if (bCloseToSpline)
{
const FLinearColor BoundsWireColor = bCloseToSpline ? FLinearColor::Green : FLinearColor::White;
FVector2D TL = Bounds.Min;
FVector2D BR = Bounds.Max;
FVector2D TR = FVector2D(Bounds.Max.X, Bounds.Min.Y);
FVector2D BL = FVector2D(Bounds.Min.X, Bounds.Max.Y);
DrawSpaceLine(TL, TR, BoundsWireColor);
DrawSpaceLine(TR, BR, BoundsWireColor);
DrawSpaceLine(BR, BL, BoundsWireColor);
DrawSpaceLine(BL, TL, BoundsWireColor);
}
#endif
}
if (bCloseToSpline)
{
// Find the closest approach to the spline
FVector2D ClosestPoint(ForceInit);
float ClosestDistanceSquared = FLT_MAX;
const int32 NumStepsToTest = 16;
const float StepInterval = 1.0f / (float)NumStepsToTest;
FVector2D Point1 = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, 0.0f);
for (float TestAlpha = 0.0f; TestAlpha < 1.0f; TestAlpha += StepInterval)
{
const FVector2D Point2 = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, TestAlpha + StepInterval);
const FVector2D ClosestPointToSegment = FMath::ClosestPointOnSegment2D(LocalMousePosition, Point1, Point2);
const float DistanceSquared = (LocalMousePosition - ClosestPointToSegment).SizeSquared();
if (DistanceSquared < ClosestDistanceSquared)
{
ClosestDistanceSquared = DistanceSquared;
ClosestPoint = ClosestPointToSegment;
}
Point1 = Point2;
}
// Record the overlap
if (ClosestDistanceSquared < QueryDistanceTriggerThresholdSquared)
{
if (ClosestDistanceSquared < SplineOverlapResult.GetDistanceSquared())
{
const float SquaredDistToPin1 = (Params.AssociatedPin1 != nullptr) ? (P0 - ClosestPoint).SizeSquared() : FLT_MAX;
const float SquaredDistToPin2 = (Params.AssociatedPin2 != nullptr) ? (P1 - ClosestPoint).SizeSquared() : FLT_MAX;
SplineOverlapResult = FGraphSplineOverlapResult(Params.AssociatedPin1, Params.AssociatedPin2, ClosestDistanceSquared, SquaredDistToPin1, SquaredDistToPin2, true);
}
}
else if (ClosestDistanceSquared < QueryDistanceForCloseSquared)
{
SplineOverlapResult.SetCloseToSpline(true);
}
}
}
// Draw the spline itself
FSlateDrawElement::MakeDrawSpaceSpline(
DrawElementsList,
LayerId,
P0, P0Tangent,
P1, P1Tangent,
Params.WireThickness,
ESlateDrawEffect::None,
Params.WireColor
);
if (Params.bDrawBubbles || (MidpointImage != nullptr))
{
// This table maps distance along curve to alpha
FInterpCurve<float> SplineReparamTable;
const float SplineLength = MakeSplineReparamTable(P0, P0Tangent, P1, P1Tangent, SplineReparamTable);
// Draw bubbles on the spline
if (Params.bDrawBubbles)
{
const float BubbleSpacing = 64.f * ZoomFactor;
const float BubbleSpeed = 192.f * ZoomFactor;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 4048875) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3808185 by Cody.Albert Added missing calls to FEditorViewportClient::AddReferencedObjects in overrides Change 3809824 by Michael.Trepka Improved the way we generate groups in Xcode project's source code navigator. They are now sorted alphabetically and have correct paths so Xcode no longer displays them in red. Also, added __INTELLISENSE__ to preprocessor definitions for indexing to improve indexing without game header files generated. Change 3810089 by Jamie.Dale Fixed PO files failing to import translations containing only whitespace Change 3811281 by Matt.Kuhlenschmidt PR #4331: Toggle SIE shortcut only in PIE (Contributed by projectgheist) Change 3813031 by Matt.Kuhlenschmidt Fix undocked tabs not dropping at users mouse location #jira UE-53427 Change 3813361 by Brandon.Schaefer Print what SDL video driver we are using Change 3818430 by Matt.Kuhlenschmidt PR #4365: Incorrect font name and forgotten undef (Contributed by projectgheist) Change 3818432 by Matt.Kuhlenschmidt PR #4366: Asset Color Strip updates correct on drag and drop (Contributed by projectgheist) Change 3818436 by Matt.Kuhlenschmidt PR #4367: Improved logging (Contributed by projectgheist) Change 3819886 by Matt.Kuhlenschmidt Add a way to optionally disable the warning about referenced actors being moved to other levels. Useful for bulk actor moves via script Change 3819888 by Matt.Kuhlenschmidt Avoid crashing when a window size becomes too large to render. Instead just ensure and clamp to the maximum allowed size. Avoids crashes where the screen dimensions are saved with super large numbers for unknown reasons Change 3821773 by Brandon.Schaefer Fix crash when importing to level #jira UE-31573 Change 3821892 by Jamie.Dale Improved the localized asset cooking so that it only cooks L10N variants if their source asset is cooked #jira UE-53010 Change 3823714 by Christina.TempelaarL #jira UE-52179 added support for grayscale PSD files Change 3826805 by Christina.TempelaarL #jira UE-49636 SceneCaptureComponent2D hidden actor and show only actors disabled in blueprints #jira UE-53445 SceneCaptureComponent2D hidden actors always disabled in details layout Change 3828444 by Anthony.Bills Add LXC container script for building third party libraries. The intention is that this should become the only way to rebuild the third party libraries that require system dependencies not included in the cross-compile toolchain and also to rebuild the toolchains. Other third party libraries without any system dependencies could be rebuilt via the cross-compile toolchains/UBT. This script has been tested running on CentOS 7 and Ubuntu 17.10. Buy default the x86 and x86_64 builds will be built against a CentOS 6 container (and targeting glibc 1.12) and the aarch64 and armhf builds will use an Ubuntu Ubuntu Trusty (14.04) but this is not yet complete. Change 3828754 by Brandon.Schaefer Linux: Fix gamepad thumbstick clicks not registering (github #4209 thanks J??rn M??ller) #jira UE-45722 #review-3828733 Arciel.Rekman Change 3830414 by Brandon.Schaefer Remove circular referencing to a parent window. Move to use AddSP vs AddRaw as well to be safe manually remove ourselves from the selection event delegate list due to Linux pending deletion of windows. Looks like this should fix UE-28322 as well which I've removed the work around placed in for that. #jira UE-53918 #review @michael.trepka, @matt.kuhlenschmidt, @arciel.rekman Change 3830916 by Brandon.Schaefer More verbose message about missing VK extensions (from Marcin Undak) #review-3830710 marcin.undak, arciel.rekman Change 3831339 by Brandon.Schaefer Default to as-needed for debug mode #jira none #review-3830658 Arciel.Rekman Change 3833102 by Jamie.Dale Re-added warning for duplicate package localization IDs when gathering asset localization Change 3834600 by Jamie.Dale Optimized asset registry filter intersection Change 3838024 by Brandon.Schaefer Remove tracking of CLion/CMake build files (from github #4346 thanks reapazor!) #jira UE-53551 #review-3835803 arciel.rekman Change 3839969 by Michael.Dupuis #jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing Change 3840049 by Michael.Dupuis #jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate Change 3840071 by Matt.Kuhlenschmidt - Combine some shader params for slate in order to reduce overhead setting uniform buffers - Added better stats for slate draw call rendering - cleaned up huge lambda in Slate rendering main function so we can read the main slate rendering function again Change 3840291 by Michael.Dupuis #jira UE-53053: Was having a mismatch between the remove reorder and the actual remove Change 3840840 by Michael.Dupuis #jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash Change 3842072 by Michael.Dupuis #jira UE-50299: Include NumSubsection in calculation of component quad factor Change 3842487 by Christina.TempelaarL #jira UE-50573 HighResShot has wrong res in immersive mode Change 3845702 by Matt.Kuhlenschmidt PR #4381: DefaultASTCQualityBySpeed too high max value. (Contributed by kallehamalainen) Change 3845706 by Matt.Kuhlenschmidt PR #4388: Only restore window if minimized (Contributed by projectgheist) Change 3845993 by Christina.TempelaarL #jira UE-41558 crash when selecting PostProcessingVolumes in separate levels Change 3856395 by Brandon.Schaefer No longer using ALAudio on Linux #jira UE-53717 Change 3858324 by Michael.Trepka Preserve command line arguments in Xcode project when regenerating it Change 3858365 by Michael.Dupuis #jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances. Change 3858492 by Michael.Trepka Updated dependencies for Mac dSYM files so that only cross-referenced modules have their dSYMs recreated on subsequent builds instead of all modules. Change 3859470 by Michael.Trepka CIS fix. Make sure a scheme file exists before trying to read it when generating Xcode project. Change 3859900 by Joe.Conley Fix for "Check Out Assets" window not properly receiving focus. Change 3865218 by Michael.Dupuis #jira UE-45784: Exposed the possibility to edit LDMaxDrawDistance Change 3866957 by Michael.Dupuis #jira UE-42509: Added BodyInstance to ULandscapeSplineSegment and ULandscapeSplineControlPoint Deprecated bEnabledCollision and migrate data as it's replaced by BodyInstance Change 3867220 by Cody.Albert Fixed Project Launcher scrollbar to properly stay anchored at the bottom of the scroll area. Change 3869117 by Michael.Dupuis #jira UE-42509:Fixed compile error when not having editor data Change 3872478 by Arciel.Rekman Linux: disable PIE if compiler enables it by default. Change 3874786 by Michael.Dupuis #jira UE-46925: Remove the guessing functionality when importing a heightmap, and instead propose to the user valid size that can be used for the import through a combo button. Improved usability of the UI by disabling size field when no file was specified Change 3875859 by Jamie.Dale Implemented our own canonization for culture codes Change 3877604 by Cody.Albert We now validate actor names passed to SetActorLabel to ensure None isn't passed in, which can corrupt levels Change 3877777 by Nick.Shin PhysX build fix - this came from CL: 3809757 #jira UE-54924 Cannot rebuild Apex/PhysX/NvCloth .emscripten missing Change 3881693 by Alexis.Matte Fix local path search to not search in memory only #jira UE-55018 Change 3882512 by Michael.Dupuis #jira none : Fixed screen size calculation to take aspect ratio into account correctly Change 3886926 by Arciel.Rekman Linux: fixed checking clang settings during the cross-build (UE-55132). #jira UE-55132 Change 3887080 by Anthony.Bills Updated SDL2 build script. - Now allows compiling inside a CentOS 6 or Ubuntu 12.04 container with wayland support when using the ContainerBuildThirdParty.sh. - Added multiple build arch support to the BuildThirdParty script and pass this down to the SDL2 build script. Change 3887260 by Arciel.Rekman Linux: fix leaking process handles in the cross-toolchain. Change 3889072 by Brandon.Schaefer Fix RPath workaround, to better handle both cases #jira UE-55150 #review-3888119 @Arciel.Rekman, @Ben.Marsh Change 3892546 by Alexis.Matte Remove fbx exporter welded vertices options #jira UE-51575 Change 3893516 by Michael.Dupuis Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0 Change 3894365 by Brandon.Schaefer Pass FileReference over a raw string to the LinkEnvironment #jira none #review-3894241 @Ben.Marsh, @Arciel.Rekman Change 3895251 by Brandon.Schaefer Use X11 pointer barriers to bound the cursor to a region over warping the pointers. Patch from Cengiz #jira UE-25615 #jira UE-30714 #review-3894886 @Arciel.Rekman Change 3897541 by Michael.Dupuis #jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material Change 3904143 by Rex.Hill #jira UE-55366: Fix crash when overwriting existing level during level save as #jira UE-42426: Map '_BuiltData' can now be deleted when selected at same time as map - Map '_BuiltData' package is now garbage collected when switching maps in the editor Change 3906373 by Brandon.Schaefer Fix splash image. Use alias format for big/little endian machines. #jira none Change 3906711 by Rex.Hill #jira UE-42426: BuiltData now deleted with maps Change 3907221 by Cody.Albert Add support for relative asset source paths in content plugins Change 3911670 by Alexis.Matte Fix assetimportdata creation owner #jira UE-55567 Change 3912382 by Anthony.Bills Linux: Add binaries for GoogleTest and add to BuildThirdParty script. Change 3914634 by Cody.Albert Added missing include that could cause compile errors if IWYU was disabled. Change 3916227 by Cody.Albert Fixing some cases where we check #ifdef WITH_EDITOR instead of #if WITH_EDITOR Change 3917245 by Michael.Dupuis #jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsection and material containing grass spawning Change 3918331 by Anthony.Bills Linux: Bundled Mono - Explicilty pick libc.so.6 as libc.so is a linker script and store the config file directly. Change 3920191 by Rex.Hill #jira UE-44197 Fix saving sub-level level causing MapBuildData to be deleted Improved MapBuildData rename, move, duplicate, copy Change 3920333 by Matt.Kuhlenschmidt Render target clear color property now settable in editor #jira UE-55347 Change 3926094 by Michael.Dupuis #jira UE-51502: Added some min/max values to foliage and grass settings to prevent overflow/crash #coderevew jack.porter Change 3926243 by Michael.Dupuis #jira UE-54669: cleaned up invalid/duplicate shader and moved some shaders to appropriate list Change 3926760 by Jamie.Dale Added support for TTC/OTC fonts These can be used via a sub-face index on FFontData, which can be set via a new combo in the font editor. You can also see the cached list of sub-faces within a font file from the UFontFace asset. Change 3927793 by Anthony.Bills Mono: Remove SharpZipLib and references from bundled Mono. #review-3887212 @ben.marsh, @michael.trepka Change 3928029 by Anthony.Bills Linux: Add support for UnrealVersionSelector. - Supports using UVS to launch without a project file. This will then launch the selected engine's project wizard. - Linux UVS uses Slate for the version selection and error log dialogs. - Mime-types and desktop file support added to DesktopPlatformLinux to allow associating with UVS as per the Windows binary and git builds. - Icons added for Linux. #review-3882197 @arciel.rekman, @brandon.schaefer Change 3931293 by Alexis.Matte Add generic Levenshtein edit distance to core algo. This algorithm will help suggesting name matching when users have to resolve material name conflict when re-import fbx meshes. Add also plenty of automation tests for it. #jira none Change 3931436 by Arciel.Rekman Stop RHI thread before shutting down RHI. - Prevents crashes for some drivers that create TLS objects with destructors; those destructors will get called after the thread exited, but the library will already be unloaded on RHI shutdown. Change 3934287 by Alexis.Matte Fix crash when re-importing skeletal mesh. Skinned component render data resource is now release when re-importing. #jira none Change 3937585 by Lauren.Ridge Added labels to the colors stored in the theme bar. Change 3937738 by Alexis.Matte Make sure content browser do not show a preview asset created when we cancel an export animation preview #jira UE-49743 Change 3941345 by Michael.Dupuis #jira UE-26959: Prevent reusing multiple type the same grass type into the same material grass output node Change 3941453 by Michael.Dupuis #jira UE-47492: Added a guard to validate LayerIndex Change 3942065 by Jamie.Dale Fixed crash trying to use FSlateApplication when it wasn't available (eg, in a commandlet) Change 3942573 by Alexis.Matte Fix static analysis Change 3942623 by Michael.Dupuis #jira 0 Cast to ulong as TaskIndex * NumStripes could exceed an int limit and add an assert if the wraparound is negative Change 3942993 by Matt.Kuhlenschmidt PR #4547: Verify the return value of FT_New_Memory_Face (Contributed by jorgenpt) Change 3942998 by Matt.Kuhlenschmidt PR #4554: Cleanup log printing (Contributed by projectgheist) Change 3943003 by Matt.Kuhlenschmidt PR #4534: Prevent Fatal log when alt tabbing during a level save (Contributed by projectgheist) Change 3943011 by Matt.Kuhlenschmidt PR #4518: edit (Contributed by pdlogingithub) Change 3943027 by Matt.Kuhlenschmidt PR #4524: Notifications always render on the screen with the main viewport (Contributed by projectgheist) Change 3943074 by Matt.Kuhlenschmidt PR #4484: Add group actor to folder (Contributed by ggsharkmob) Change 3943079 by Matt.Kuhlenschmidt PR #4431: Git Plugin: replace usage of the 2 cli args "--work-tree" and "--git-dir" by "-C" (Contributed by SRombauts) Change 3943092 by Matt.Kuhlenschmidt PR #4434: Git plugin: configure the default remote URL 'origin' (Contributed by SRombauts) Change 3943132 by Matt.Kuhlenschmidt PR #4247: Add File picker to Git Path setting on GitSourceControl (Contributed by shiena) Change 3943141 by Matt.Kuhlenschmidt PR #4303: Fix ULevelExporterT3D so that it works in a commandlet (Contributed by DSDambuster) Change 3943349 by Jamie.Dale Cleaned up PR #4547 Made the assert non-fatal to avoid it being able to take down the editor if you load up a bad font. Fixed some code that was deleted during the merge. Change 3943976 by Michael.Trepka Copy of CL 3940687 Fixed long link times when building for Mac in Debug by passing -no_deduplicate flag to the linker, which is what Xcode does in Debug configs. #jira none Change 3944882 by Matt.Kuhlenschmidt Fix a few regressions with scene viewport activation locking can capturing the cursor in editor #jira UE-56080, UE-56081 Change 3947339 by Michael.Dupuis #jira UE-55664: Fixed undo/redo buffer handling so we remove from the beginning of the buffer during undo buffer where buffer is at max memory and from the end during redo operation. Fixed cancel also to re add removed transaction at the end or the start depending if we're doing a redo or undo operation Fixed the Undo History UI to listen to an event when the undo buffer changed instead of checking every frame, as when the buffer was full, no changes would occur, thus no UI update. Change 3948179 by Jamie.Dale Fixed monochromatic font rendering - All non-8bpp images are now converted to 8bpp images for processing in Slate. - We convert the gray color of any images not using 256 grays (eg, monochromatic images that use 2 grays). - Fixed a case where the temporary bitmap wasn't being deleted. - Fixed a case where the bitmap could be used after it was deleted. - Added a CVar (Slate.EnableFontAntiAliasing) to control whether you want anti-aliased (256 grayscale) rendering (default), or monochromatic (2 grayscale) rendering. Change 3949922 by Alexis.Matte Ensure fbx node name are not empty when loading a fbx file. I use the same naming convention as Maya #jira UE-56079 Change 3950202 by Rex.Hill Fix crash during editor asset automation tests. Now skips showing modal progress window when opening asset editor window. ActiveTopLevelWindow is not set when modal windows are open. #jira UE-56112 Change 3950484 by Michael.Dupuis #jira UE-52176: delete the Cluster tree when the builder is no longer needed Change 3954628 by Michael.Dupuis Bring back 4.19/4.19.1 Landscape changes Change 3957037 by Michael.Dupuis #jira UE-53343: Add foliage instances back when changing component size Changed the formulation for the Clip/Expand behavior to make it more explicit on what will happen Added SlowTask stuff to manage big landscape change Change 3959020 by Rex.Hill Rename/move file MallocLeakDetection.h Change 3960325 by Michael.Dupuis Fixed static analysis Change 3961416 by Michael.Dupuis #jira UE-46100: Exposed UseDynamicInstanceBuffer on Foliage type, so user can decide if they want to update them dynamically #jira UE-55092: Fixed the warning to appear when having resource array as empty but VB as set up Added data conssitency that when using Dynamic buffer, Keep CPU Access should also be true, even if implicitly it's already the case, now it's explicit Change 3962372 by Michael.Trepka Copy of CL 3884121 Fix for SProgressBar rendering incorreclty on Mac #jira UE-56241 Change 3964931 by Anthony.Bills Linux: Add cross-compiled binary of UVS Shipping. Change 3966719 by Matt.Kuhlenschmidt Fix parameters out of order here #jira UE-56399 Change 3966724 by Matt.Kuhlenschmidt PR #4585: Export symbols for the FDragTool (Contributed by Begounet) Change 3966734 by Matt.Kuhlenschmidt PR #4596: fix the slider issue of the HighResolutionScreenshot window (Contributed by mamoniem) Change 3966739 by Matt.Kuhlenschmidt Removed duplicated code #jira UE-56369 Change 3966744 by Matt.Kuhlenschmidt PR #4602: Fixes check for existing extensions when generating "All Extensions". (Contributed by PhilBax) Change 3966758 by Matt.Kuhlenschmidt PR #4604: Fixed an issue where the Modules and DebugTools tabs would be unrecognized after startup if docked in the level editor (Contributed by tstaples) Change 3966780 by Matt.Kuhlenschmidt Fix crash accessing graph node title widgets when objects have become stale. #jira UE-56442 Change 3966884 by Alexis.Matte Fix speedtree uninitialized values #jira none Change 3967568 by Alexis.Matte Do not override the screensize when importing a skeletal mesh, let the value set by the AddLodInfo function #jira UE-56493 Change 3968333 by Brandon.Schaefer Fix order of operation #jira UE-56400 Change 3969070 by Anthony.Bills Linux: Make sure to set the UE_ENGINE_DIRECTORY #jira UE-56503 #review-3966609 @arciel.rekman, @brandon.schaefer Change 3971431 by Michael.Dupuis #jira UE-56515: Fixed an issue where ForcedLOD > MaxLOD and make sure that LastLOD will at least contain current streamed in LOD. #jira UE-56517: When using ParallelInitView 1 there was a memory leak related to a reallocate that happen with the TArray of FMemstack Pass correctly LODDistanceFactor instead of View.LODScale as we do not want StaticMeshScale to affect us. Change 3971467 by Matt.Kuhlenschmidt Fixed crash deleting a texture with texture painting on it #jira UE-56994 Change 3971557 by Matt.Kuhlenschmidt Fix temporary exporter objects being potentially GC'd and causing crashes during export #jira UE-56981 Change 3971713 by Cody.Albert PR #4597: [FPS Template] Small null pointer check fix and cleanup (Contributed by TheCodez) Change 3971846 by Michael.Dupuis #jira UE-56517: Properly "round" the count so we have the right amount of memory reserved #jira UE-56515: Still had a edge case left, so when using forced lod i simply make sure the value is in valid range, and allocate all the required data for this range Change 3973035 by Nick.Atamas Line and Spline rendering changes: * Lines/Splines now use 1 UV channel to anti-alias (this channel can be used for texturing) * Anti-aliasing filter now adjusted based on resolution * Modified Line/Spline topology to accomodate new UV requirements * Disabled vertex snapping for anti-aliased lines/splines; previously vertexes were snapped, but vertex positions did not affect line rendering (behavior effectively unchanged) * Splines now adaptively subdivided to avoid certain edge-cases Change 3973345 by Nick.Atamas - Number tweaks to maintain previously perceived wire thickness in various editors. Change 3977764 by Rex.Hill MallocTBB no longer debug fills bytes in development configuration Change 3978713 by Arciel.Rekman UVS: Fix stale dependency. Change 3980520 by Matt.Kuhlenschmidt Fix typo #jira UE-57059 Change 3980557 by Matt.Kuhlenschmidt Fixed negative pie window sizes causing crashes #jira UE-57100 Change 3980565 by Matt.Kuhlenschmidt PR #4628: Fixed revert action, now correctly uses CanRevert() condition (Contributed by Kryofenix) Change 3980568 by Matt.Kuhlenschmidt PR #4626: UE-57111: Handle CaptureRegion for HighResShot in PIE (Contributed by projectgheist) Change 3980580 by Matt.Kuhlenschmidt PR #4567: [Editor UI] Pick Parent Class dialog: set keyboard focus and handle Escape & Enter (Contributed by SRombauts) Change 3980581 by Matt.Kuhlenschmidt PR #4565: [Editor UI] Add C++ Class dialog: set keyboard focus and handle Escape & Enter (Contributed by SRombauts) Change 3981341 by Jamie.Dale Re-added GIsEditor condition around package namespace access #jira UE-55816 Change 3981808 by Ryan.Brucks Added LandscapeProxy functions to push RenderTarget data to Heightmaps and Weightmaps Change 3983344 by Jack.Porter #include fixes for CL 3981808 #jira 0 Change 3983391 by Jack.Porter One for #include fix for CL 3981808 #jira 0 Change 3983562 by Michael.Dupuis #jira UE-53787: Make sure the material array is valid before trying to generate static mesh batch element #jira UE-56451: Instead of asserting, simply skip this element as it had invalid custom data anyway, so we can't render it Change 3983600 by Matt.Kuhlenschmidt PR #4289: Pragma Once/Include guard cleanup (Contributed by projectgheist) Change 3983637 by Matt.Kuhlenschmidt PR #4408: Add a template pregeneration hook (Contributed by mhutch) Change 3984392 by Michael.Dupuis #jira UE-56314: Correctly apply LODBias on calculated LOD Fixed some Landscape popping that could occur when we were forcing a LOD that didn't match the component screen size Change 3984950 by Rex.Hill Optimized texture import speed 2-3x depending on number of cpu cores and image size Change 3985033 by Rex.Hill File drag and drop is more quick to respond when editor is in background #jira UE-57192 Change 3986218 by Jack.Porter Missing template parameter fix for CL 3981808 #jira 0 Change 3986376 by Michael.Dupuis #jira UE-56453: Do not use the CreateDynamicMaterialInstance as it will change the parenting of the actor used material, instead simply use the function to generate the MID and parent it correctly. Change 3989391 by Matt.Kuhlenschmidt Fix constant FName lookup in level editor when checking various states of level editor tabs Change 3990182 by Rex.Hill Optimize editor startup time: GetCurrentProjectModules Change 3990365 by Alexis.Matte Fix crash with spline mesh when the attach SM get a new imported LOD #jira UE-57119 Change 3991151 by Rex.Hill VR Editor module now waits to load images until VR mode activated in editor. Saves 0.4 seconds of editor startup time. Change 3991164 by Rex.Hill Optimize editor startup time: FindModulePaths() - Invalidates cache when search paths added - Use cache during wildcard searches containing * and ? Change 3995366 by Anthony.Bills Update BuildCrossToolchain script to allow a Linux host targeting multiple Linux architectures (including the hosts arch). Added a patch to support a gcc 4.8.5 based toolchain on windows (potentially useful for users crosscompiling using GCC and libstdc++ and targeting CentOS 7). #review-3848487 @arciel.rekman, @brandon.schaefer Change 3996109 by Jamie.Dale Reworked BP error messages to be more localization friendly #jira UETOOL-1356 Change 3996123 by Michael.Dupuis #jira UE-57427: Update random color on load of the component #jira UE-56272: Change 3996279 by Merritt.Cely Removed hardware survey from editor #jira an-2243 #tests launched the editor Change 3996626 by Alexis.Matte Fix crash when SkeletalMesh tangent buffer is empty after the build and we serialize the tangent array. #jira UE-57227 Change 3996663 by Max.Chen Sequencer: Fix fbx animation export - rotation and scale channels were flipped. #jira UE-57509 #jira UE-57512 #jira UE-57514 Change 4000331 by Brandon.Schaefer Add a GFNameTableForDebuggerVisualizers_MT back only for Unix under the Core module #review-3999426 @Arciel.Rekman #jira UE-55298 Change 4000450 by Matt.Kuhlenschmidt Another guard against a factory being destroyed during import #jira UE-57674 Change 4000459 by Matt.Kuhlenschmidt Added check for valid game viewport to see if this is the problem in UE-57677 #jira UE-57677 Change 4000493 by Matt.Kuhlenschmidt Remove stale GC'd components when refreshing paint mode to prevent crashes #jira UE-52618 Change 4000683 by Jamie.Dale Fixed target being incorrect when added via the Localization Dashboard #jira UE-57588 Change 4000738 by Alexis.Matte Add a section settings to ignore the section when reducing #jira UE-52580 Change 4000920 by Alexis.Matte PR #4219: Fix for SColorGradingPicker preventing PIE (Contributed by projectgheist) author projectgheist projectgheist@gmail.com Change 4001432 by Alexis.Matte Add a fbx re-import resolve material windows, user can now help resolving the material in case the importer fail to found a match. Change 4001447 by Jamie.Dale Fixed property table not working with multi-line editable text Change 4001449 by Jamie.Dale PR #4531: Localization multiline fix (Contributed by Lallapallooza) Change 4001557 by Alexis.Matte Fix a check in fbx scene importer, in case the user import a fbx LOD group with no geometry under it #jira UE-57676 Change 4002539 by Alexis.Matte Make the fbx importer global transform options persist in the config file #jira UE-50897 Change 4002562 by Anthony.Bills Linux: Enable UVS registering for git builds only and remove old Mono and pre-UVS script code. Change 4003241 by Alexis.Matte Fix the staticmesh import socket logic, it was duplicating socket when re-importing #jira UE-53635 Change 4003368 by Michael.Dupuis #jira UE-57276: #jira UE-56239: #jira UE-54547: Make sure we can't go above MaxLOD even for texture streaming Change 4003534 by Alexis.Matte Fix re-import mesh name match #jira UE-56485 Change 4005069 by Michael.Dupuis #jira UE-57594: Add a guard to prevent crash if we have an invalid resource for the heightmap texture (happen when component is deleted, for example) Change 4005468 by Lauren.Ridge Widgets should not be removed from parent when they are pending GC #jira UE-52260 Change 4006075 by Michael.Dupuis Fixed foliage density scaling to be applied even in editor, except in Foliage edit mode. Change 4006332 by Arciel.Rekman UBT: Adding support for bundled toolchains on Linux. - Authored by Anthony Bills, with modifications. Change 4007528 by Matt.Kuhlenschmidt PR #4665: Source control History Window: enlarge column Description (Contributed by SRombauts) Change 4007531 by Matt.Kuhlenschmidt PR #4656: UE-57200: Ignore reference to actor if same actor (Contributed by projectgheist) Change 4007548 by Matt.Kuhlenschmidt PR #4664: Set Password on EditableText (Contributed by projectgheist) Change 4007730 by Brandon.Schaefer Add a new way to symbolicate symbols for a crash at runtime Two new tools are used for this. 1) dump_syms Will generate a symbol file, which is to large to read from at runtime 2) BreakpadSymbolEncoder Takes the dump_syms file and encodes it in such a way we can do a binary search at runtime to find a Program Counter to a symbol we are looking for #review @Arciel.Rekman, @Anthony.Bills #jira UETOOL-1206 Change 4008429 by Lauren.Ridge Fixing undo bug when deleting user widgets from the widget tree #jira UE-56394 Change 4008581 by Cody.Albert Reinitialize needs to set the audio and caption tracks in addition to the video track or the currently selected track will be lost Change 4009605 by Lauren.Ridge Added Recently Opened assets filter under Other Filters in the Content Browser Change 4009797 by Anthony.Bills Linux: Update MultiArchRoot path to not cache. Move in tree toolchain location to match UBT convention and make sure the MultiArchRoot is checked before the system. Change 4010266 by Michael.Trepka Copy of CL 4010052 Moved some key event handling calls to the main thread on Mac to satisfy new macOS requirements #jira UE-54623 Change 4010838 by Arciel.Rekman Linux: limit allowed clang versions to 3.8-6.0. Change 4012160 by Matt.Kuhlenschmidt Changed the messagiing on the crash reporter dialog to reflect new bug submission process #jira UE-56475 Change 4013432 by Lauren.Ridge Fix for non-assets attempting to add to the Content Browser's recent filter #jira none Change 4016353 by Cody.Albert Improved copy/paste behavior for UMG editor: -Pasting in the designer while a canvas is selected will place the new widget under the cursor -Pasting multiple times while a canvas panel is selected in the hierarchy view will cascade the widgets starting at 0,0 -Pasting while something that isn't a panel is selected is now allowed, and will cascade the pasted widgets off the position of the selected widget (as siblings) -Newly pasted widgets will now be selected automatically -Pasting multiple widgets at once will try and maintain their relative positions if they're being pasted into a canvas panel Change 4017274 by Matt.Kuhlenschmidt Added some guards against invalid property handle access #jira UE-58026 Change 4017295 by Matt.Kuhlenschmidt Fix trying to apply delta to a mix of scene components and non scene components. Its acceptable to not have scene components in the selected component list #jira UE-57980 Change 4022021 by Rex.Hill Fix for audio desync and video fast-forwarding behavior. There long delay (500ms+) until samples start arriving unless we use RequestedTimeCurrent. After delay occurs samples begin arriving at accelerated speed until caught up to playback time leading to visual and audio problems. #jira UE-54592 Change 4023608 by Brandon.Schaefer Downscale memory if we dont have enough #jira UE-58073 #review-4023609 @Arciel.Rekman Change 4025618 by Michael.Dupuis #jira UE-58036: Apply world position offset correctly Change 4025661 by Michael.Dupuis #jira UE-57681: Added guard to prevent possible crash if either we have an invalid material or the material parent is invalid Change 4025675 by Michael.Dupuis #jira UE-52919: if no actor was found in the level skip moving the instances Change 4026336 by Brandon.Schaefer Manually generate *.sym files for Physx3 This should be done in the BuildPhysx file Change 4026627 by Rex.Hill Fix memory leak fix when playing video and main thread blocks #jira UE-57873 Change 4029635 by Yannick.Lange Fix VRMode loading assets only when VRMode starts. #jira UE-57797 Change 4030288 by Jamie.Dale Null FreeType face on load error to prevent potential crashes Change 4030782 by Rex.Hill Fix save BuildData after changing reflection capture in a new level #jira UE-57949 Change 4033560 by Michael.Dupuis #jira UE-57710: Added some guard to prevent crash/assert Change 4034244 by Michael.Trepka Copy of CL 4034116 Fixed arrow keys handling on Mac Change 4034708 by Lauren.Ridge PR #4699: UE-8508: Update config file to keep folder color in sync (Contributed by projectgheist) #jira UE-58251 Change 4034746 by Lauren.Ridge PR #4701: Add option to close tabs to the right of the active tab (Contributed by jesseyeh) #jira UE-58277 Change 4034873 by Lauren.Ridge Fix for not being able to enter simulate more than once in a row. #jira UE-58261 Change 4034922 by Lauren.Ridge PR #4387: Commands mapped in incorrect location (Contributed by projectgheist) #jira UE-53752 Change 4035484 by Lauren.Ridge Tentative fix for crash on pasting comment. All other accesses to UMaterialExpressionComment check its validity first #jira UE-57979 Change 4037111 by Brandon.Schaefer Try to use absolute path from dladdr if we can to find the sym files #jira UE-57858 #review-4013964 @Arciel.Rekman Change 4037366 by Brandon.Schaefer Dont check the command line before its inited #review-4037183 @Arciel.Rekman #jira UE-57947 Change 4037418 by Alexis.Matte Remove the checkSlow when adding polygon Change 4037745 by Brandon.Schaefer Use as much info as we can during ensure Just as fast as the old way but with more information #review-4037495 @Arciel.Rekman #jira UE-47770 Change 4037816 by Rex.Hill Import mesh optimization, BuildVertexBuffer Change 4037957 by Arciel.Rekman UBT: make it easier to try XGE on Linux. Change 4038401 by Lauren.Ridge Reordering is now correctly handled by undo. Reordering and then undoing will no longer cause a "ghost" widget to also be part of the tree. #jira UE-58206 Change 4039612 by Anthony.Bills Unix: Check for null StdOut and ReturnCode parameters, otherwise the code may dereference a null variable when the process fails to create. Change 4039754 by Alexis.Matte Remove the Render meshdescription, no need to carry this temporary data in the staticmesh Change 4039806 by Anthony.Bills Linux: UVS fixes - Update to use new Unix base platform. - Use bin/bash instead of usr/bin/bash (may need revisiting later). - Recompile Shipping version with changes. - Update Setup.sh to run from correct CWD (due to current limitations in the relative directory handling). Change 4039883 by Lauren.Ridge PR #4576: Save editor config to file first time a fav folder is added in the co. (Contributed by projectgheist) #jira UE-56249 Change 4040117 by Lauren.Ridge Replacing widgets should now also clear out references to the widget #jira UE-57045 Change 4040790 by Lauren.Ridge Tentative fix for Project Launcher crash when platform info not found #jira UE-58371 Change 4042136 by Arciel.Rekman UBT: refactor of LinuxToolChain to make it leaner and more configurable. - Made it possible to override SDK passed to the toolchain. - Simplified the code by using the same executable names on Windows and Linux (as .exe is optional), except where File.Exists() is needed (also remove a few) - Some minor renames to make it clear that SystemSDK means system compiler (which otherwise may be unclear) - Made changes to accomodate the new debug format. Change 4042930 by Brandon.Schaefer GCoreObjectArrayForDebugVisualizers was changed to FChunkedFixedUObjectArray reflect that in the Unix part Change 4043539 by Brandon.Schaefer Fix callsite address being used at times for the Program Counter Fix only reporting the actual callstack and not the crash handling callstacks #review-4041370 @Arciel.Rekman #jira UE-58477 Change 4043674 by Arciel.Rekman Added Linux ARM64 (AArch64) lib for MikkTSpace. - Now required for standalone games due to EditableMesh runtime plugin. Change 4043677 by Arciel.Rekman Linux: updated ARM64 (AArch64) version of SDL2. Change 4043690 by Arciel.Rekman Linux: allow compiling VulkanRHI for AArch64 (ARM64). Change 4045467 by Brandon.Schaefer Add Anthony Bills SetupToolchain.sh script Used to download the latest toolchain Change 4045940 by Michael.Trepka Return empty list instead of null from Mac GetDebugInfoExtensions() in UBT #jira UE-58470 Change 4046542 by Alexis.Matte Fix skeletal re-import material assignation #jira UE-58551 Change 4048262 by Brandon.Schaefer Rebuild SDL with pulse audio libs #jira UE-58577 Change 3887093 by Anthony.Bills Add bundled mono binary for Linux. - Unify some of the script structure across Mac and Linux. - This currently uses the same mono C# assemblies as Mac to keep the additional source size down. - If the Mac mono version is updated, the Linux version will also need to be updated to match the same mono git revision. - The system version of mono can still be used by setting the UE_USE_SYSTEM_MONO env var to 1. Change 4003226 by Michael.Dupuis Refactored StaticMeshInstancing to now use a command buffer to communicate with the GPU to prevent concurent access issues. It's mostly used in Editor or if runtime changes occur, otherwise the data is built and send to the GPU directly without keeping CPU copy. Changed how the density scaling was applied to be more optimal Removed UseDynamicInstanceBuffer as the concept is now irrelevant Change 3833097 by Jamie.Dale Localization Pipeline Optimization Manifest/Archives: Added FLocKey to keep an immutable string and its hash. This is used in several places within manifests and archives to minimize string hashing. FLocTextHelper also now take these in its API. This also fixes some places where manifests were being iterated by key rather than source string (as this was causing redundant work). Portable Object: Cleaned up a lot of redundant code, changed things to use FLocKey, and simplified a lot of string manipulation to use algorithms instead (which proved to be faster). Asset Gathering: Optimized the way garbage collection runs while gathering from assets so that we avoid purging assets that we still need to gather from (or are still active dependencies). This also sorts the assets so that we can try and evict dependencies from memory as soon as possible (in much the same way that the cooker does). Automation: The gather commandlet can now take multiple configs to process. This is used by automation to avoid starting the editor several times (which can save a significant amount of start-up overhead). [CL 4052378 by Lauren Ridge in Main branch]
2018-05-04 14:14:10 -04:00
const FVector2D BubbleSize = BubbleImage->ImageSize * ZoomFactor * 0.2f * Params.WireThickness;
float Time = (FPlatformTime::Seconds() - GStartTime);
const float BubbleOffset = FMath::Fmod(Time * BubbleSpeed, BubbleSpacing);
const int32 NumBubbles = FMath::CeilToInt(SplineLength/BubbleSpacing);
for (int32 i = 0; i < NumBubbles; ++i)
{
const float Distance = ((float)i * BubbleSpacing) + BubbleOffset;
if (Distance < SplineLength)
{
const float Alpha = SplineReparamTable.Eval(Distance, 0.f);
FVector2D BubblePos = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, Alpha);
BubblePos -= (BubbleSize * 0.5f);
FSlateDrawElement::MakeBox(
DrawElementsList,
LayerId,
FPaintGeometry( BubblePos, BubbleSize, ZoomFactor ),
BubbleImage,
ESlateDrawEffect::None,
Params.WireColor
);
}
}
}
// Draw the midpoint image
if (MidpointImage != nullptr)
{
// Determine the spline position for the midpoint
const float MidpointAlpha = SplineReparamTable.Eval(SplineLength * 0.5f, 0.f);
const FVector2D Midpoint = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha);
// Approximate the slope at the midpoint (to orient the midpoint image to the spline)
const FVector2D MidpointPlusE = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha + KINDA_SMALL_NUMBER);
const FVector2D MidpointMinusE = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha - KINDA_SMALL_NUMBER);
const FVector2D SlopeUnnormalized = MidpointPlusE - MidpointMinusE;
// Draw the arrow
const FVector2D MidpointDrawPos = Midpoint - MidpointRadius;
const float AngleInRadians = SlopeUnnormalized.IsNearlyZero() ? 0.0f : FMath::Atan2(SlopeUnnormalized.Y, SlopeUnnormalized.X);
FSlateDrawElement::MakeRotatedBox(
DrawElementsList,
LayerId,
FPaintGeometry(MidpointDrawPos, MidpointImage->ImageSize * ZoomFactor, ZoomFactor),
MidpointImage,
ESlateDrawEffect::None,
AngleInRadians,
TOptional<FVector2D>(),
FSlateDrawElement::RelativeToElement,
Params.WireColor
);
}
}
}
void FConnectionDrawingPolicy::DrawPreviewConnector(const FGeometry& PinGeometry, const FVector2D& StartPoint, const FVector2D& EndPoint, UEdGraphPin* Pin)
{
FConnectionParams Params;
DetermineWiringStyle(Pin, nullptr, /*inout*/ Params);
DrawSplineWithArrow(StartPoint, EndPoint, Params);
}
void FConnectionDrawingPolicy::DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ FConnectionParams& Params)
{
Params.AssociatedPin1 = OutputPin;
Params.AssociatedPin2 = InputPin;
}
void FConnectionDrawingPolicy::DetermineLinkGeometry(
FArrangedChildren& ArrangedNodes,
TSharedRef<SWidget>& OutputPinWidget,
UEdGraphPin* OutputPin,
UEdGraphPin* InputPin,
/*out*/ FArrangedWidget*& StartWidgetGeometry,
/*out*/ FArrangedWidget*& EndWidgetGeometry
)
{
StartWidgetGeometry = PinGeometries->Find(OutputPinWidget);
if (TSharedPtr<SGraphPin>* pTargetWidget = PinToPinWidgetMap.Find(InputPin))
{
TSharedRef<SGraphPin> InputWidget = (*pTargetWidget).ToSharedRef();
EndWidgetGeometry = PinGeometries->Find(InputWidget);
}
}
void FConnectionDrawingPolicy::Draw(TMap<TSharedRef<SWidget>, FArrangedWidget>& InPinGeometries, FArrangedChildren& ArrangedNodes)
{
PinGeometries = &InPinGeometries;
BuildPinToPinWidgetMap(InPinGeometries);
DrawPinGeometries(InPinGeometries, ArrangedNodes);
}
void FConnectionDrawingPolicy::BuildPinToPinWidgetMap(TMap<TSharedRef<SWidget>, FArrangedWidget>& InPinGeometries)
{
PinToPinWidgetMap.Empty();
for (TMap<TSharedRef<SWidget>, FArrangedWidget>::TIterator ConnectorIt(InPinGeometries); ConnectorIt; ++ConnectorIt)
{
TSharedRef<SWidget> SomePinWidget = ConnectorIt.Key();
SGraphPin& PinWidget = static_cast<SGraphPin&>(SomePinWidget.Get());
PinToPinWidgetMap.Add(PinWidget.GetPinObj(), StaticCastSharedRef<SGraphPin>(SomePinWidget));
}
}
void FConnectionDrawingPolicy::DrawPinGeometries(TMap<TSharedRef<SWidget>, FArrangedWidget>& InPinGeometries, FArrangedChildren& ArrangedNodes)
{
for (TMap<TSharedRef<SWidget>, FArrangedWidget>::TIterator ConnectorIt(InPinGeometries); ConnectorIt; ++ConnectorIt)
{
TSharedRef<SWidget> SomePinWidget = ConnectorIt.Key();
SGraphPin& PinWidget = static_cast<SGraphPin&>(SomePinWidget.Get());
UEdGraphPin* ThePin = PinWidget.GetPinObj();
if (ThePin && ThePin->Direction == EGPD_Output)
{
for (int32 LinkIndex=0; LinkIndex < ThePin->LinkedTo.Num(); ++LinkIndex)
{
FArrangedWidget* LinkStartWidgetGeometry = nullptr;
FArrangedWidget* LinkEndWidgetGeometry = nullptr;
UEdGraphPin* TargetPin = ThePin->LinkedTo[LinkIndex];
DetermineLinkGeometry(ArrangedNodes, SomePinWidget, ThePin, TargetPin, /*out*/ LinkStartWidgetGeometry, /*out*/ LinkEndWidgetGeometry);
if (( LinkEndWidgetGeometry && LinkStartWidgetGeometry ) && !IsConnectionCulled( *LinkStartWidgetGeometry, *LinkEndWidgetGeometry ))
{
FConnectionParams Params;
DetermineWiringStyle(ThePin, TargetPin, /*inout*/ Params);
const TSharedPtr<SGraphPin>* ConnectedPinWidget = PinToPinWidgetMap.Find(TargetPin);
if (ConnectedPinWidget && ConnectedPinWidget->IsValid())
{
if ( PinWidget.AreConnectionsFaded() && (*ConnectedPinWidget)->AreConnectionsFaded() )
{
Params.WireColor.A = 0.2f;
}
}
DrawSplineWithArrow(LinkStartWidgetGeometry->Geometry, LinkEndWidgetGeometry->Geometry, Params);
}
}
}
}
}
bool FConnectionDrawingPolicy::IsConnectionCulled( const FArrangedWidget& StartLink, const FArrangedWidget& EndLink ) const
{
const float Top = FMath::Min( StartLink.Geometry.AbsolutePosition.Y, EndLink.Geometry.AbsolutePosition.Y );
const float Left = FMath::Min( StartLink.Geometry.AbsolutePosition.X, EndLink.Geometry.AbsolutePosition.X );
const float Bottom = FMath::Max( StartLink.Geometry.AbsolutePosition.Y + StartLink.Geometry.Size.Y, EndLink.Geometry.AbsolutePosition.Y + EndLink.Geometry.Size.Y );
const float Right = FMath::Max( StartLink.Geometry.AbsolutePosition.X + StartLink.Geometry.Size.X, EndLink.Geometry.AbsolutePosition.X + EndLink.Geometry.Size.X );
return Left > ClippingRect.Right || Right < ClippingRect.Left ||
Bottom < ClippingRect.Top || Top > ClippingRect.Bottom;
}
void FConnectionDrawingPolicy::SetIncompatiblePinDrawState(const TSharedPtr<SGraphPin>& StartPin, const TSet< TSharedRef<SWidget> >& VisiblePins)
{
}
void FConnectionDrawingPolicy::ResetIncompatiblePinDrawState(const TSet< TSharedRef<SWidget> >& VisiblePins)
{
}
void FConnectionDrawingPolicy::ApplyHoverDeemphasis(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ float& Thickness, /*inout*/ FLinearColor& WireColor)
{
//@TODO: Move these parameters into the settings object
const float FadeInBias = 0.75f; // Time in seconds before the fading starts to occur
const float FadeInPeriod = 0.6f; // Time in seconds after the bias before the fade is fully complete
const float TimeFraction = FMath::SmoothStep(0.0f, FadeInPeriod, (float)(FSlateApplication::Get().GetCurrentTime() - LastHoverTimeEvent - FadeInBias));
const float LightFraction = 0.25f;
const FLinearColor DarkenedColor(0.0f, 0.0f, 0.0f, 0.5f);
const FLinearColor LightenedColor(1.0f, 1.0f, 1.0f, 1.0f);
const bool bContainsBoth = HoveredPins.Contains(InputPin) && HoveredPins.Contains(OutputPin);
const bool bContainsOutput = HoveredPins.Contains(OutputPin);
const bool bEmphasize = bContainsBoth || (bContainsOutput && (InputPin == nullptr));
if (bEmphasize)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 4048875) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3808185 by Cody.Albert Added missing calls to FEditorViewportClient::AddReferencedObjects in overrides Change 3809824 by Michael.Trepka Improved the way we generate groups in Xcode project's source code navigator. They are now sorted alphabetically and have correct paths so Xcode no longer displays them in red. Also, added __INTELLISENSE__ to preprocessor definitions for indexing to improve indexing without game header files generated. Change 3810089 by Jamie.Dale Fixed PO files failing to import translations containing only whitespace Change 3811281 by Matt.Kuhlenschmidt PR #4331: Toggle SIE shortcut only in PIE (Contributed by projectgheist) Change 3813031 by Matt.Kuhlenschmidt Fix undocked tabs not dropping at users mouse location #jira UE-53427 Change 3813361 by Brandon.Schaefer Print what SDL video driver we are using Change 3818430 by Matt.Kuhlenschmidt PR #4365: Incorrect font name and forgotten undef (Contributed by projectgheist) Change 3818432 by Matt.Kuhlenschmidt PR #4366: Asset Color Strip updates correct on drag and drop (Contributed by projectgheist) Change 3818436 by Matt.Kuhlenschmidt PR #4367: Improved logging (Contributed by projectgheist) Change 3819886 by Matt.Kuhlenschmidt Add a way to optionally disable the warning about referenced actors being moved to other levels. Useful for bulk actor moves via script Change 3819888 by Matt.Kuhlenschmidt Avoid crashing when a window size becomes too large to render. Instead just ensure and clamp to the maximum allowed size. Avoids crashes where the screen dimensions are saved with super large numbers for unknown reasons Change 3821773 by Brandon.Schaefer Fix crash when importing to level #jira UE-31573 Change 3821892 by Jamie.Dale Improved the localized asset cooking so that it only cooks L10N variants if their source asset is cooked #jira UE-53010 Change 3823714 by Christina.TempelaarL #jira UE-52179 added support for grayscale PSD files Change 3826805 by Christina.TempelaarL #jira UE-49636 SceneCaptureComponent2D hidden actor and show only actors disabled in blueprints #jira UE-53445 SceneCaptureComponent2D hidden actors always disabled in details layout Change 3828444 by Anthony.Bills Add LXC container script for building third party libraries. The intention is that this should become the only way to rebuild the third party libraries that require system dependencies not included in the cross-compile toolchain and also to rebuild the toolchains. Other third party libraries without any system dependencies could be rebuilt via the cross-compile toolchains/UBT. This script has been tested running on CentOS 7 and Ubuntu 17.10. Buy default the x86 and x86_64 builds will be built against a CentOS 6 container (and targeting glibc 1.12) and the aarch64 and armhf builds will use an Ubuntu Ubuntu Trusty (14.04) but this is not yet complete. Change 3828754 by Brandon.Schaefer Linux: Fix gamepad thumbstick clicks not registering (github #4209 thanks J??rn M??ller) #jira UE-45722 #review-3828733 Arciel.Rekman Change 3830414 by Brandon.Schaefer Remove circular referencing to a parent window. Move to use AddSP vs AddRaw as well to be safe manually remove ourselves from the selection event delegate list due to Linux pending deletion of windows. Looks like this should fix UE-28322 as well which I've removed the work around placed in for that. #jira UE-53918 #review @michael.trepka, @matt.kuhlenschmidt, @arciel.rekman Change 3830916 by Brandon.Schaefer More verbose message about missing VK extensions (from Marcin Undak) #review-3830710 marcin.undak, arciel.rekman Change 3831339 by Brandon.Schaefer Default to as-needed for debug mode #jira none #review-3830658 Arciel.Rekman Change 3833102 by Jamie.Dale Re-added warning for duplicate package localization IDs when gathering asset localization Change 3834600 by Jamie.Dale Optimized asset registry filter intersection Change 3838024 by Brandon.Schaefer Remove tracking of CLion/CMake build files (from github #4346 thanks reapazor!) #jira UE-53551 #review-3835803 arciel.rekman Change 3839969 by Michael.Dupuis #jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing Change 3840049 by Michael.Dupuis #jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate Change 3840071 by Matt.Kuhlenschmidt - Combine some shader params for slate in order to reduce overhead setting uniform buffers - Added better stats for slate draw call rendering - cleaned up huge lambda in Slate rendering main function so we can read the main slate rendering function again Change 3840291 by Michael.Dupuis #jira UE-53053: Was having a mismatch between the remove reorder and the actual remove Change 3840840 by Michael.Dupuis #jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash Change 3842072 by Michael.Dupuis #jira UE-50299: Include NumSubsection in calculation of component quad factor Change 3842487 by Christina.TempelaarL #jira UE-50573 HighResShot has wrong res in immersive mode Change 3845702 by Matt.Kuhlenschmidt PR #4381: DefaultASTCQualityBySpeed too high max value. (Contributed by kallehamalainen) Change 3845706 by Matt.Kuhlenschmidt PR #4388: Only restore window if minimized (Contributed by projectgheist) Change 3845993 by Christina.TempelaarL #jira UE-41558 crash when selecting PostProcessingVolumes in separate levels Change 3856395 by Brandon.Schaefer No longer using ALAudio on Linux #jira UE-53717 Change 3858324 by Michael.Trepka Preserve command line arguments in Xcode project when regenerating it Change 3858365 by Michael.Dupuis #jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances. Change 3858492 by Michael.Trepka Updated dependencies for Mac dSYM files so that only cross-referenced modules have their dSYMs recreated on subsequent builds instead of all modules. Change 3859470 by Michael.Trepka CIS fix. Make sure a scheme file exists before trying to read it when generating Xcode project. Change 3859900 by Joe.Conley Fix for "Check Out Assets" window not properly receiving focus. Change 3865218 by Michael.Dupuis #jira UE-45784: Exposed the possibility to edit LDMaxDrawDistance Change 3866957 by Michael.Dupuis #jira UE-42509: Added BodyInstance to ULandscapeSplineSegment and ULandscapeSplineControlPoint Deprecated bEnabledCollision and migrate data as it's replaced by BodyInstance Change 3867220 by Cody.Albert Fixed Project Launcher scrollbar to properly stay anchored at the bottom of the scroll area. Change 3869117 by Michael.Dupuis #jira UE-42509:Fixed compile error when not having editor data Change 3872478 by Arciel.Rekman Linux: disable PIE if compiler enables it by default. Change 3874786 by Michael.Dupuis #jira UE-46925: Remove the guessing functionality when importing a heightmap, and instead propose to the user valid size that can be used for the import through a combo button. Improved usability of the UI by disabling size field when no file was specified Change 3875859 by Jamie.Dale Implemented our own canonization for culture codes Change 3877604 by Cody.Albert We now validate actor names passed to SetActorLabel to ensure None isn't passed in, which can corrupt levels Change 3877777 by Nick.Shin PhysX build fix - this came from CL: 3809757 #jira UE-54924 Cannot rebuild Apex/PhysX/NvCloth .emscripten missing Change 3881693 by Alexis.Matte Fix local path search to not search in memory only #jira UE-55018 Change 3882512 by Michael.Dupuis #jira none : Fixed screen size calculation to take aspect ratio into account correctly Change 3886926 by Arciel.Rekman Linux: fixed checking clang settings during the cross-build (UE-55132). #jira UE-55132 Change 3887080 by Anthony.Bills Updated SDL2 build script. - Now allows compiling inside a CentOS 6 or Ubuntu 12.04 container with wayland support when using the ContainerBuildThirdParty.sh. - Added multiple build arch support to the BuildThirdParty script and pass this down to the SDL2 build script. Change 3887260 by Arciel.Rekman Linux: fix leaking process handles in the cross-toolchain. Change 3889072 by Brandon.Schaefer Fix RPath workaround, to better handle both cases #jira UE-55150 #review-3888119 @Arciel.Rekman, @Ben.Marsh Change 3892546 by Alexis.Matte Remove fbx exporter welded vertices options #jira UE-51575 Change 3893516 by Michael.Dupuis Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0 Change 3894365 by Brandon.Schaefer Pass FileReference over a raw string to the LinkEnvironment #jira none #review-3894241 @Ben.Marsh, @Arciel.Rekman Change 3895251 by Brandon.Schaefer Use X11 pointer barriers to bound the cursor to a region over warping the pointers. Patch from Cengiz #jira UE-25615 #jira UE-30714 #review-3894886 @Arciel.Rekman Change 3897541 by Michael.Dupuis #jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material Change 3904143 by Rex.Hill #jira UE-55366: Fix crash when overwriting existing level during level save as #jira UE-42426: Map '_BuiltData' can now be deleted when selected at same time as map - Map '_BuiltData' package is now garbage collected when switching maps in the editor Change 3906373 by Brandon.Schaefer Fix splash image. Use alias format for big/little endian machines. #jira none Change 3906711 by Rex.Hill #jira UE-42426: BuiltData now deleted with maps Change 3907221 by Cody.Albert Add support for relative asset source paths in content plugins Change 3911670 by Alexis.Matte Fix assetimportdata creation owner #jira UE-55567 Change 3912382 by Anthony.Bills Linux: Add binaries for GoogleTest and add to BuildThirdParty script. Change 3914634 by Cody.Albert Added missing include that could cause compile errors if IWYU was disabled. Change 3916227 by Cody.Albert Fixing some cases where we check #ifdef WITH_EDITOR instead of #if WITH_EDITOR Change 3917245 by Michael.Dupuis #jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsection and material containing grass spawning Change 3918331 by Anthony.Bills Linux: Bundled Mono - Explicilty pick libc.so.6 as libc.so is a linker script and store the config file directly. Change 3920191 by Rex.Hill #jira UE-44197 Fix saving sub-level level causing MapBuildData to be deleted Improved MapBuildData rename, move, duplicate, copy Change 3920333 by Matt.Kuhlenschmidt Render target clear color property now settable in editor #jira UE-55347 Change 3926094 by Michael.Dupuis #jira UE-51502: Added some min/max values to foliage and grass settings to prevent overflow/crash #coderevew jack.porter Change 3926243 by Michael.Dupuis #jira UE-54669: cleaned up invalid/duplicate shader and moved some shaders to appropriate list Change 3926760 by Jamie.Dale Added support for TTC/OTC fonts These can be used via a sub-face index on FFontData, which can be set via a new combo in the font editor. You can also see the cached list of sub-faces within a font file from the UFontFace asset. Change 3927793 by Anthony.Bills Mono: Remove SharpZipLib and references from bundled Mono. #review-3887212 @ben.marsh, @michael.trepka Change 3928029 by Anthony.Bills Linux: Add support for UnrealVersionSelector. - Supports using UVS to launch without a project file. This will then launch the selected engine's project wizard. - Linux UVS uses Slate for the version selection and error log dialogs. - Mime-types and desktop file support added to DesktopPlatformLinux to allow associating with UVS as per the Windows binary and git builds. - Icons added for Linux. #review-3882197 @arciel.rekman, @brandon.schaefer Change 3931293 by Alexis.Matte Add generic Levenshtein edit distance to core algo. This algorithm will help suggesting name matching when users have to resolve material name conflict when re-import fbx meshes. Add also plenty of automation tests for it. #jira none Change 3931436 by Arciel.Rekman Stop RHI thread before shutting down RHI. - Prevents crashes for some drivers that create TLS objects with destructors; those destructors will get called after the thread exited, but the library will already be unloaded on RHI shutdown. Change 3934287 by Alexis.Matte Fix crash when re-importing skeletal mesh. Skinned component render data resource is now release when re-importing. #jira none Change 3937585 by Lauren.Ridge Added labels to the colors stored in the theme bar. Change 3937738 by Alexis.Matte Make sure content browser do not show a preview asset created when we cancel an export animation preview #jira UE-49743 Change 3941345 by Michael.Dupuis #jira UE-26959: Prevent reusing multiple type the same grass type into the same material grass output node Change 3941453 by Michael.Dupuis #jira UE-47492: Added a guard to validate LayerIndex Change 3942065 by Jamie.Dale Fixed crash trying to use FSlateApplication when it wasn't available (eg, in a commandlet) Change 3942573 by Alexis.Matte Fix static analysis Change 3942623 by Michael.Dupuis #jira 0 Cast to ulong as TaskIndex * NumStripes could exceed an int limit and add an assert if the wraparound is negative Change 3942993 by Matt.Kuhlenschmidt PR #4547: Verify the return value of FT_New_Memory_Face (Contributed by jorgenpt) Change 3942998 by Matt.Kuhlenschmidt PR #4554: Cleanup log printing (Contributed by projectgheist) Change 3943003 by Matt.Kuhlenschmidt PR #4534: Prevent Fatal log when alt tabbing during a level save (Contributed by projectgheist) Change 3943011 by Matt.Kuhlenschmidt PR #4518: edit (Contributed by pdlogingithub) Change 3943027 by Matt.Kuhlenschmidt PR #4524: Notifications always render on the screen with the main viewport (Contributed by projectgheist) Change 3943074 by Matt.Kuhlenschmidt PR #4484: Add group actor to folder (Contributed by ggsharkmob) Change 3943079 by Matt.Kuhlenschmidt PR #4431: Git Plugin: replace usage of the 2 cli args "--work-tree" and "--git-dir" by "-C" (Contributed by SRombauts) Change 3943092 by Matt.Kuhlenschmidt PR #4434: Git plugin: configure the default remote URL 'origin' (Contributed by SRombauts) Change 3943132 by Matt.Kuhlenschmidt PR #4247: Add File picker to Git Path setting on GitSourceControl (Contributed by shiena) Change 3943141 by Matt.Kuhlenschmidt PR #4303: Fix ULevelExporterT3D so that it works in a commandlet (Contributed by DSDambuster) Change 3943349 by Jamie.Dale Cleaned up PR #4547 Made the assert non-fatal to avoid it being able to take down the editor if you load up a bad font. Fixed some code that was deleted during the merge. Change 3943976 by Michael.Trepka Copy of CL 3940687 Fixed long link times when building for Mac in Debug by passing -no_deduplicate flag to the linker, which is what Xcode does in Debug configs. #jira none Change 3944882 by Matt.Kuhlenschmidt Fix a few regressions with scene viewport activation locking can capturing the cursor in editor #jira UE-56080, UE-56081 Change 3947339 by Michael.Dupuis #jira UE-55664: Fixed undo/redo buffer handling so we remove from the beginning of the buffer during undo buffer where buffer is at max memory and from the end during redo operation. Fixed cancel also to re add removed transaction at the end or the start depending if we're doing a redo or undo operation Fixed the Undo History UI to listen to an event when the undo buffer changed instead of checking every frame, as when the buffer was full, no changes would occur, thus no UI update. Change 3948179 by Jamie.Dale Fixed monochromatic font rendering - All non-8bpp images are now converted to 8bpp images for processing in Slate. - We convert the gray color of any images not using 256 grays (eg, monochromatic images that use 2 grays). - Fixed a case where the temporary bitmap wasn't being deleted. - Fixed a case where the bitmap could be used after it was deleted. - Added a CVar (Slate.EnableFontAntiAliasing) to control whether you want anti-aliased (256 grayscale) rendering (default), or monochromatic (2 grayscale) rendering. Change 3949922 by Alexis.Matte Ensure fbx node name are not empty when loading a fbx file. I use the same naming convention as Maya #jira UE-56079 Change 3950202 by Rex.Hill Fix crash during editor asset automation tests. Now skips showing modal progress window when opening asset editor window. ActiveTopLevelWindow is not set when modal windows are open. #jira UE-56112 Change 3950484 by Michael.Dupuis #jira UE-52176: delete the Cluster tree when the builder is no longer needed Change 3954628 by Michael.Dupuis Bring back 4.19/4.19.1 Landscape changes Change 3957037 by Michael.Dupuis #jira UE-53343: Add foliage instances back when changing component size Changed the formulation for the Clip/Expand behavior to make it more explicit on what will happen Added SlowTask stuff to manage big landscape change Change 3959020 by Rex.Hill Rename/move file MallocLeakDetection.h Change 3960325 by Michael.Dupuis Fixed static analysis Change 3961416 by Michael.Dupuis #jira UE-46100: Exposed UseDynamicInstanceBuffer on Foliage type, so user can decide if they want to update them dynamically #jira UE-55092: Fixed the warning to appear when having resource array as empty but VB as set up Added data conssitency that when using Dynamic buffer, Keep CPU Access should also be true, even if implicitly it's already the case, now it's explicit Change 3962372 by Michael.Trepka Copy of CL 3884121 Fix for SProgressBar rendering incorreclty on Mac #jira UE-56241 Change 3964931 by Anthony.Bills Linux: Add cross-compiled binary of UVS Shipping. Change 3966719 by Matt.Kuhlenschmidt Fix parameters out of order here #jira UE-56399 Change 3966724 by Matt.Kuhlenschmidt PR #4585: Export symbols for the FDragTool (Contributed by Begounet) Change 3966734 by Matt.Kuhlenschmidt PR #4596: fix the slider issue of the HighResolutionScreenshot window (Contributed by mamoniem) Change 3966739 by Matt.Kuhlenschmidt Removed duplicated code #jira UE-56369 Change 3966744 by Matt.Kuhlenschmidt PR #4602: Fixes check for existing extensions when generating "All Extensions". (Contributed by PhilBax) Change 3966758 by Matt.Kuhlenschmidt PR #4604: Fixed an issue where the Modules and DebugTools tabs would be unrecognized after startup if docked in the level editor (Contributed by tstaples) Change 3966780 by Matt.Kuhlenschmidt Fix crash accessing graph node title widgets when objects have become stale. #jira UE-56442 Change 3966884 by Alexis.Matte Fix speedtree uninitialized values #jira none Change 3967568 by Alexis.Matte Do not override the screensize when importing a skeletal mesh, let the value set by the AddLodInfo function #jira UE-56493 Change 3968333 by Brandon.Schaefer Fix order of operation #jira UE-56400 Change 3969070 by Anthony.Bills Linux: Make sure to set the UE_ENGINE_DIRECTORY #jira UE-56503 #review-3966609 @arciel.rekman, @brandon.schaefer Change 3971431 by Michael.Dupuis #jira UE-56515: Fixed an issue where ForcedLOD > MaxLOD and make sure that LastLOD will at least contain current streamed in LOD. #jira UE-56517: When using ParallelInitView 1 there was a memory leak related to a reallocate that happen with the TArray of FMemstack Pass correctly LODDistanceFactor instead of View.LODScale as we do not want StaticMeshScale to affect us. Change 3971467 by Matt.Kuhlenschmidt Fixed crash deleting a texture with texture painting on it #jira UE-56994 Change 3971557 by Matt.Kuhlenschmidt Fix temporary exporter objects being potentially GC'd and causing crashes during export #jira UE-56981 Change 3971713 by Cody.Albert PR #4597: [FPS Template] Small null pointer check fix and cleanup (Contributed by TheCodez) Change 3971846 by Michael.Dupuis #jira UE-56517: Properly "round" the count so we have the right amount of memory reserved #jira UE-56515: Still had a edge case left, so when using forced lod i simply make sure the value is in valid range, and allocate all the required data for this range Change 3973035 by Nick.Atamas Line and Spline rendering changes: * Lines/Splines now use 1 UV channel to anti-alias (this channel can be used for texturing) * Anti-aliasing filter now adjusted based on resolution * Modified Line/Spline topology to accomodate new UV requirements * Disabled vertex snapping for anti-aliased lines/splines; previously vertexes were snapped, but vertex positions did not affect line rendering (behavior effectively unchanged) * Splines now adaptively subdivided to avoid certain edge-cases Change 3973345 by Nick.Atamas - Number tweaks to maintain previously perceived wire thickness in various editors. Change 3977764 by Rex.Hill MallocTBB no longer debug fills bytes in development configuration Change 3978713 by Arciel.Rekman UVS: Fix stale dependency. Change 3980520 by Matt.Kuhlenschmidt Fix typo #jira UE-57059 Change 3980557 by Matt.Kuhlenschmidt Fixed negative pie window sizes causing crashes #jira UE-57100 Change 3980565 by Matt.Kuhlenschmidt PR #4628: Fixed revert action, now correctly uses CanRevert() condition (Contributed by Kryofenix) Change 3980568 by Matt.Kuhlenschmidt PR #4626: UE-57111: Handle CaptureRegion for HighResShot in PIE (Contributed by projectgheist) Change 3980580 by Matt.Kuhlenschmidt PR #4567: [Editor UI] Pick Parent Class dialog: set keyboard focus and handle Escape & Enter (Contributed by SRombauts) Change 3980581 by Matt.Kuhlenschmidt PR #4565: [Editor UI] Add C++ Class dialog: set keyboard focus and handle Escape & Enter (Contributed by SRombauts) Change 3981341 by Jamie.Dale Re-added GIsEditor condition around package namespace access #jira UE-55816 Change 3981808 by Ryan.Brucks Added LandscapeProxy functions to push RenderTarget data to Heightmaps and Weightmaps Change 3983344 by Jack.Porter #include fixes for CL 3981808 #jira 0 Change 3983391 by Jack.Porter One for #include fix for CL 3981808 #jira 0 Change 3983562 by Michael.Dupuis #jira UE-53787: Make sure the material array is valid before trying to generate static mesh batch element #jira UE-56451: Instead of asserting, simply skip this element as it had invalid custom data anyway, so we can't render it Change 3983600 by Matt.Kuhlenschmidt PR #4289: Pragma Once/Include guard cleanup (Contributed by projectgheist) Change 3983637 by Matt.Kuhlenschmidt PR #4408: Add a template pregeneration hook (Contributed by mhutch) Change 3984392 by Michael.Dupuis #jira UE-56314: Correctly apply LODBias on calculated LOD Fixed some Landscape popping that could occur when we were forcing a LOD that didn't match the component screen size Change 3984950 by Rex.Hill Optimized texture import speed 2-3x depending on number of cpu cores and image size Change 3985033 by Rex.Hill File drag and drop is more quick to respond when editor is in background #jira UE-57192 Change 3986218 by Jack.Porter Missing template parameter fix for CL 3981808 #jira 0 Change 3986376 by Michael.Dupuis #jira UE-56453: Do not use the CreateDynamicMaterialInstance as it will change the parenting of the actor used material, instead simply use the function to generate the MID and parent it correctly. Change 3989391 by Matt.Kuhlenschmidt Fix constant FName lookup in level editor when checking various states of level editor tabs Change 3990182 by Rex.Hill Optimize editor startup time: GetCurrentProjectModules Change 3990365 by Alexis.Matte Fix crash with spline mesh when the attach SM get a new imported LOD #jira UE-57119 Change 3991151 by Rex.Hill VR Editor module now waits to load images until VR mode activated in editor. Saves 0.4 seconds of editor startup time. Change 3991164 by Rex.Hill Optimize editor startup time: FindModulePaths() - Invalidates cache when search paths added - Use cache during wildcard searches containing * and ? Change 3995366 by Anthony.Bills Update BuildCrossToolchain script to allow a Linux host targeting multiple Linux architectures (including the hosts arch). Added a patch to support a gcc 4.8.5 based toolchain on windows (potentially useful for users crosscompiling using GCC and libstdc++ and targeting CentOS 7). #review-3848487 @arciel.rekman, @brandon.schaefer Change 3996109 by Jamie.Dale Reworked BP error messages to be more localization friendly #jira UETOOL-1356 Change 3996123 by Michael.Dupuis #jira UE-57427: Update random color on load of the component #jira UE-56272: Change 3996279 by Merritt.Cely Removed hardware survey from editor #jira an-2243 #tests launched the editor Change 3996626 by Alexis.Matte Fix crash when SkeletalMesh tangent buffer is empty after the build and we serialize the tangent array. #jira UE-57227 Change 3996663 by Max.Chen Sequencer: Fix fbx animation export - rotation and scale channels were flipped. #jira UE-57509 #jira UE-57512 #jira UE-57514 Change 4000331 by Brandon.Schaefer Add a GFNameTableForDebuggerVisualizers_MT back only for Unix under the Core module #review-3999426 @Arciel.Rekman #jira UE-55298 Change 4000450 by Matt.Kuhlenschmidt Another guard against a factory being destroyed during import #jira UE-57674 Change 4000459 by Matt.Kuhlenschmidt Added check for valid game viewport to see if this is the problem in UE-57677 #jira UE-57677 Change 4000493 by Matt.Kuhlenschmidt Remove stale GC'd components when refreshing paint mode to prevent crashes #jira UE-52618 Change 4000683 by Jamie.Dale Fixed target being incorrect when added via the Localization Dashboard #jira UE-57588 Change 4000738 by Alexis.Matte Add a section settings to ignore the section when reducing #jira UE-52580 Change 4000920 by Alexis.Matte PR #4219: Fix for SColorGradingPicker preventing PIE (Contributed by projectgheist) author projectgheist projectgheist@gmail.com Change 4001432 by Alexis.Matte Add a fbx re-import resolve material windows, user can now help resolving the material in case the importer fail to found a match. Change 4001447 by Jamie.Dale Fixed property table not working with multi-line editable text Change 4001449 by Jamie.Dale PR #4531: Localization multiline fix (Contributed by Lallapallooza) Change 4001557 by Alexis.Matte Fix a check in fbx scene importer, in case the user import a fbx LOD group with no geometry under it #jira UE-57676 Change 4002539 by Alexis.Matte Make the fbx importer global transform options persist in the config file #jira UE-50897 Change 4002562 by Anthony.Bills Linux: Enable UVS registering for git builds only and remove old Mono and pre-UVS script code. Change 4003241 by Alexis.Matte Fix the staticmesh import socket logic, it was duplicating socket when re-importing #jira UE-53635 Change 4003368 by Michael.Dupuis #jira UE-57276: #jira UE-56239: #jira UE-54547: Make sure we can't go above MaxLOD even for texture streaming Change 4003534 by Alexis.Matte Fix re-import mesh name match #jira UE-56485 Change 4005069 by Michael.Dupuis #jira UE-57594: Add a guard to prevent crash if we have an invalid resource for the heightmap texture (happen when component is deleted, for example) Change 4005468 by Lauren.Ridge Widgets should not be removed from parent when they are pending GC #jira UE-52260 Change 4006075 by Michael.Dupuis Fixed foliage density scaling to be applied even in editor, except in Foliage edit mode. Change 4006332 by Arciel.Rekman UBT: Adding support for bundled toolchains on Linux. - Authored by Anthony Bills, with modifications. Change 4007528 by Matt.Kuhlenschmidt PR #4665: Source control History Window: enlarge column Description (Contributed by SRombauts) Change 4007531 by Matt.Kuhlenschmidt PR #4656: UE-57200: Ignore reference to actor if same actor (Contributed by projectgheist) Change 4007548 by Matt.Kuhlenschmidt PR #4664: Set Password on EditableText (Contributed by projectgheist) Change 4007730 by Brandon.Schaefer Add a new way to symbolicate symbols for a crash at runtime Two new tools are used for this. 1) dump_syms Will generate a symbol file, which is to large to read from at runtime 2) BreakpadSymbolEncoder Takes the dump_syms file and encodes it in such a way we can do a binary search at runtime to find a Program Counter to a symbol we are looking for #review @Arciel.Rekman, @Anthony.Bills #jira UETOOL-1206 Change 4008429 by Lauren.Ridge Fixing undo bug when deleting user widgets from the widget tree #jira UE-56394 Change 4008581 by Cody.Albert Reinitialize needs to set the audio and caption tracks in addition to the video track or the currently selected track will be lost Change 4009605 by Lauren.Ridge Added Recently Opened assets filter under Other Filters in the Content Browser Change 4009797 by Anthony.Bills Linux: Update MultiArchRoot path to not cache. Move in tree toolchain location to match UBT convention and make sure the MultiArchRoot is checked before the system. Change 4010266 by Michael.Trepka Copy of CL 4010052 Moved some key event handling calls to the main thread on Mac to satisfy new macOS requirements #jira UE-54623 Change 4010838 by Arciel.Rekman Linux: limit allowed clang versions to 3.8-6.0. Change 4012160 by Matt.Kuhlenschmidt Changed the messagiing on the crash reporter dialog to reflect new bug submission process #jira UE-56475 Change 4013432 by Lauren.Ridge Fix for non-assets attempting to add to the Content Browser's recent filter #jira none Change 4016353 by Cody.Albert Improved copy/paste behavior for UMG editor: -Pasting in the designer while a canvas is selected will place the new widget under the cursor -Pasting multiple times while a canvas panel is selected in the hierarchy view will cascade the widgets starting at 0,0 -Pasting while something that isn't a panel is selected is now allowed, and will cascade the pasted widgets off the position of the selected widget (as siblings) -Newly pasted widgets will now be selected automatically -Pasting multiple widgets at once will try and maintain their relative positions if they're being pasted into a canvas panel Change 4017274 by Matt.Kuhlenschmidt Added some guards against invalid property handle access #jira UE-58026 Change 4017295 by Matt.Kuhlenschmidt Fix trying to apply delta to a mix of scene components and non scene components. Its acceptable to not have scene components in the selected component list #jira UE-57980 Change 4022021 by Rex.Hill Fix for audio desync and video fast-forwarding behavior. There long delay (500ms+) until samples start arriving unless we use RequestedTimeCurrent. After delay occurs samples begin arriving at accelerated speed until caught up to playback time leading to visual and audio problems. #jira UE-54592 Change 4023608 by Brandon.Schaefer Downscale memory if we dont have enough #jira UE-58073 #review-4023609 @Arciel.Rekman Change 4025618 by Michael.Dupuis #jira UE-58036: Apply world position offset correctly Change 4025661 by Michael.Dupuis #jira UE-57681: Added guard to prevent possible crash if either we have an invalid material or the material parent is invalid Change 4025675 by Michael.Dupuis #jira UE-52919: if no actor was found in the level skip moving the instances Change 4026336 by Brandon.Schaefer Manually generate *.sym files for Physx3 This should be done in the BuildPhysx file Change 4026627 by Rex.Hill Fix memory leak fix when playing video and main thread blocks #jira UE-57873 Change 4029635 by Yannick.Lange Fix VRMode loading assets only when VRMode starts. #jira UE-57797 Change 4030288 by Jamie.Dale Null FreeType face on load error to prevent potential crashes Change 4030782 by Rex.Hill Fix save BuildData after changing reflection capture in a new level #jira UE-57949 Change 4033560 by Michael.Dupuis #jira UE-57710: Added some guard to prevent crash/assert Change 4034244 by Michael.Trepka Copy of CL 4034116 Fixed arrow keys handling on Mac Change 4034708 by Lauren.Ridge PR #4699: UE-8508: Update config file to keep folder color in sync (Contributed by projectgheist) #jira UE-58251 Change 4034746 by Lauren.Ridge PR #4701: Add option to close tabs to the right of the active tab (Contributed by jesseyeh) #jira UE-58277 Change 4034873 by Lauren.Ridge Fix for not being able to enter simulate more than once in a row. #jira UE-58261 Change 4034922 by Lauren.Ridge PR #4387: Commands mapped in incorrect location (Contributed by projectgheist) #jira UE-53752 Change 4035484 by Lauren.Ridge Tentative fix for crash on pasting comment. All other accesses to UMaterialExpressionComment check its validity first #jira UE-57979 Change 4037111 by Brandon.Schaefer Try to use absolute path from dladdr if we can to find the sym files #jira UE-57858 #review-4013964 @Arciel.Rekman Change 4037366 by Brandon.Schaefer Dont check the command line before its inited #review-4037183 @Arciel.Rekman #jira UE-57947 Change 4037418 by Alexis.Matte Remove the checkSlow when adding polygon Change 4037745 by Brandon.Schaefer Use as much info as we can during ensure Just as fast as the old way but with more information #review-4037495 @Arciel.Rekman #jira UE-47770 Change 4037816 by Rex.Hill Import mesh optimization, BuildVertexBuffer Change 4037957 by Arciel.Rekman UBT: make it easier to try XGE on Linux. Change 4038401 by Lauren.Ridge Reordering is now correctly handled by undo. Reordering and then undoing will no longer cause a "ghost" widget to also be part of the tree. #jira UE-58206 Change 4039612 by Anthony.Bills Unix: Check for null StdOut and ReturnCode parameters, otherwise the code may dereference a null variable when the process fails to create. Change 4039754 by Alexis.Matte Remove the Render meshdescription, no need to carry this temporary data in the staticmesh Change 4039806 by Anthony.Bills Linux: UVS fixes - Update to use new Unix base platform. - Use bin/bash instead of usr/bin/bash (may need revisiting later). - Recompile Shipping version with changes. - Update Setup.sh to run from correct CWD (due to current limitations in the relative directory handling). Change 4039883 by Lauren.Ridge PR #4576: Save editor config to file first time a fav folder is added in the co. (Contributed by projectgheist) #jira UE-56249 Change 4040117 by Lauren.Ridge Replacing widgets should now also clear out references to the widget #jira UE-57045 Change 4040790 by Lauren.Ridge Tentative fix for Project Launcher crash when platform info not found #jira UE-58371 Change 4042136 by Arciel.Rekman UBT: refactor of LinuxToolChain to make it leaner and more configurable. - Made it possible to override SDK passed to the toolchain. - Simplified the code by using the same executable names on Windows and Linux (as .exe is optional), except where File.Exists() is needed (also remove a few) - Some minor renames to make it clear that SystemSDK means system compiler (which otherwise may be unclear) - Made changes to accomodate the new debug format. Change 4042930 by Brandon.Schaefer GCoreObjectArrayForDebugVisualizers was changed to FChunkedFixedUObjectArray reflect that in the Unix part Change 4043539 by Brandon.Schaefer Fix callsite address being used at times for the Program Counter Fix only reporting the actual callstack and not the crash handling callstacks #review-4041370 @Arciel.Rekman #jira UE-58477 Change 4043674 by Arciel.Rekman Added Linux ARM64 (AArch64) lib for MikkTSpace. - Now required for standalone games due to EditableMesh runtime plugin. Change 4043677 by Arciel.Rekman Linux: updated ARM64 (AArch64) version of SDL2. Change 4043690 by Arciel.Rekman Linux: allow compiling VulkanRHI for AArch64 (ARM64). Change 4045467 by Brandon.Schaefer Add Anthony Bills SetupToolchain.sh script Used to download the latest toolchain Change 4045940 by Michael.Trepka Return empty list instead of null from Mac GetDebugInfoExtensions() in UBT #jira UE-58470 Change 4046542 by Alexis.Matte Fix skeletal re-import material assignation #jira UE-58551 Change 4048262 by Brandon.Schaefer Rebuild SDL with pulse audio libs #jira UE-58577 Change 3887093 by Anthony.Bills Add bundled mono binary for Linux. - Unify some of the script structure across Mac and Linux. - This currently uses the same mono C# assemblies as Mac to keep the additional source size down. - If the Mac mono version is updated, the Linux version will also need to be updated to match the same mono git revision. - The system version of mono can still be used by setting the UE_USE_SYSTEM_MONO env var to 1. Change 4003226 by Michael.Dupuis Refactored StaticMeshInstancing to now use a command buffer to communicate with the GPU to prevent concurent access issues. It's mostly used in Editor or if runtime changes occur, otherwise the data is built and send to the GPU directly without keeping CPU copy. Changed how the density scaling was applied to be more optimal Removed UseDynamicInstanceBuffer as the concept is now irrelevant Change 3833097 by Jamie.Dale Localization Pipeline Optimization Manifest/Archives: Added FLocKey to keep an immutable string and its hash. This is used in several places within manifests and archives to minimize string hashing. FLocTextHelper also now take these in its API. This also fixes some places where manifests were being iterated by key rather than source string (as this was causing redundant work). Portable Object: Cleaned up a lot of redundant code, changed things to use FLocKey, and simplified a lot of string manipulation to use algorithms instead (which proved to be faster). Asset Gathering: Optimized the way garbage collection runs while gathering from assets so that we avoid purging assets that we still need to gather from (or are still active dependencies). This also sorts the assets so that we can try and evict dependencies from memory as soon as possible (in much the same way that the cooker does). Automation: The gather commandlet can now take multiple configs to process. This is used by automation to avoid starting the editor several times (which can save a significant amount of start-up overhead). [CL 4052378 by Lauren Ridge in Main branch]
2018-05-04 14:14:10 -04:00
Thickness = FMath::Lerp(Thickness, Thickness * ((Thickness < 2.5f) ? 3.5f : 2.5f), TimeFraction);
WireColor = FMath::Lerp<FLinearColor>(WireColor, LightenedColor, LightFraction * TimeFraction);
}
else
{
WireColor = FMath::Lerp<FLinearColor>(WireColor, DarkenedColor, HoverDeemphasisDarkFraction * TimeFraction);
}
}
//////////////////////////////////////////////////////////////////////////
// FGraphSplineOverlapResult
void FGraphSplineOverlapResult::ComputeBestPin()
{
UEdGraphPin* BestPin = nullptr;
if (Pin1 == nullptr)
{
BestPin = Pin2;
}
else if (Pin2 == nullptr)
{
BestPin = Pin1;
}
else
{
// Both are valid, now see if one of the pins has one connection while the other has more than one
const int32 LinksTo1 = Pin1->LinkedTo.Num();
const int32 LinksTo2 = Pin2->LinkedTo.Num();
if ((LinksTo1 > 1) && (LinksTo2 == 1))
{
BestPin = Pin2;
}
else if ((LinksTo1 == 1) && (LinksTo2 > 1))
{
BestPin = Pin1;
}
else
{
// Both pins have multiple links, or both pins have one link, choose based on distance to the pins
BestPin = (DistanceSquaredToPin1 < DistanceSquaredToPin2) ? Pin1 : Pin2;
}
}
BestPinHandle = FGraphPinHandle(BestPin);
Pin1 = nullptr;
Pin2 = nullptr;
}
bool FGraphSplineOverlapResult::GetPins(const class SGraphPanel& InGraphPanel, UEdGraphPin*& OutPin1, UEdGraphPin*& OutPin2) const
{
OutPin1 = nullptr;
OutPin2 = nullptr;
if (IsValid())
{
TSharedPtr<SGraphPin> Pin1Widget = Pin1Handle.FindInGraphPanel(InGraphPanel);
TSharedPtr<SGraphPin> Pin2Widget = Pin2Handle.FindInGraphPanel(InGraphPanel);
if (Pin1Widget.IsValid())
{
OutPin1 = Pin1Widget->GetPinObj();
}
if (Pin2Widget.IsValid())
{
OutPin2 = Pin2Widget->GetPinObj();
}
}
return (OutPin1 != nullptr) && (OutPin2 != nullptr);
}
void FGraphSplineOverlapResult::GetPinWidgets(const class SGraphPanel& InGraphPanel, TSharedPtr<class SGraphPin>& OutPin1, TSharedPtr<class SGraphPin>& OutPin2) const
{
OutPin1 = nullptr;
OutPin2 = nullptr;
if (IsValid())
{
OutPin1 = Pin1Handle.FindInGraphPanel(InGraphPanel);
OutPin2 = Pin2Handle.FindInGraphPanel(InGraphPanel);
}
}
TSharedPtr<IToolTip> FConnectionDrawingPolicy::GetConnectionToolTip(const SGraphPanel& GraphPanel, const FGraphSplineOverlapResult& OverlapData) const
{
if (SGraphPin* BestPinFromHoveredSpline = OverlapData.GetBestPinWidget(GraphPanel).Get())
{
return BestPinFromHoveredSpline->GetToolTip();
}
return const_cast<SGraphPanel&>(GraphPanel).GetToolTip();
}