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UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/SKeySelector.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SKeySelector.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 "Widgets/Images/SImage.h"
#include "Widgets/Input/SComboButton.h"
#include "Widgets/Input/SComboBox.h"
#include "ScopedTransaction.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 "Widgets/SToolTip.h"
#include "IDocumentation.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 "Widgets/Input/SSearchBox.h"
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
#include "Styling/CoreStyle.h"
#include "SListViewSelectorDropdownMenu.h"
#define LOCTEXT_NAMESPACE "KeySelector"
static const FString BigTooltipDocLink = TEXT("Shared/Editor/ProjectSettings");
class FKeyTreeInfo
{
public:
/** This data item's children */
TArray< TSharedPtr<FKeyTreeInfo> > Children;
private:
/** This data item's name */
FText Name;
/** The actual key associated with this item */
TSharedPtr<FKey> Key;
public:
FKeyTreeInfo(FText InName, TSharedPtr<FKey> InKey)
: Name(InName)
, Key(InKey)
{
}
FKeyTreeInfo(TSharedPtr<FKeyTreeInfo> InInfo)
: Name(InInfo->Name)
, Key(InInfo->Key)
{
}
FText GetDescription() const
{
if (Key.IsValid())
{
return Key->GetDisplayName();
}
else
{
return Name;
}
}
TSharedPtr<FKey> GetKey() const
{
return Key;
}
bool MatchesSearchTokens(const TArray<FString>& SearchTokens)
{
FString Description = GetDescription().ToString();
for (auto Token : SearchTokens)
{
if (!Description.Contains(Token))
{
return false;
}
}
return true;
}
};
void SKeySelector::Construct(const FArguments& InArgs)
{
SearchText = FText::GetEmpty();
OnKeyChanged = InArgs._OnKeyChanged;
CurrentKey = InArgs._CurrentKey;
TMap<FName, FKeyTreeItem> TreeRootsForCatgories;
// Ensure that Gamepad, Keyboard, and Mouse will appear at the top of the list, other categories will dynamically get added as the keys are encountered
TreeRootsForCatgories.Add(EKeys::NAME_GamepadCategory, *new (KeyTreeRoot) FKeyTreeItem(MakeShareable(new FKeyTreeInfo(EKeys::GetMenuCategoryDisplayName(EKeys::NAME_GamepadCategory), nullptr))));
TreeRootsForCatgories.Add(EKeys::NAME_KeyboardCategory, *new (KeyTreeRoot) FKeyTreeItem(MakeShareable(new FKeyTreeInfo(EKeys::GetMenuCategoryDisplayName(EKeys::NAME_KeyboardCategory), nullptr))));
TreeRootsForCatgories.Add(EKeys::NAME_MouseCategory, *new (KeyTreeRoot) FKeyTreeItem(MakeShareable(new FKeyTreeInfo(EKeys::GetMenuCategoryDisplayName(EKeys::NAME_MouseCategory), nullptr))));
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
for (FKey Key : AllKeys)
{
if (Key.IsBindableToActions() && (!InArgs._FilterBlueprintBindable || Key.IsBindableInBlueprints()))
{
const FName KeyMenuCategory = Key.GetMenuCategory();
FKeyTreeItem* KeyCategory = TreeRootsForCatgories.Find(KeyMenuCategory);
if (KeyCategory == nullptr)
{
KeyCategory = new (KeyTreeRoot) FKeyTreeItem(MakeShareable(new FKeyTreeInfo(EKeys::GetMenuCategoryDisplayName(KeyMenuCategory), nullptr)));
TreeRootsForCatgories.Add(KeyMenuCategory, *KeyCategory);
}
(*KeyCategory)->Children.Add(MakeShareable(new FKeyTreeInfo(FText(), MakeShareable(new FKey(Key)))));
}
}
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3235199 on 2016/12/14 by Joe.Barnes Fix new compile error for missing #define Change 3235340 on 2016/12/14 by Arciel.Rekman Linux: refactor of some PlatformMisc functions. - RootDir() removed since it was a no-op. - Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir. - Change by CengizT, Change 3237014 on 2016/12/15 by Michael.Trepka Fixed a crash in FChunkCacheWorker constructor Change 3238305 on 2016/12/16 by Josh.Adams - Added a None option to the FKey customization, unless the FKey property had NoClear on it Change 3240823 on 2016/12/20 by Josh.Stoddard Device profiles don't work for iPadPro 9.7 and 12.9 #jira UE-39943 Change 3241103 on 2016/12/20 by Alicia.Cano Android support from Visual Studio #jira UEPLAT-1421 #android Change 3241357 on 2016/12/20 by Chris.Babcock Add gameActivityOnNewIntentAddtions section to Android UPL #jira UE-38986 #PR #2969 #ue4 #android Change 3241941 on 2016/12/21 by Alicia.Cano Build Fix Change 3249832 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249837 on 2017/01/06 by Nick.Shin black box issues fixed: use device pixel ratio during width and height checks and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3249988 on 2017/01/06 by Josh.Adams - Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread #jira UE-40305, UE-39291, UE-40113 Change 3253720 on 2017/01/11 by Josh.Adams - Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini - See SwitchRuntimeSettings.h / GetConfigOverridePlatform() - Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings). - See UObject::GetDefaultConfigFilename() - Updated some minor ShooterGame switch settings while cleaning this up Change 3254162 on 2017/01/11 by Daniel.Lamb Avoid trying to load empty package names. Fixed issue with iterative ini files being unparseable if they inlcude a colon in them. #jira UE-40257, UE-35001 #test Cook QAGame Change 3255309 on 2017/01/12 by Daniel.Lamb In the derived datacache commandlet wait for texture building to finish before we GC. #test DDC QAGame Change 3255311 on 2017/01/12 by Daniel.Lamb Removed debug logging for shader compilation. Issue hasn't occured in a while and the logging is annoying. #test Cook QAGame Change 3257024 on 2017/01/13 by Josh.Adams - Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook. #jira UE-38691 Change 3259636 on 2017/01/16 by Josh.Adams - Fixed split screen render issue with payer 2 getting no geometry #jira UE-40684 Change 3260159 on 2017/01/17 by Ben.Marsh Added extra logging when deleting a directory fails during ReconcileWorkspace. Change 3260300 on 2017/01/17 by Ben.Marsh More logging for cleaning workspaces. Change 3261056 on 2017/01/17 by Daniel.Lamb Cook on the fly builds now resolve string asset references. #test Trivial Change 3262803 on 2017/01/18 by Joe.Graf Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins Change 3262852 on 2017/01/18 by Joe.Graf Fixed the bad robomerge Don't try to regenerate projects when adding a content only plugin to a content only project Change 3264930 on 2017/01/19 by Joe.Barnes #include some header files needed when building UFE. Change 3265728 on 2017/01/20 by Will.Fissler PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content. Change 3267188 on 2017/01/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3267439 on 2017/01/22 by Arciel.Rekman Fix Dev-Platform build. - Fixed just to have it compile; perhaps a proper fix is needed. - Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one). Change 3267556 on 2017/01/23 by Arciel.Rekman Linux: fix MoveFile to work across file systems. - PR #3141 with slight changes. Change 3267843 on 2017/01/23 by Arciel.Rekman Remove name collision (macro vs libc++). - Redoing CL 3259310. Change 3267850 on 2017/01/23 by Arciel.Rekman Fix wrong always true condition. - PLATFORM_LINUX is always defined, but can be 0. Change 3268048 on 2017/01/23 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #test Rebuild lighting Paragon Change 3268403 on 2017/01/23 by Josh.Adams #BUILDUPGRADENOTES - Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations) - Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS! Change 3272441 on 2017/01/25 by Chris.Babcock Fixed documentation error in UnrealPluginLanguage #ue4 #android Change 3272478 on 2017/01/25 by Chris.Babcock Fix another documentation error in UnrealPluginLanguage #ue4 Change 3272826 on 2017/01/25 by Chris.Babcock Google Cloud Messaging plugin for Android #jira UEPLAT-1458 #ue4 #android Change 3272839 on 2017/01/25 by Chris.Babcock Fix name of Google Cloud Messaging Sender ID #ue4 #android Change 3273837 on 2017/01/26 by Daniel.Lamb Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it. Instead crash as this is a loss of content situation. #test Cook paragon cook qagame Change 3274122 on 2017/01/26 by Alicia.Cano Runtime permissions support on Android - Removing certain permissions #jira UE-38512 #android Change 3274311 on 2017/01/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3274794 on 2017/01/27 by Arciel.Rekman Linux: fix installed SDK check (UE-40392). - Pull request #3111 by rubu. Change 3274803 on 2017/01/27 by Arciel.Rekman Linux: added few more exceptions to .gitignore (UE-39612). - Pull request #3026 by ardneran. Change 3276247 on 2017/01/27 by Nick.Shin HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer #jira UE-34753 Zen Garden cannot compile in HTML5 #jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'. Change 3276347 on 2017/01/27 by dan.reynolds Android Streaming Test Content Change 3276682 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - fix up what looks like a bad merge - allow linux to also build these libs - fixed harfbuzz to use freetype2-2.6 when building HTML5 libs - tested on mac, linux, and windows (git-bash) Change 3276796 on 2017/01/29 by Nick.Shin HTML5 thirdparty (python) build scripts - linux patches from mozilla's jukka - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3276803 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - getting ready to build with (new toolchain that has) wasm support - minor fix to handle whitespace in project path - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3278007 on 2017/01/30 by Arciel.Rekman SteamVR: whitelist for Linux. - Makes Blueprint functions available in Linux builds, even if stubbed. - Can be probably whitelisted for Mac too. Change 3278172 on 2017/01/30 by Arciel.Rekman Do not rebuild UnrealPak locally (UE-41285). Change 3279873 on 2017/01/31 by Brent.Pease + Implement streaming in Vorbis + Add streaming to Android audio + Fix audio streaming chunk race condition Change 3280063 on 2017/01/31 by Brent.Pease GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices #2949 #jira UE-38829 Change 3280072 on 2017/01/31 by Brent.Pease PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan) https://github.com/EpicGames/UnrealEngine/pull/2889 #jira ue-37874 #2889 Change 3280091 on 2017/01/31 by Arciel.Rekman Linux: fix "unable to make writable" toast (UE-37228). - Also fixed other platforms that returned inverted the error result. Change 3280624 on 2017/01/31 by Brent.Pease PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal) https://github.com/EpicGames/UnrealEngine/pull/2891 #2891 #jira ue-37891 Change 3280625 on 2017/01/31 by Brent.Pease GitHub 2576 - Fix UIImagePickerController crash #2576 #jira UE-328888 Change 3281618 on 2017/02/01 by Josh.Adams - Fixed hopeful compile error with missing inlcude #jira UE-41415 Change 3282277 on 2017/02/01 by Josh.Adams - Support 0.12.16 and 1.1.1 (the first versions that can share Oasis) Change 3282441 on 2017/02/01 by Arciel.Rekman Fix Linux editor splash screen (UE-28123). Change 3282580 on 2017/02/01 by Nick.Shin HTML5 - fix "firefox nighly" issue with: failed to compile wasm module: CompileError: at offset XXX: initial memory size too big: WARNING: this greatly impacts (in browser) compile times Change 3285991 on 2017/02/03 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3286406 on 2017/02/03 by Chris.Babcock Save and restore texture filtering for movie playback in all cases #jira UE-41565 #ue4 #android Change 3286800 on 2017/02/04 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3288598 on 2017/02/06 by Arciel.Rekman CodeLite fixes. - Use *-Linux-Debug binary for Debug configuration. - Fix virtual paths. Change 3288864 on 2017/02/06 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) - Note, Switch is known to not boot with this, fix coming next Change 3289364 on 2017/02/06 by Josh.Adams [BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string. - Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files - This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects) - Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information - Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure. - Added FConfigFile::GetArray (previous was only on FConfigCacheIni) Change 3289796 on 2017/02/07 by Arciel.Rekman Linux: remove leftover CEF build script. Change 3289872 on 2017/02/07 by Arciel.Rekman Linux: install MIME types (UE-40954). - Pull request #3154 by RicardoEPRodrigues. Change 3289915 on 2017/02/07 by Josh.Adams - Fixed CIS warnings Change 3289916 on 2017/02/07 by Arciel.Rekman Linux: remove -opengl4 from the default invocation. Change 3290009 on 2017/02/07 by Gil.Gribb UE4 - Fixed boot time EDL causing some issues even when it wasn't being used. Change 3290120 on 2017/02/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3290948 on 2017/02/07 by Arciel.Rekman Linux: fix crash when clicking on question mark (UE-41634). - Symbol interposition problem (proper fix is still to be investigated). (Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform) Change 3291074 on 2017/02/07 by Arciel.Rekman Speculative build fix. Change 3292028 on 2017/02/08 by Josh.Adams - Fixed Incremental CIS build failures Change 3292105 on 2017/02/08 by Nick.Shin emcc.py - change warning to info #jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings Change 3292201 on 2017/02/08 by JohnHenry.Carawon Change comment to fix XML warning when generating project files on Linux Change 3292242 on 2017/02/08 by Arciel.Rekman Linux: avoid unnecessary dependency on CEF (UE-41634). - Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets). - Also disable CEF compilation for ShaderCompileWorker. - Based on CL 3292077 in 4.15. Change 3292559 on 2017/02/08 by Josh.Adams - Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES) Change 3294333 on 2017/02/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3294506 on 2017/02/09 by Josh.Adams - Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire #jira UE-41710 Change 3294984 on 2017/02/09 by Josh.Adams - Worked around the remote compiling issue with code-based projects on a different drive than the engine #jira UE-41704 Change 3295056 on 2017/02/09 by Josh.Adams - Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename Change 3295161 on 2017/02/09 by Josh.Adams - Fixed new bug when buildin native ios that was caused by a remote compile break Change 3295229 on 2017/02/09 by Josh.Adams - Fixed a crash in clothing on platforms that don't support clothing #jira UE-41830 [CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
// if we allow NoClear, add a "None" option to be able to clear out a binding
if (InArgs._AllowClear)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517) #rb none #lockdown Nick.Penwarden #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3804281 by Fred.Kimberley Improve contrast on watches in blueprints. Change 3804322 by Fred.Kimberley First pass at adding a watch window for blueprint debugging. Change 3804737 by mason.seay Added some Descriptions to tests that didn't have any, and fixed some typos Change 3806103 by mason.seay Moved and Renamed Timers test map and content appropriately Change 3806164 by Fred.Kimberley Add missing property types to GetDebugInfoInternal. #jira UE-53355 Change 3806617 by Dan.Oconnor Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator #jira UE-31754, UE-42431, UE-53315, UE-53172 Change 3808541 by Fred.Kimberley Add support for redirecting user defined enums. This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html Change 3808565 by mason.seay Added a few more struct tests Change 3809840 by mason.seay Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change. Change 3809847 by mason.seay Added Object Timer tests. Fixed up existing timer test to remove delay dependency Change 3811704 by Ben.Zeigler Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical Change 3811946 by Ben.Zeigler #jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations Change 3812061 by Dan.Oconnor Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps' #jira UE-52854 Change 3812259 by Dan.Oconnor Fix asset broken by removal of an unkown enum #jira UE-51419 Change 3812904 by Ben.Zeigler Make ResolveRedirects on StreamableManager public as it can be used to validate things Change 3812958 by Ben.Zeigler #jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts Change 3812975 by Mieszko.Zielinski Added contraptions to catch a rare eidtor-time EQS crash #UE4 #jira UE-53468 Change 3818530 by Phillip.Kavan Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen. Change summary: - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects. - Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name. #jira UE-52167 Change 3819733 by Mieszko.Zielinski Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4 #jira UE-15089 Change 3821776 by Marc.Audy Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class Change 3823851 by mason.seay Moved and renamed blueprints used for Object Reference testing Change 3824165 by Phillip.Kavan Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime. Change summary: - Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO. #jira UE-53111 Change 3830309 by mason.seay Created Literal Gameplay Tag Container test Change 3830562 by Phillip.Kavan Blueprint nativization bug fixes (reviewed/taken from PR). Change summary: - Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects. - Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types. - Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site. - Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays. - (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop. - Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types. - Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches. #4202 #jira UE-52188 Change 3830579 by Fred.Kimberley Add support for turning off multiple watches at once in the watch window. #jira UE-53852 Change 3836047 by Zak.Middleton #ue4 - Dev test maps for overlaps perf tests. Change 3836768 by Phillip.Kavan Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18. Change summary: - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled. #jira UE-53908 Change 3838085 by mason.seay Functional tests around basic blueprint functions Change 3840489 by Ben.Zeigler #jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing Change 3840648 by mason.seay Updated Descriptions on tests Change 3842914 by Ben.Zeigler Improve comments around stremable handle cancel/release Change 3850413 by Ben.Zeigler Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice Copy of CL #3849610 Change 3850426 by Ben.Zeigler Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe Copy of CL #3850389 Change 3853449 by Phillip.Kavan Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties. Change summary: - Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface. - Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope. - Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values. - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property. - Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++. - Fixed a few typos. #jira UE-53960 Change 3853465 by Phillip.Kavan Fix plugin module C++ source template to conform to recent public include path changes. Change 3857599 by Marc.Audy PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist) #jira UE-54281 #jira UE-54399 Change 3863259 by Zak.Middleton #ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know. #jira UE-46293 Change 3863491 by Zak.Middleton #ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server. Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value. #jira UE-21264 Change 3865325 by Zak.Middleton #ue4 - Fix static analysis warning about possible null PC pointer. #jira none Change 3869828 by Ben.Zeigler #jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry Change 3869969 by mason.seay Character Movement Functional Tests Change 3870099 by Mason.Seay Submitted asset deletes Change 3870105 by mason.seay Removed link to anim blueprint to fix errors Change 3870238 by mason.seay Test map for Async Loading in a Loop Change 3870479 by Ben.Zeigler Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames Change 3875224 by mason.seay Functional tests for Event BeginPlay execution order Change 3875409 by mason.seay Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail) Change 3878947 by Mieszko.Zielinski CIS fixes #UE4 Change 3879000 by Mieszko.Zielinski More CIS fixes #UE4 Change 3879139 by Mieszko.Zielinski Even moar CIS fixes #UE4 Change 3879742 by mason.seay Added animation to Nativization Widget asset Change 3880198 by Zak.Middleton #ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics. #jira UE-54875 github #4479 Change 3880266 by Zak.Middleton #ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial). #jira UE-54875 Change 3881546 by Mieszko.Zielinski *.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4 Change 3881547 by Mieszko.Zielinski Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4 Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it). Change 3881742 by mason.seay Additional crouch test to cover UE-54875 Change 3881794 by Mieszko.Zielinski Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4 Change 3884503 by Mieszko.Zielinski Fixed TopDown code template to make it compile after navsys refactor #UE4 #jira UE-55039 Change 3884507 by Mieszko.Zielinski Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4 It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule. #jira UE-55033 Change 3884594 by Mieszko.Zielinski Added a const FNavigationSystem::GetCurrent version #UE4 lack of it was causing KiteDemo to not compile. Change 3884602 by Mieszko.Zielinski Mac editor compilation fix #UE4 Change 3884615 by Mieszko.Zielinski Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4 Change 3885254 by Mieszko.Zielinski Guessfix for UE-55030 #UE4 The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro #jira 55030 Change 3885286 by Mieszko.Zielinski Changed how NavigationSystem module includes DerivedDataCache module #UE4 #jira UE-55035 Change 3885492 by mason.seay Minor tweaks to animation Change 3885773 by mason.seay Resaving assets to clear out warning Change 3886433 by Mieszko.Zielinski Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4 #jira UE-55108 Change 3886783 by Mieszko.Zielinski Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4 Change 3887019 by Mieszko.Zielinski Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4 Change 3891031 by Mieszko.Zielinski Fixed missing includes in NavigationSystem.cpp #UE4 Change 3891037 by Mieszko.Zielinski ContentEample's navigation fix #UE4 #jira UE-55109 Change 3891044 by Mieszko.Zielinski PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel) #UE4 Change 3891598 by mason.seay Resaving assets to clear out "empty engine version" spam Change 3891612 by mason.seay Fixed deprecated Set Text warnings Change 3893334 by Mieszko.Zielinski Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4 #jira UE-55041 Change 3893394 by Mieszko.Zielinski Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4 Also, added a more detailed debug drawing of navoctree contents (optional, but on by default). Change 3893395 by Mieszko.Zielinski Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4 The message is printed as an error-level log line and it says what should the offending section be renamed to. Change 3895563 by Dan.Oconnor Mirror 3895535 Append history from previous branches in source control history view #jira none Change 3896930 by Mieszko.Zielinski Added an option to tick navigation system while the game is paused #UE4 Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable. #jira UE-39275 Change 3897554 by Mieszko.Zielinski Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4 Change 3897556 by Mieszko.Zielinski Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4 #jira UE-45261 Change 3898064 by Mieszko.Zielinski Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4 #jira UE-50436 Change 3899004 by Mieszko.Zielinski Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4 Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0. Change 3901733 by Mieszko.Zielinski Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4 Change 3901925 by Ben.Zeigler #jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks Change 3902166 by Marc.Audy Make ULevel::GetWorld final Change 3902749 by Ben.Zeigler Fix it so pressing refresh button in asset audit window actually refreshes the asset management database Change 3902763 by Ben.Zeigler #jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only Change 3905578 by Phillip.Kavan The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions. #4392 #jira UE-53779 Change 3905848 by Phillip.Kavan First pass of the experimental Blueprint graph bookmarks feature. #jira UE-10052 Change 3906025 by Phillip.Kavan CIS fix. Change 3906195 by Phillip.Kavan Add missing icon file. Change 3906356 by Phillip.Kavan Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options. Change 3910628 by Ben.Zeigler Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child Change 3912470 by Ben.Zeigler #jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged Change 3913045 by Marc.Audy Fix issues where recursion in to child actors wasn't being handled correctly Change 3913398 by Fred.Kimberley Fixes a misspelled name for one of the classes in the ability system. PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee) #github #jira UE-54327 Change 3918016 by Fred.Kimberley Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created. #jira UE-52668 PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus) #github Change 3924653 by Mieszko.Zielinski Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4 #jira UE-55378 Change 3925614 by Phillip.Kavan Fix ForEachEnum node to skip over hidden enum values in new placements by default. Change summary: - Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API. - Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false. - Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements. - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion). #jira UE-34563 Change 3925649 by Marc.Audy Fix up issue post merge from Main with navigation system refactor Change 3926293 by Phillip.Kavan Temp fix to unblock CIS. #jira UE-34563 Change 3926523 by Marc.Audy Ensure that a renamed Actor is in the correct Actors array #jira UE-46718 Change 3928732 by Fred.Kimberley Unshelved from pending changelist '3793298': #jira UE-53136 PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan) #github Change 3928780 by Marc.Audy PR #4309: The display names of the functions. (Contributed by SertacOgan) #jira UE-53334 Change 3929730 by Joseph.Wysosky Submitting test assets for the new Blueprint Structure test cases Change 3931919 by Joseph.Wysosky Deleting BasicStructure asset to rest MemberVariables back to default settings Change 3931922 by Joseph.Wysosky Adding BasicStructure test asset back with default members Change 3932083 by Phillip.Kavan Fix Compositing plugin source files to conform to updated relative include path specifications. - Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs. Change 3932196 by Dan.Oconnor Resetting a property to default now uses the same codepath as assigning the value from the slate control #jira UE-55909 Change 3932408 by Lukasz.Furman fixed behavior tree services attached to task nodes being sometimes recognized as root level #jira nope Change 3932808 by Marc.Audy PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne) #jira UE-50871 Change 3934101 by Phillip.Kavan Revise ForEachEnum node expansion logic to exclude hidden values at compile time. Change summary: - Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use). - Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value. #jira UE-34563 Change 3934106 by Phillip.Kavan Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled. Change summary: - Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519. Change 3934116 by Phillip.Kavan UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules. Change summary: - Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type. Change 3934382 by Phillip.Kavan Avoid inclusion of monolothic engine header files in nativized Blueprint codegen. Change 3936387 by Mieszko.Zielinski Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4 Change 3936905 by Ben.Marsh Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules. Change 3940537 by Marc.Audy Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value. #jira UE-55938 Change 3940901 by Marc.Audy Properly name CVar global to reflect what it is for Change 3943043 by Marc.Audy Fix world context functions not being able to be used in CheatManager derived blueprints #jira UE-55787 Change 3943075 by Mieszko.Zielinski Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4 Change 3943089 by Mieszko.Zielinski Fixed how WorldSettings.NavigationSystemConfig gets created #UE4 Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects. The change required adding copying constructors to FNavAgentProperties and FNavDataConfig. Also, fixed FNavAgentProperties.IsEquivalent to be symetrical. Change 3943225 by Marc.Audy Fix spelling of Implements Change 3950813 by Marc.Audy Include owner in attachment mismatch ensure #jira UE-56148 Change 3950996 by Marc.Audy Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays #jira UE-55482 Change 3952086 by Marc.Audy PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454) #jira UE-54974 Change 3952720 by Marc.Audy PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma) #jira UE-56248 Change 3952804 by Richard.Hinckley Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google. Change 3952962 by Marc.Audy UHT now validates that ExpandEnumAsExecs references a valid parameter to the function. #jira UE-49610 Change 3952977 by Phillip.Kavan Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets. Change summary: - Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(). - Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly. - Fixed a few typos in existing API names. #jira UE-48233 Change 3953658 by Marc.Audy (4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node #jira UE-56270 Change 3954727 by Marc.Audy Add friendly name to custom version mismatch message Change 3954906 by Marc.Audy (4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node #jira UE-56313 Change 3954997 by Marc.Audy Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type Change 3955091 by Marc.Audy Do not register subcomponents that are not auto register #jira UE-52878 Change 3955943 by Marc.Audy Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed Change 3956185 by Zak.Middleton #ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate. This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent(). #jira none Change 3958102 by Marc.Audy Clean out dead code path from k2node_select Select node now resets pins to wildcard if none of the pins are in use Change 3958113 by Lukasz.Furman added OnSearchStart call to root level behavior tree services #jira UE-56257 Change 3958361 by Marc.Audy Fix literal input pins on select being set to wildcard during compilation Change 3961148 by Dan.Oconnor Mirror 3961139 from Release 4.19 Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets #jira UE-55742 Change 3961640 by Marc.Audy Select node now displays Add Pin button Undo of changing select node index type now works correctly. Connections to option pins now maintained across change of index pin type #jira UE-20742 Change 3962262 by Marc.Audy Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference" Change 3962795 by Phillip.Kavan Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class. - Mirrored from //UE4/Release-4.19 (3962782) #jira UE-56316 Change 3962991 by Marc.Audy Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in. Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes). #jira UE-54807 Change 3963114 by Marc.Audy Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call. Change 3963427 by Marc.Audy Fix initialization order Initialize bUseBackwardsCompatForEmptyAutogeneratedValue Change 3963781 by Marc.Audy Fix without editor compiles Change 3964576 by Marc.Audy PR #4599: : Working category for timelines (Contributed by projectgheist) #jira UE-56460 #jira UE-26053 Change 3964782 by Dan.Oconnor Mirror 3964772 from Release 4.19 Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing #jira UE-56447 Change 3965156 by Mieszko.Zielinski PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples) #jira UE-56435 Change 3965173 by Marc.Audy (4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled. #jira UE-56431 Change 3966117 by Marc.Audy Fix select nodes inside macros using wildcard array inputs having issues resolving type. #jira UE-56484 Change 3878901 by Mieszko.Zielinski NavigationSystem's code refactored out of the engine and into a new separate module #UE4 The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled. Change 3879409 by Mieszko.Zielinski Further fallout fixes after ripping out NavigationSystem out of the engine #UE4 - Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1) - Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing) Change 3897655 by Ben.Zeigler #jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references Change 3962780 by Marc.Audy When preventing a split pin from being orphaned, all sub pins must also be prevented. #jira UE-56328 Repack members of UEdGraphPin to avoid wasted space (saves 16bytes) [CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
new (KeyTreeRoot) FKeyTreeItem(MakeShareable(new FKeyTreeInfo(FText(), MakeShareable(new FKey(EKeys::Invalid)))));
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3295257) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3235199 on 2016/12/14 by Joe.Barnes Fix new compile error for missing #define Change 3235340 on 2016/12/14 by Arciel.Rekman Linux: refactor of some PlatformMisc functions. - RootDir() removed since it was a no-op. - Old EngineDir() implementation removed in favor of more generic one that should handle foreign engine dir. - Change by CengizT, Change 3237014 on 2016/12/15 by Michael.Trepka Fixed a crash in FChunkCacheWorker constructor Change 3238305 on 2016/12/16 by Josh.Adams - Added a None option to the FKey customization, unless the FKey property had NoClear on it Change 3240823 on 2016/12/20 by Josh.Stoddard Device profiles don't work for iPadPro 9.7 and 12.9 #jira UE-39943 Change 3241103 on 2016/12/20 by Alicia.Cano Android support from Visual Studio #jira UEPLAT-1421 #android Change 3241357 on 2016/12/20 by Chris.Babcock Add gameActivityOnNewIntentAddtions section to Android UPL #jira UE-38986 #PR #2969 #ue4 #android Change 3241941 on 2016/12/21 by Alicia.Cano Build Fix Change 3249832 on 2017/01/06 by Nick.Shin refetch on timed out GET/POST requests #jira UE-39992 Quicklaunch UFE HTML5 fails with "NS_ERROR_Failure" Change 3249837 on 2017/01/06 by Nick.Shin black box issues fixed: use device pixel ratio during width and height checks and use canvas dimensions if in full screen -- otherwise store SDL_window dimensions for future use #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3249988 on 2017/01/06 by Josh.Adams - Disable the HeartBeat() function on platforms that don't actually want to use the HeartbeatThread #jira UE-40305, UE-39291, UE-40113 Change 3253720 on 2017/01/11 by Josh.Adams - Added support for a config class to use a specific platform's config hierarchy, so that the editor can read NDA'd platform default settings without needing the settings to in Base*.ini - See SwitchRuntimeSettings.h / GetConfigOverridePlatform() - Addiontally made it so that NDAd platforms are saved to Project/Platform/Platform*.ini, instead of Project/Default*.ini (to keep samples .ini files free of NDAd platform settings). - See UObject::GetDefaultConfigFilename() - Updated some minor ShooterGame switch settings while cleaning this up Change 3254162 on 2017/01/11 by Daniel.Lamb Avoid trying to load empty package names. Fixed issue with iterative ini files being unparseable if they inlcude a colon in them. #jira UE-40257, UE-35001 #test Cook QAGame Change 3255309 on 2017/01/12 by Daniel.Lamb In the derived datacache commandlet wait for texture building to finish before we GC. #test DDC QAGame Change 3255311 on 2017/01/12 by Daniel.Lamb Removed debug logging for shader compilation. Issue hasn't occured in a while and the logging is annoying. #test Cook QAGame Change 3257024 on 2017/01/13 by Josh.Adams - Reread in the target RHIs array every time the list of shader types is needed, instead of caching, because the user could change the settings in the editor, then click cook. #jira UE-38691 Change 3259636 on 2017/01/16 by Josh.Adams - Fixed split screen render issue with payer 2 getting no geometry #jira UE-40684 Change 3260159 on 2017/01/17 by Ben.Marsh Added extra logging when deleting a directory fails during ReconcileWorkspace. Change 3260300 on 2017/01/17 by Ben.Marsh More logging for cleaning workspaces. Change 3261056 on 2017/01/17 by Daniel.Lamb Cook on the fly builds now resolve string asset references. #test Trivial Change 3262803 on 2017/01/18 by Joe.Graf Added missing support for compiling plugins external to Engine/Plugins & Game/Plugins Change 3262852 on 2017/01/18 by Joe.Graf Fixed the bad robomerge Don't try to regenerate projects when adding a content only plugin to a content only project Change 3264930 on 2017/01/19 by Joe.Barnes #include some header files needed when building UFE. Change 3265728 on 2017/01/20 by Will.Fissler PlatformShowcase - Added TestBed_MobileFeatures .umap and related test content. Change 3267188 on 2017/01/21 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3267439 on 2017/01/22 by Arciel.Rekman Fix Dev-Platform build. - Fixed just to have it compile; perhaps a proper fix is needed. - Seems to be caused by CL 3265587 (delegate was changed to return an array of search results instead of a single one). Change 3267556 on 2017/01/23 by Arciel.Rekman Linux: fix MoveFile to work across file systems. - PR #3141 with slight changes. Change 3267843 on 2017/01/23 by Arciel.Rekman Remove name collision (macro vs libc++). - Redoing CL 3259310. Change 3267850 on 2017/01/23 by Arciel.Rekman Fix wrong always true condition. - PLATFORM_LINUX is always defined, but can be 0. Change 3268048 on 2017/01/23 by Daniel.Lamb Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear. #test Rebuild lighting Paragon Change 3268403 on 2017/01/23 by Josh.Adams #BUILDUPGRADENOTES - Moved XboxOne and PS4 settings into platform specific .ini files (after using GetConfigOverridePlatform() in their class delcarations) - Licensee games that have PS4, XboxOne, Switch settings in DefaultEngine.ini will have those settings saved in the platform version next time the project settings are edited. DOCUMENT THIS! Change 3272441 on 2017/01/25 by Chris.Babcock Fixed documentation error in UnrealPluginLanguage #ue4 #android Change 3272478 on 2017/01/25 by Chris.Babcock Fix another documentation error in UnrealPluginLanguage #ue4 Change 3272826 on 2017/01/25 by Chris.Babcock Google Cloud Messaging plugin for Android #jira UEPLAT-1458 #ue4 #android Change 3272839 on 2017/01/25 by Chris.Babcock Fix name of Google Cloud Messaging Sender ID #ue4 #android Change 3273837 on 2017/01/26 by Daniel.Lamb Added check to ensure editor never saves source texture data which has had ReleaseSourceMemory called on it. Instead crash as this is a loss of content situation. #test Cook paragon cook qagame Change 3274122 on 2017/01/26 by Alicia.Cano Runtime permissions support on Android - Removing certain permissions #jira UE-38512 #android Change 3274311 on 2017/01/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3274794 on 2017/01/27 by Arciel.Rekman Linux: fix installed SDK check (UE-40392). - Pull request #3111 by rubu. Change 3274803 on 2017/01/27 by Arciel.Rekman Linux: added few more exceptions to .gitignore (UE-39612). - Pull request #3026 by ardneran. Change 3276247 on 2017/01/27 by Nick.Shin HTML5 HeapSize settings - make use of it from UE4 Editor:Platforms:HTML5:Memory:HeapSize note: emscripten says this is really no longer needed when using [ -s ALLOW_MEMORY_GROWTH=1 ] -- but tests have shown when using that, the game load/compile times takes longer #jira UE-34753 Zen Garden cannot compile in HTML5 #jira UE-40815 Launching QAGame for HTML5 creates an 'uncaught exception: out of memory'. Change 3276347 on 2017/01/27 by dan.reynolds Android Streaming Test Content Change 3276682 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - fix up what looks like a bad merge - allow linux to also build these libs - fixed harfbuzz to use freetype2-2.6 when building HTML5 libs - tested on mac, linux, and windows (git-bash) Change 3276796 on 2017/01/29 by Nick.Shin HTML5 thirdparty (python) build scripts - linux patches from mozilla's jukka - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3276803 on 2017/01/29 by Nick.Shin HTML5 thirdparty build scripts - getting ready to build with (new toolchain that has) wasm support - minor fix to handle whitespace in project path - tested on mac and, linux, and windows (git-bash) part of: #jira UEPLAT-1437 (4.16) Switch [to] web assembly Change 3278007 on 2017/01/30 by Arciel.Rekman SteamVR: whitelist for Linux. - Makes Blueprint functions available in Linux builds, even if stubbed. - Can be probably whitelisted for Mac too. Change 3278172 on 2017/01/30 by Arciel.Rekman Do not rebuild UnrealPak locally (UE-41285). Change 3279873 on 2017/01/31 by Brent.Pease + Implement streaming in Vorbis + Add streaming to Android audio + Fix audio streaming chunk race condition Change 3280063 on 2017/01/31 by Brent.Pease GitHub 2949 : Fix for crashes when backgrounding/sleeping on iOS metal devices #2949 #jira UE-38829 Change 3280072 on 2017/01/31 by Brent.Pease PR #2889: Add -distribution when iOS distribution Packaging. with IPhonePackage.exe (Contributed by sangpan) https://github.com/EpicGames/UnrealEngine/pull/2889 #jira ue-37874 #2889 Change 3280091 on 2017/01/31 by Arciel.Rekman Linux: fix "unable to make writable" toast (UE-37228). - Also fixed other platforms that returned inverted the error result. Change 3280624 on 2017/01/31 by Brent.Pease PR #2891: iOS IDFV string allocation fix (Contributed by robertfsegal) https://github.com/EpicGames/UnrealEngine/pull/2891 #2891 #jira ue-37891 Change 3280625 on 2017/01/31 by Brent.Pease GitHub 2576 - Fix UIImagePickerController crash #2576 #jira UE-328888 Change 3281618 on 2017/02/01 by Josh.Adams - Fixed hopeful compile error with missing inlcude #jira UE-41415 Change 3282277 on 2017/02/01 by Josh.Adams - Support 0.12.16 and 1.1.1 (the first versions that can share Oasis) Change 3282441 on 2017/02/01 by Arciel.Rekman Fix Linux editor splash screen (UE-28123). Change 3282580 on 2017/02/01 by Nick.Shin HTML5 - fix "firefox nighly" issue with: failed to compile wasm module: CompileError: at offset XXX: initial memory size too big: WARNING: this greatly impacts (in browser) compile times Change 3285991 on 2017/02/03 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3286406 on 2017/02/03 by Chris.Babcock Save and restore texture filtering for movie playback in all cases #jira UE-41565 #ue4 #android Change 3286800 on 2017/02/04 by Chris.Babcock Fix executable path for stripping Android debug symbols (handle non-Windows properly) #jira UE-41238 #ue4 #android Change 3288598 on 2017/02/06 by Arciel.Rekman CodeLite fixes. - Use *-Linux-Debug binary for Debug configuration. - Fix virtual paths. Change 3288864 on 2017/02/06 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) - Note, Switch is known to not boot with this, fix coming next Change 3289364 on 2017/02/06 by Josh.Adams [BUILDUPGRADENOTES] - Fixed the "type" of the desktop device profiles to be Windows, not WindowsNoEditor, etc. It should be the platform, not a random string. - Updated how DeviceProfiles are loaded, especially in the editor, so that we can have NDAd platforms have their default DP values in platform-hidden files - This makes use of the ability for a class to override the platform hierarchy in the editor (like we do with other editor-exposed platform objects) - Added Config/[PS4|XboxOne|Switch]/ConfidentialPlatform.ini files so that the DP loading code knows to look in their directories for DPs. See FGenericPlatformMisc::GetConfidentialPlatforms() for more information - Note that saving still saves the entire DP to the .ini. Next DP change is to have them properly save against their 2(!) parents - the .ini file earlier in the hierarchy, and the parent DP object. Makes it tricky, for sure. - Added FConfigFile::GetArray (previous was only on FConfigCacheIni) Change 3289796 on 2017/02/07 by Arciel.Rekman Linux: remove leftover CEF build script. Change 3289872 on 2017/02/07 by Arciel.Rekman Linux: install MIME types (UE-40954). - Pull request #3154 by RicardoEPRodrigues. Change 3289915 on 2017/02/07 by Josh.Adams - Fixed CIS warnings Change 3289916 on 2017/02/07 by Arciel.Rekman Linux: remove -opengl4 from the default invocation. Change 3290009 on 2017/02/07 by Gil.Gribb UE4 - Fixed boot time EDL causing some issues even when it wasn't being used. Change 3290120 on 2017/02/07 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3290948 on 2017/02/07 by Arciel.Rekman Linux: fix crash when clicking on question mark (UE-41634). - Symbol interposition problem (proper fix is still to be investigated). (Edigrating part of CL 3290683 from Release-4.15 to Dev-Platform) Change 3291074 on 2017/02/07 by Arciel.Rekman Speculative build fix. Change 3292028 on 2017/02/08 by Josh.Adams - Fixed Incremental CIS build failures Change 3292105 on 2017/02/08 by Nick.Shin emcc.py - change warning to info #jira UE-41747 //UE4/Dev-Platform Compile UE4Game HTML5 completed with 50 warnings Change 3292201 on 2017/02/08 by JohnHenry.Carawon Change comment to fix XML warning when generating project files on Linux Change 3292242 on 2017/02/08 by Arciel.Rekman Linux: avoid unnecessary dependency on CEF (UE-41634). - Do not apply CEF workaround to monolithic builds (eg. stock Game/Server targets). - Also disable CEF compilation for ShaderCompileWorker. - Based on CL 3292077 in 4.15. Change 3292559 on 2017/02/08 by Josh.Adams - Added more platforms to disable the file handle caching (all the ones that use MANAGED_FILE_HANDLES) Change 3294333 on 2017/02/09 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3294506 on 2017/02/09 by Josh.Adams - Fixed GoogleCloudMessaging.uplugin to fix the Installed flag. Every other plugin had false, this one had true, which caused various checks to go haywire #jira UE-41710 Change 3294984 on 2017/02/09 by Josh.Adams - Worked around the remote compiling issue with code-based projects on a different drive than the engine #jira UE-41704 Change 3295056 on 2017/02/09 by Josh.Adams - Fixed the remote compiling issue by unconverting the path back to host when reading from the module filename Change 3295161 on 2017/02/09 by Josh.Adams - Fixed new bug when buildin native ios that was caused by a remote compile break Change 3295229 on 2017/02/09 by Josh.Adams - Fixed a crash in clothing on platforms that don't support clothing #jira UE-41830 [CL 3295859 by Josh Adams in Main branch]
2017-02-09 19:20:55 -05:00
}
TreeViewWidth = InArgs._TreeViewWidth;
TreeViewHeight = InArgs._TreeViewHeight;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3358367 by tim.gautier Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters Change 3624848 by Jamie.Dale Added a composite font for the editor (and Slate core) This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor. This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font. This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support. Change 3654993 by Jamie.Dale 'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer Breaking changes: - Native has been renamed to FNativeFuncPtr. - The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair). - Use P_THIS if you were previously using the 'this' pointer in your native function. Change 3699591 by Jamie.Dale Added support for displaying and editing numbers in a culture correct way Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game). #jira UE-4028 Change 3719568 by Jamie.Dale Allow platforms to override the default ICU timezone calculation Change 3622366 by Bradut.Palas #jira UE-46677 Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode. Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions. Change 3622378 by Bradut.Palas #jira UE-46590 we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width. The bug is that the size of the last element is incorrectly reported, after we drag back and forth. Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value. Change 3622552 by Jamie.Dale Added support for per-culture sub-fonts within a composite font This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this). Change 3623170 by Jamie.Dale Fixing warning Change 3624846 by Jamie.Dale Composite font cache optimizations - Converted a typically small sized map to a sorted array + binary search. - Converted the already sorted range array to use binary search. - Contiguous ranges using the same typeface are now merged in the cache. Change 3625576 by Cody.Albert We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified. #jira UE-47971 Change 3626057 by Matt.Kuhlenschmidt Expose EUmgSequencePlayMode to blueprints #jira UE-49255 Change 3626556 by Matt.Kuhlenschmidt Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning. #jira UE-48922, UE-48957 Change 3627692 by Matt.Kuhlenschmidt PR #3977: Source control submenu menu customization (Contributed by Kryofenix) Change 3628600 by Arciel.Rekman Added AutoCheckout to FAssetRenameManager for commandlet usage. Change 3630561 by Richard.Hinckley Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter. Change 3630656 by Richard.Hinckley Compile fix. Change 3630964 by Arciel.Rekman Fix CrashReporterClient headless build. Change 3631050 by Matt.Kuhlenschmidt Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp Causes major problems with resizing splitters in editor Change 3631140 by Arciel.Rekman OpenAL: update Linux version to 1.18.1 (UETOOL-1253) - Also remove a hack for RPATH and make it use a generic RPATH mechanism. - Bulk of the change from Cengiz.Terzibas #jira UETOOL-1253 Change 3632924 by Jamie.Dale Added support for a catch-all fallback font within composite fonts This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles. Change 3633055 by Jamie.Dale Fixed some refresh issues in the font editor Change 3633062 by Jamie.Dale Fixed localization commands being reported as unknown Change 3633906 by Nick.Darnell UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working. Change 3634070 by Arciel.Rekman Display actually used values of material overrides. Change 3634254 by Arciel.Rekman Fix ResavePackages working poorly with projects on other drives (UE-49465). #jira UE-49465 Change 3635985 by Matt.Kuhlenschmidt Fixed typo in function name used by maps PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist) Change 3636012 by Matt.Kuhlenschmidt PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist) Change 3636706 by Lauren.Ridge Epic Friday: Save parameters to child or sibling instance functionality Change 3638706 by Jamie.Dale Added an improved Japanese font to the editor This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters). #jira UE-33268 Change 3639438 by Arciel.Rekman Linux: Repaired ARM server build (UE-49635). - Made Steam* plugins compile. - Disabled OpenEXR as the libs aren't compiled (need to be done separately). (Edigrating CL 3639429 from Release-4.17 to Dev-Editor) Change 3640625 by Matt.Kuhlenschmidt PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist) Change 3640626 by Matt.Kuhlenschmidt PR #4011: Remove space from filename (Contributed by projectgheist) Change 3640697 by Matt.Kuhlenschmidt PR #4010: PNG alpha fix (Contributed by mmdanggg2) Change 3641137 by Jamie.Dale Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately. Change 3641351 by Jamie.Dale Fixing incorrect weights on the Japanese sub-font Change 3641356 by Jamie.Dale Fixing inconsistent font sizes between CoreStyle and EditorStyle Change 3641710 by Jamie.Dale Fixed pure-virtual function call on UMulticastDelegateProperty Change 3641941 by Lauren.Ridge Adding a Parameter Details tab to the Material Editor so users can change default parameter details Change 3644141 by Jamie.Dale Added an improved Korean font to the editor This is only used when displaying Korean text when the editor is set to Korean Change 3644213 by Arciel.Rekman Fix the side effects of a fix for UE-49465. - Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later. #jira UE-49465 Change 3644777 by Jamie.Dale Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished Change 3644879 by tim.gautier QAGame: Optimized assets for Procedural Foliage testing - Added camera bookmarks to Stations in QA-Foliage - Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape - Fixed up redirectors Change 3645109 by Matt.Kuhlenschmidt PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts) Change 3645114 by Matt.Kuhlenschmidt PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts) Change 3645116 by Matt.Kuhlenschmidt PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts) Change 3645118 by Matt.Kuhlenschmidt PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts) Change 3645876 by Arciel.Rekman Linux: fix submenus of context menu not working (UE-47639). - Change by icculus (Ryan Gordon). - QA-ClickHUD seems to be not affected by this change (it is already broken alas). #jira UE-47639 Change 3648088 by Jamie.Dale Fixed some case-sensitivity issues with FText format argument names/pins These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior. #jira UE-47122 Change 3648097 by Jamie.Dale Moved common macOS/iOS localization implementation into FApplePlatformMisc #jira UE-49940 Change 3650858 by Arciel.Rekman UBT: improve CodeLite project generator (UE-49400). - PR #3987 submitted by yaakuro (Cengiz Terzibas). #jira UE-49400 Change 3651231 by Arciel.Rekman Linux: default to SM5 for Vulkan. - Change by Timothee.Bessett. Change 3653627 by Matt.Kuhlenschmidt PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts) Change 3653628 by Matt.Kuhlenschmidt PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz) Change 3653984 by Jamie.Dale Fixed some redundant string construction Change 3658528 by Joe.Graf UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files Change 3658594 by Jamie.Dale Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues #jira UE-27263 Change 3659643 by Michael.Trepka Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior #jira UETOOL-1238 Change 3661908 by Matt.Kuhlenschmidt USD asset importing improvements Change 3664100 by Matt.Kuhlenschmidt Fix static analysis Change 3664107 by Matt.Kuhlenschmidt PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist) Change 3664125 by Matt.Kuhlenschmidt PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist) Change 3664340 by Jamie.Dale PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist) Change 3664403 by Jamie.Dale PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed) Change 3664539 by Jamie.Dale PR #3280: Added EditableText functionality (Contributed by projectgheist) Change 3665433 by Alexis.Matte When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target. #jira UE-50231 Change 3666747 by Cody.Albert Change 3669280 by Jamie.Dale PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist) Change 3669718 by Jamie.Dale PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist) Change 3670838 by Alexis.Matte Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button. #jira UE-50387 Change 3671559 by Matt.Kuhlenschmidt Update SimpleUI automation test ground truth #jira UE-50325 Change 3671587 by Alexis.Matte Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file. #jira UE-50147 Change 3671730 by Jamie.Dale Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances Change 3672104 by Michael.Dupuis #jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings Change 3674906 by Alexis.Matte Make sure the export LOD option is taken in consideration when exporting a level or the current level selection #jira UE-50248 Change 3674942 by Matt.Kuhlenschmidt Fix static analysis Change 3675401 by Alexis.Matte -fix export animation, do not truncate the last frame anymore -fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves. #jira UE-48231 Change 3675990 by Alexis.Matte Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx. This is to avoid driving random vertex with old morph target. #jira UE-50391 Change 3676169 by Alexis.Matte When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import. Change 3676396 by Alexis.Matte Make all LOD 0 name consistent in staticmesh editor #jira UE-49461 Change 3677730 by Cody.Albert Enable locking of Persistent Level in Levels tab #jira UE-50686 Change 3677838 by Jamie.Dale Replaced broken version of Roboto Light Change 3679619 by Alexis.Matte Integrate GitHub pr #4029 to fix import fbx chunk material assignation. #jira UE-50001 Change 3680093 by Alexis.Matte Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh. Change 3680931 by Arciel.Rekman SlateDialogs: show image icon for *.tga (UE-25106). - Also reworked the logic somewhat. #jira UE-25106 Change 3681966 by Yannick.Lange MaterialEditor post-process preview. #jira UE-45307 Change 3682407 by Lauren.Ridge Fixes for material editor compile errors Change 3682628 by Lauren.Ridge Content browser filters for Material Layers, Blends, and their instances Change 3682725 by Lauren.Ridge Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default Change 3682921 by Lauren.Ridge Fix for instance layers not initializing fully Change 3682954 by Lauren.Ridge Creating Material Layer Test Assets Change 3683582 by Alexis.Matte Fix static analysis build Change 3683614 by Matt.Kuhlenschmidt PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts) Change 3684130 by Lauren.Ridge Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3686289 by Arciel.Rekman Remove the pessimization (UE-23791). Change 3686455 by Lauren.Ridge Fixes for adding/removing a layer parameter from the parent not updating the child Change 3686829 by Jamie.Dale No longer include trailing whitespace in the justification calculation for soft-wrapped lines #jira UE-50266 Change 3686970 by Lauren.Ridge Making material parameter preview work for functions as well Change 3687077 by Jamie.Dale Fixed crash using FActorDetails with the struct details panel Change 3687152 by Jamie.Dale Fixed the row structure tag not appearing in the Content Browser for Data Table assets The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables. #jira UE-48691 Change 3687174 by Lauren.Ridge Fix for material layer sub-parameters showing up in the default material parameters panel Change 3688100 by Lauren.Ridge Fixing static analysis error Change 3688317 by Jamie.Dale Fixed crash using the widget reflector in a cooked game Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector. Change 3689054 by Jamie.Dale Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes #jira UE-45751 Change 3689513 by Jamie.Dale Fixed justification bug with RTL text caused by CL# 3686829 Also implemented the same alignment fix for visually left-aligned RTL text. #jira UE-50266 Change 3690231 by Lauren.Ridge Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor Change 3690234 by Lauren.Ridge Adding Material Layers Function Parameter to Static Parameter Compare Change 3690750 by Chris.Bunner Potential nullptr crash. Change 3690751 by Chris.Bunner Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter. Change 3691010 by Jamie.Dale Fixed some clipping issues that could occur with right-aligned text FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment) #jira UE-46760 Change 3691091 by Jamie.Dale Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type Change 3691134 by Alexis.Matte Make sure we instance also the collision mesh when exporting a level to fbx file. #jira UE-51066 Change 3691157 by Lauren.Ridge Fix for reset to default not refreshing sub-parameters Change 3691192 by Jamie.Dale Fixed Content Browser selection resetting when changing certain view settings #jira UE-49611 Change 3691204 by Alexis.Matte Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011. #jira UE-51023 Change 3692335 by Lauren.Ridge Setting displayed asset to equal filter asset if no instance has been selected Change 3692479 by Jamie.Dale Fixed whitespace Change 3692508 by Alexis.Matte Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu. We also prevent the export dialog to show #jira UE-50973 Change 3692639 by Jamie.Dale Translation Editor now shows stale translations as "Untranslated" Change 3692743 by Lauren.Ridge Smaller blend icons, added icon size override to FObjectEntryBox Change 3692830 by Alexis.Matte Fix linux build Change 3692894 by Lauren.Ridge Tooltip on "Parent" in material layers Change 3693141 by Jamie.Dale Removed dead code FastDecimalFormat made this redundant Change 3693580 by Jamie.Dale Added AlwaysSign number formatting option #jira UE-10310 Change 3693784 by Jamie.Dale Fixed assert extracting the number formatting rules for Arabic It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that. #jira UE-10310 Change 3694428 by Arciel.Rekman Linux: make directory watch request a warning so they don't block cooking. - See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html Change 3694458 by Matt.Kuhlenschmidt Made duplicate keybinding warning non-fatal Change 3694496 by Alexis.Matte fix static analysis build Change 3694515 by Jamie.Dale Added support for culture correct parsing of decimal numbers #jira UE-4028 Change 3694621 by Jamie.Dale Added a variant of FastDecimalFormat::StringToNumber that takes a string length This can be useful if you want to convert a number from within a non-null terminated string #jira UE-4028 Change 3694958 by Jamie.Dale Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail. #jira UE-4028 Change 3695083 by Alexis.Matte Optimisation of the morph target import - We now compute only the normal for the shape the tangent are not necessary - The async tasks are create when there is some available cpu thread to avoid filling the memory - When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets #jira UE-50945 Change 3695122 by Jamie.Dale GetCultureAgnosticFormattingRules no longer returns a copy Change 3695835 by Arciel.Rekman TestPAL: greatly expanded malloc test. Change 3695918 by Arciel.Rekman TestPAL: Added thread priority test. Change 3696589 by Arciel.Rekman TestPAL: tweak thread priorities test (better readability). Change 3697345 by Alexis.Matte Fix reorder of material when importing a LOD with new material #jira UE-51135 Change 3699590 by Jamie.Dale Updated SGraphPinNum to use a numeric editor #jira UE-4028 Change 3699698 by Matt.Kuhlenschmidt Fix crash opening the level viewport context menu if the actor-component selection is out of sync #jira UE-48444 Change 3700158 by Arciel.Rekman Enable packaging for Android Vulkan on Linux (UETOOL-1232). - Change by Cengiz Terzibas Change 3700224 by Arciel.Rekman TestPAL: fixed a memory leak. Change 3700775 by Cody.Albert Don't need to initialize EnvironmentCubeMap twice. Change 3700866 by Michael.Trepka PR #3223: Remove unnecessary reallocation. (Contributed by foollbar) #jira UE-41643 Change 3701132 by Michael.Trepka Copy of CL 3671538 Fixed issues with editor's game mode in high DPI on Mac. #jira UE-49947, UE-51063 Change 3701421 by Michael.Trepka Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression Change 3701495 by Alexis.Matte Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them. #jira UE-UE-51359 Change 3702982 by Jamie.Dale Cleaned up some localization setting names These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting. Change 3703517 by Arciel.Rekman TestPAL: improved thread test. - Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic). Change 3704378 by Michael.Trepka Disable Zoom button on Mac if project requests a resizeable window without it. #jira UE-51335 Change 3706316 by Jamie.Dale Fixed the asset search suggestions list closing if you clicked on its scrollbar #jira UE-28885 Change 3706855 by Alexis.Matte Support importing animation that has some keys with negative time #jira UE-51305 Change 3709634 by Matt.Kuhlenschmidt PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist) Change 3711085 by Michael.Trepka Reenabled UBT makefiles on Mac Change 3713049 by Josh.Engebretson The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect. #jira UE-51319 Change 3713144 by Lauren.Ridge Fixing automated test error #jira UE-50982 Change 3713395 by Alexis.Matte Fix auto import mountpoint #jira UE-51524 Change 3713881 by Michael.Trepka Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets. #jira UE-31093 Change 3714197 by Michael.Trepka Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields. #jira UE-47915 Change 3714911 by Joe.Graf Merge of cmake changes from Dev-Rendering Change 3715973 by Michael.Trepka Disable OS close button on Windows if project settings request that #jira UE-45522 Change 3716390 by Lauren.Ridge The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior. #jira UE-50916 Change 3716529 by Josh.Engebretson Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1 #jira UE-51341 Change 3716885 by Josh.Engebretson Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary. #jira UE-48572 Change 3716929 by Josh.Engebretson Unshelved from pending changelist '3364093': PR #3420: Exe's icons and properties (Contributed by projectgheist) Change 3716937 by Josh.Engebretson Unshelved from pending changelist '3647428': PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik) Change 3717002 by Josh.Engebretson Fix FileReference/string conversion Change 3717355 by Joe.Graf Fixed CMake file generation on Windows including Engine/Source/ThirdParty source Change 3718256 by Arciel.Rekman TestPAL: slight mod to the malloc test. - Touch the allocated memory to check actual resident usage. Change 3718290 by Arciel.Rekman BAFO: place descriptor after the allocation to save some VIRT memory. - We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor. Change 3718508 by Michael.Trepka Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer) #jira UE-46148 Change 3718855 by Lauren.Ridge Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options. Change 3718932 by Cody.Albert Update ActorSequence plugin loading phase to PreDefault #jira UE-51612 Change 3719378 by tim.gautier QAGame: Renamed multiTxt_Justification > UMG_TextJustification. Added additional Text Widgets for testing Change 3719413 by Lauren.Ridge Resubmit of content browser favorites Change 3719803 by Yannick.Lange VREditor: Fix crash with null GEditor #jira UE-50103 Change 3721127 by tim.gautier QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials - Added M_ParamDefaults and MF_ParamDefaults - Moved legacy MeshPaint materials into /Content/Materials/MeshPaint - Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions Change 3721255 by Alexis.Matte Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds. #jira UE-51363 Change 3721594 by Lauren.Ridge Material Blends now have plane mesh previews in their icons. Change 3722072 by tim.gautier QAGame: Updated MF_ParamDefaults - using red channel as roughness Updated M_ParamDefaults - tweaked Scalar values Change 3722180 by Michael.Trepka Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator. #jira UE-25941 Change 3722220 by Michael.Trepka Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly #jira UE-40246 Change 3722806 by Lauren.Ridge Fixing non-editor compiles Change 3722914 by Alexis.Matte Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import. #jira UE-51665 Change 3723446 by Michael.Trepka Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window. #jira UE-48257 Change 3723505 by Matt.Kuhlenschmidt Fix duplicate actors being created for USD primitives that specify a custom actor class Change 3723555 by Matt.Kuhlenschmidt Fix crash loading the gameplayabilities module #jira UE-51693 Change 3723557 by Matt.Kuhlenschmidt Fixed tooltip on viewport dpi scaling option Change 3723870 by Lauren.Ridge Fixing incorrect reset to default visibility, adding clear behavior to fields Change 3723917 by Arciel.Rekman Linux: fix compilation with glibc 2.26+ (UE-51699). - Fixes compilation on Ubuntu 17.10 among others. (Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3723918 by Arciel.Rekman Linux: do not test for popcnt presence unnecessarily (UE-51677). (Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...) Change 3724229 by Arciel.Rekman Fix FOutputDeviceStdOutput to use printf() on Unix platforms. Change 3724261 by Arciel.Rekman TestPAL: fix thread priority test (zero the counter). Change 3724978 by Arciel.Rekman Linux: fix priority calculation. - Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0. Change 3725382 by Matt.Kuhlenschmidt Guard against crashes and add more logging when actor creation fails. Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed #jira UE-47464 Change 3725559 by Matt.Kuhlenschmidt Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows. Moved some files around for better consistency Change 3725640 by Arciel.Rekman Fix Linux thread/process priorities. - Should also speed up SCW on Linux by deprioritizing them less. Change 3726101 by Matt.Kuhlenschmidt Fix logic bug in USD child "kind" type resolving Change 3726244 by Joe.Graf Added an option to generate a minimal set of targets for cmake files Added shader and config files to cmake file generation for searching within IDEs Change 3726506 by Arciel.Rekman Fix compile issue after DPI change. Change 3726549 by Matt.Kuhlenschmidt Remove unnecessary indirection to cached widgets in the hit test grid Change 3726660 by Arciel.Rekman Enable DPI switch on Linux. Change 3726763 by Arciel.Rekman Fix mismatching "noperspective" qualifier (UE-50807). - Pull request #4080 by TTimo. Change 3727080 by Michael.Trepka Added support for editor's EnableHighDPIAwareness setting on Mac Change 3727658 by Matt.Kuhlenschmidt Fix shutdown crash if level editor is still referenced after the object system has been gc'd #jira UE-51630 Change 3728270 by Matt.Kuhlenschmidt Remove propertyeditor dependency from editorstyle Change 3728291 by Arciel.Rekman Linux: fix for a crash on a headless system (UE-51714). - Preliminary change before merging to 4.18. Change 3728293 by Arciel.Rekman Linux: remove unneeded dependency on CEF. - Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs. Change 3728524 by Michael.Trepka Copy of CL 3725570 Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240) #jira UE-51709 Change 3728875 by Michael.Trepka Fixed compile error in Mac SlateOpenGLContext.cpp Change 3728880 by Matt.Kuhlenschmidt Guard against invalid worlds in thumbnail renderers Change 3728924 by Michael.Trepka Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call. #jira UE-51711 Change 3729288 by Joe.Graf Added the .idea/misc.xml file generation to speed up CLion indexing Change 3729935 by Michael.Dupuis #jira UE-51722: Hide from UI invalid enum values Change 3730234 by Matt.Kuhlenschmidt Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured. #jira UE-51801 Change 3730349 by Michael.Dupuis #jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item Change 3730438 by Lauren.Ridge Cleaning up material layering UI functions Change 3730723 by Jamie.Dale Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers #jira UE-51799 Change 3731008 by Lauren.Ridge Changing Layers and Blends from proxy assets to real assets Change 3731026 by Arciel.Rekman libelf: make elf_end() visible (UE-51843). - This repairs compilation for a case when CUDA is being used. - Also added some missing files for ARM 32-bit. Change 3731081 by Lauren.Ridge New material layer test assets Change 3731186 by Josh.Engebretson Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets #jira UE-50104 Change 3731188 by Mike.Erwin Improve responsiveness of Open Asset dialog. On large projects, there's a noticeable delay when opening and searching/filtering assets. Stopwatch measurements on my machine (seconds for ~122,000 assets): before with this CL ctrl-P 1.4 0.45 search 1.8 0.55 CollectionManagerModule was the main culprit for search/filter slowness. Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation. Change 3731682 by Arciel.Rekman UnrealEd: Allow unattended commandlets to rename/save packages. Change 3732305 by Michael.Dupuis #jira UE-48434 : Only register if the foliage type still has a valid mesh Change 3732361 by Matt.Kuhlenschmidt Fix two settings objects being created in the transient package with the same name #jira UE-51891 Change 3732895 by Josh.Engebretson https://jira.it.epicgames.net/browse/UE-51706 If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC. Adds DDC notification events for check/put and query for whether a shared DDC is in use. #jira UE-51706 Change 3733025 by Arciel.Rekman UBT: make sure new clang versions are invoked. Change 3733311 by Mike.Erwin Fix Linux compile warning from CL 3731188 It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder. Change 3733658 by Josh.Engebretson Add a missing #undef LOCTEXT_NAMESPACE Change 3734003 by Arciel.Rekman Fix Windows attempting to use printf %ls and crashing at that (UE-51934). Change 3734039 by Michael.Trepka Fixed a couple of merge issues in Mac ApplicationCore Change 3734052 by Michael.Trepka One more Mac ApplicationCore fix Change 3734244 by Lauren.Ridge Fix for accessing Slate window on render thread Change 3734950 by Josh.Engebretson Fixing clang warning Change 3734978 by Jamie.Dale Relaxed enum property importing to allow valid numeric values to be imported too This was previously made more strict which caused a regression in Data Table importing #jira UE-51848 Change 3734999 by Arciel.Rekman Linux: add LTO support and more. - Adds ability to use link-time opitimization (reusing current target property bAllowLTCG). - Supports using llvm-ar and lld instead of ar/ranlib and ld. - More build information printed (and in a better organized way). - Native scripts updated to install packages with the appropriate tools on supported systems - AutoSDKs updated to require a new toolchain (already checked in). - Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089 Change 3735268 by Matt.Kuhlenschmidt Added support for canvas based DPI scaling. -Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI -The debug canvas for stats is always dpi scaled in editor and pie. -Eliminated text scaling workaround now that the entire canvas is properly scaled -Enabled canvas scaling in cascade UI Change 3735329 by Matt.Kuhlenschmidt Fix potential crash if an asset editor has an object deleted out from under it #jira UE-51941 Change 3735502 by Arciel.Rekman Fix compile issue (bShouldUpdateScreenPercentage). Change 3735878 by Jamie.Dale Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers. Change 3735881 by Jamie.Dale JsonValue no longer stringifies whole numbers as floats Change 3735884 by Jamie.Dale Only allow enums to import integral values Change 3735912 by Josh.Engebretson Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications #jira UE-48131 Change 3736280 by Matt.Kuhlenschmidt Fix 0 dpi scale for canvases #jira UE-51995 Change 3736298 by Matt.Kuhlenschmidt Force focus of game viewports in vr mode Change 3736374 by Jamie.Dale Fixed some places where input chords were being used without testing that they had a valid key set #jira UE-51799 Change 3738543 by Matt.Kuhlenschmidt Better fix for edit condition crashes #jira UE-51886 Change 3738603 by Lauren.Ridge Copy over of drag and drop non-array onto array fix Change 3739701 by Chris.Babcock Fix crashlytics merge error #jira UE-52064 #ue4 #android [CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
CategoryFont = FCoreStyle::GetDefaultFontStyle("Bold", 9);
KeyFont = FCoreStyle::GetDefaultFontStyle("Regular", 10);
FilteredKeyTreeRoot = KeyTreeRoot;
this->ChildSlot
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
[
SNew(SButton)
.PressMethod(EButtonPressMethod::DownAndUp)
.ToolTipText(this, &SKeySelector::GetKeyTooltip)
.OnClicked(this, &SKeySelector::ListenForInput)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
[
SNew(SImage)
.Image(this, &SKeySelector::GetKeyIconImage)
.ColorAndOpacity(this, &SKeySelector::GetKeyIconColor)
]
]
]
+ SHorizontalBox::Slot()
.HAlign(HAlign_Fill)
[
SAssignNew(KeyComboButton, SComboButton)
.OnGetMenuContent(this, &SKeySelector::GetMenuContent)
.ContentPadding(0)
.ToolTipText(this, &SKeySelector::GetKeyDescription) // Longer key descriptions can overrun the visible space in the combo button if the parent width is constrained, so we reflect them in the tooltip too.
.ButtonContent()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(2.f, 0.f)
.AutoWidth()
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.HAlign(HAlign_Left)
[
SNew(STextBlock)
.Text(this, &SKeySelector::GetKeyDescription)
.Font(InArgs._Font)
]
]
]
];
}
//=======================================================================
// Attribute Helpers
FText SKeySelector::GetKeyDescription() const
{
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
TOptional<FKey> CurrentKeyValue = CurrentKey.Get();
if (CurrentKeyValue.IsSet())
{
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
return CurrentKeyValue.GetValue().GetDisplayName();
}
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
return LOCTEXT("MultipleValues", "Multiple Values");
}
const FSlateBrush* SKeySelector::GetKeyIconImage() const
{
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
TOptional<FKey> CurrentKeyValue = CurrentKey.Get();
if (CurrentKeyValue.IsSet())
{
const FKey& Key = CurrentKeyValue.GetValue();
if (Key.IsValid() && (Key.IsDeprecated() || !Key.IsBindableToActions()))
{
return FAppStyle::GetBrush("Icons.Warning");
}
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
return GetIconFromKey(CurrentKeyValue.GetValue());
}
Copying //UE4/Dev-Editor to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2756103 on 2015/11/05 by Jamie.Dale Implemented UFont::GetResourceSize to work correctly with the Size Map tool Change 2756104 on 2015/11/05 by Jamie.Dale Changed the font used when a font is missing or invalid to be the last resort font, rather than the localized fallback font The localized fallback font could cause different results based on your culture, and the last resort font makes it clearer that something is set-up incorrectly as it just draws invalid glyph markers for all of the text. Change 2756105 on 2015/11/05 by Jamie.Dale Fixed a crash when using an empty FKey property with a Data Table FKeyStructCustomization was asserting because there were no objects being edited, due to a newly added Data Table containing zero rows. I've removed this assert, and also updated SKeySelector to no longer require a separate argument to say whether multiple keys with different values are selected (this is now calculated from the call to get the current key, which will return an empty TOptional for multiple values). #jira UE-22897 Change 2757015 on 2015/11/06 by Joe.Tidmarsh SSProgressBar marquee tint. Accounts for widget color and opacity. PR #1698 Change 2757156 on 2015/11/06 by Joe.Tidmarsh Implemented "Go to Variable" functionality for widgets in Widget Blueprint Editor. When we switch modes in UMG from Designer to Graph. We select the variable (In "My Blueprint"), if one exists, for the currently selected widget. Additionally we update the details panel. * Added SelectGraphActionItemByName to FBlueprintEditor. This selects an item in My Blueprint and also displays it in the details panel of graph mode. SMyBlueprint is not available to FWidgetBlueprintEditor in UMGEditor module as it's privately implemented within Kismet. #rb Ben.Cosh #jira UE-20170 Change 2757181 on 2015/11/06 by Jamie.Dale Cleaned up some duplication in UMG text widgets, and exposed the text shaping options The common properties used by all text widgets that are text layout based have been moved into a UTextLayoutWidget base class, and all text layout based widgets now derive from this. The options needed to control the text shaping method used by a text based widget have been exposed via the FShapedTextOptions struct. This contains a way to manage these optional (and advanced) overrides. You typically wouldn't change these from the default unless you knew exactly what you were doing (eg, you have a text block containing only numbers). This change also updates SRichTextBlock to work with an invalidation panel in the same way that STextBlock does Change 2757734 on 2015/11/06 by David.Nikdel #UE4 #Editor - Added support for meta=(TitleProperty="StructPropertyNameHere") on properties of type TArray<FSomeStruct>. - This changes the editor rolled-up display of these values from "{0} members" to a stringified version of the specified property (if found). #CodeReview: Matt.Kuhlenschmidt Change 2758786 on 2015/11/09 by Joe.Tidmarsh Border widget now correctly synchronizes padding property #jira UE-23070 Change 2758791 on 2015/11/09 by Joe.Tidmarsh Shadow of FCanvasTextItem should be drawn before the outline color. Consulted with Bruce.N who believes this is not the intended behavior and was an oversight when refactoring FCanvas (CL 1695138) #jira UE-21623 #1608 #rb Simon.Tovey, Bruce.Nesbit Change 2758813 on 2015/11/09 by Joe.Tidmarsh UMG: Attempting to parent multiple widgets (in Hierarchy tree) to a widget that can't have multiple children will notify the user and ignore the operation. [UE-22921] [CrashReport] Parenting multiple actors under border crashes editor #jira UE-22921 Change 2759234 on 2015/11/09 by Nick.Darnell Slate - Improving the way we track references to materials in slate to better keep things alive until they're no longer needed for rendering. Additionally, making it so the we use the material and texture free list when possible when cleaning up things as to not allocate new memory if not required. Concidentually this can help with problems with corrupted memory on destruct as well, because it means the memory isn't really going to become garbage any more. #codereview Matt.Kuhlenschmidt, Bob.Tellez Change 2760954 on 2015/11/10 by Nick.Darnell Slate - A bug in the introduction of custom rendered elements accidentally broke filling out the texture coordinates for standard material usage. Materials should once again tile correctly just like images do. #jira UE-23118 Change 2761129 on 2015/11/10 by Nick.Darnell Slate - Removing the Pre-Multiply alpha path the way it was added, introducing it in a way that doesn't require changes inside the shader. Continuing to improve the SRetainerWidget to no longer have a frame delay between resizes and painting, also working on getting it handle clipping correctly but still not there yet. Change 2761391 on 2015/11/10 by Alexis.Matte jira UE-20281 and UE-22259 Fbx scene Re-import workflow - First draft of the reimport workflow using a reimport asset in the content browser #codereview nick.darnell Change 2762323 on 2015/11/11 by Alexis.Matte fix build compilation Change 2762407 on 2015/11/11 by Jamie.Dale UDataTable::SaveStructData now writes out dummy data when RowStruct is null This didn't used to happen, which would cause a miss-match between what UDataTable::LoadStructData was expecting, and would result in a Data Table that could never be loaded again. This change also improves the error message when editing a Data Table with a null row struct, and adds the editor-only RowStructName property to cache the name of the last used struct (for error reporting). #jira UE-22789 Change 2762508 on 2015/11/11 by Nick.Darnell UMG - Making it more obvious what keys do special stuff with anchors in UMG. Fixing the way snapping to anchors works with Control, it now only zeros out the side you're dragging instead of the entire widget, which was silly. Enhancing the designer message system to no longer be based on an enum and instead let arbitrary systems push and pop FText messages. Fixing animations in the anchor drop down to properly animate, broke when we introduced active timers. Change 2763241 on 2015/11/11 by Nick.Darnell Slate - We no longer allow popup windows to be larger than the primary display window for windows where max width/height is unspecified. This is to prevent accidential creation of tooltip windows that are larger than the driver allows causing crashes. #jira UE-20336
2015-12-12 08:54:23 -05:00
return nullptr;
}
FText SKeySelector::GetKeyTooltip() const
{
TOptional<FKey> CurrentKeyValue = CurrentKey.Get();
if (CurrentKeyValue.IsSet())
{
const FKey& Key = CurrentKeyValue.GetValue();
if (Key.IsValid())
{
if (Key.IsDeprecated())
{
return LOCTEXT("KeySelectorDeprecated", "The selected key has been deprecated.");
}
else if (!Key.IsBindableToActions())
{
return LOCTEXT("KeySelectorNotBindable", "The selected key can't be bound to actions.");
}
}
}
return LOCTEXT("KeySelector", "Select the key value.");
}
FSlateColor SKeySelector::GetKeyIconColor() const
{
// Orange when listening for input
return bListenForNextInput ? FLinearColor(0.953f, 0.612f, 0.071f) : FLinearColor::White;
}
//=======================================================================
// Input Capture Helpers
FReply SKeySelector::ListenForInput()
{
if (!bListenForNextInput)
{
bListenForNextInput = true;
return FReply::Handled().CaptureMouse(SharedThis(this)).SetUserFocus(SharedThis(this));
}
return FReply::Unhandled();
}
FReply SKeySelector::ProcessHeardInput(FKey KeyHeard)
{
if (bListenForNextInput) // TODO: Unnecessary. Keep it for safety?
{
const FScopedTransaction Transaction(LOCTEXT("ChangeKey", "Change Key Value"));
OnKeyChanged.ExecuteIfBound(MakeShareable(new FKey(KeyHeard)));
bListenForNextInput = false;
return FReply::Handled().ReleaseMouseCapture().ClearUserFocus(EFocusCause::Cleared);
}
return FReply::Unhandled();
}
FReply SKeySelector::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent)
{
if (bListenForNextInput)
{
// In the case of axis inputs emulating button key presses we ignore the key press in favor of the axis. Key variants will need to be set from the combo box if required.
if (InKeyEvent.GetKey().IsButtonAxis())
{
return FReply::Unhandled();
}
return ProcessHeardInput(InKeyEvent.GetKey());
}
return SCompoundWidget::OnKeyDown(MyGeometry, InKeyEvent);
}
FReply SKeySelector::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
if (bListenForNextInput)
{
return ProcessHeardInput(MouseEvent.GetEffectingButton());
}
return SCompoundWidget::OnMouseButtonDown(MyGeometry, MouseEvent);
}
FReply SKeySelector::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
if (bListenForNextInput)
{
// We prefer to bind the axis over EKeys::MouseWheelUp/Down.
return ProcessHeardInput(EKeys::MouseWheelAxis);
}
return SCompoundWidget::OnMouseWheel(MyGeometry, MouseEvent);
}
FReply SKeySelector::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
// TODO: Support detecting mouse movement?
// This is difficult to get right for all users and may lead to accidental mouse axis selections, so we'll ignore it for now.
return SCompoundWidget::OnMouseMove(MyGeometry, MouseEvent);
}
FReply SKeySelector::OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& InAnalogInputEvent)
{
if (bListenForNextInput)
{
// We require a (substantial) minimum axis value before triggering the axis to account for dead zones and improve axes selection.
if (FMath::Abs(InAnalogInputEvent.GetAnalogValue()) < 0.5f)
{
return FReply::Handled();
}
return ProcessHeardInput(InAnalogInputEvent.GetKey());
}
return SCompoundWidget::OnAnalogValueChanged(MyGeometry, InAnalogInputEvent);
}
//=======================================================================
// Key TreeView Support
TSharedRef<ITableRow> SKeySelector::GenerateKeyTreeRow(FKeyTreeItem InItem, const TSharedRef<STableViewBase>& OwnerTree)
{
const bool bIsCategory = !InItem->GetKey().IsValid();
const FText Description = InItem->GetDescription();
// Determine the best icon the to represents this item
const FSlateBrush* IconBrush = nullptr;
if (InItem->GetKey().IsValid())
{
IconBrush = GetIconFromKey(*InItem->GetKey().Get());
}
return SNew(SComboRow<FKeyTreeItem>, OwnerTree)
.ToolTip(IDocumentation::Get()->CreateToolTip(Description, nullptr, BigTooltipDocLink, Description.ToString()))
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(1.f)
[
SNew(SImage)
.Image(IconBrush)
.Visibility(bIsCategory ? EVisibility::Collapsed : EVisibility::Visible)
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(1.f)
[
SNew(STextBlock)
.Text(Description)
.HighlightText(SearchText)
.Font(bIsCategory ? CategoryFont : KeyFont)
]
];
}
void SKeySelector::OnKeySelectionChanged(FKeyTreeItem Selection, ESelectInfo::Type SelectInfo)
{
// When the user is navigating, do not act upon the selection change
if (SelectInfo == ESelectInfo::OnNavigation)
{
return;
}
// Only handle selection for non-read only items, since STreeViewItem doesn't actually support read-only
if (Selection.IsValid())
{
if (Selection->GetKey().IsValid())
{
const FScopedTransaction Transaction(LOCTEXT("ChangeKey", "Change Key Value"));
KeyComboButton->SetIsOpen(false);
OnKeyChanged.ExecuteIfBound(Selection->GetKey());
}
else
{
// Expand / contract the category, if applicable
if (Selection->Children.Num() > 0)
{
const bool bIsExpanded = KeyTreeView->IsItemExpanded(Selection);
KeyTreeView->SetItemExpansion(Selection, !bIsExpanded);
if (SelectInfo == ESelectInfo::OnMouseClick)
{
KeyTreeView->ClearSelection();
}
}
}
}
}
void SKeySelector::GetKeyChildren(FKeyTreeItem InItem, TArray<FKeyTreeItem>& OutChildren)
{
OutChildren = InItem->Children;
}
TSharedRef<SWidget> SKeySelector::GetMenuContent()
{
if (!MenuContent.IsValid())
{
// Pre-build the tree view and search box as it is needed as a parameter for the context menu's container.
SAssignNew(KeyTreeView, SKeyTreeView)
.TreeItemsSource(&FilteredKeyTreeRoot)
.SelectionMode(ESelectionMode::Single)
.OnGenerateRow(this, &SKeySelector::GenerateKeyTreeRow)
.OnSelectionChanged(this, &SKeySelector::OnKeySelectionChanged)
.OnGetChildren(this, &SKeySelector::GetKeyChildren);
SAssignNew(FilterTextBox, SSearchBox)
.OnTextChanged(this, &SKeySelector::OnFilterTextChanged)
.OnTextCommitted(this, &SKeySelector::OnFilterTextCommitted);
MenuContent = SNew(SListViewSelectorDropdownMenu<FKeyTreeItem>, FilterTextBox, KeyTreeView)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(4.f, 4.f, 4.f, 4.f)
[
FilterTextBox.ToSharedRef()
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(4.f, 4.f, 4.f, 4.f)
[
SNew(SBox)
.HeightOverride(TreeViewHeight)
.WidthOverride(TreeViewWidth)
[
KeyTreeView.ToSharedRef()
]
]
];
KeyComboButton->SetMenuContentWidgetToFocus(FilterTextBox);
}
else
{
// Clear the selection in such a way as to also clear the keyboard selector
KeyTreeView->SetSelection(NULL, ESelectInfo::OnNavigation);
KeyTreeView->ClearExpandedItems();
}
// Clear the filter text box with each opening
if (FilterTextBox.IsValid())
{
FilterTextBox->SetText(FText::GetEmpty());
}
return MenuContent.ToSharedRef();
}
//=======================================================================
// Search Support
void SKeySelector::OnFilterTextChanged(const FText& NewText)
{
SearchText = NewText;
FilteredKeyTreeRoot.Empty();
TArray<FString> Tokens;
GetSearchTokens(SearchText.ToString(), Tokens);
GetChildrenMatchingSearch(Tokens, KeyTreeRoot, FilteredKeyTreeRoot);
KeyTreeView->RequestTreeRefresh();
// Select the first non-category item
auto SelectedItems = KeyTreeView->GetSelectedItems();
if (FilteredKeyTreeRoot.Num() > 0)
{
// Categories have children, we don't want to select categories
if (FilteredKeyTreeRoot[0]->Children.Num() > 0)
{
KeyTreeView->SetSelection(FilteredKeyTreeRoot[0]->Children[0], ESelectInfo::OnNavigation);
}
else
{
KeyTreeView->SetSelection(FilteredKeyTreeRoot[0], ESelectInfo::OnNavigation);
}
}
}
void SKeySelector::OnFilterTextCommitted(const FText& NewText, ETextCommit::Type CommitInfo)
{
if (CommitInfo == ETextCommit::OnEnter)
{
auto SelectedItems = KeyTreeView->GetSelectedItems();
if (SelectedItems.Num() > 0)
{
KeyTreeView->SetSelection(SelectedItems[0]);
}
}
}
void SKeySelector::GetSearchTokens(const FString& SearchString, TArray<FString>& OutTokens) const
{
if (SearchString.Contains("\"") && SearchString.ParseIntoArray(OutTokens, TEXT("\""), true) > 0)
{
for (auto &TokenIt : OutTokens)
{
// we have the token, we don't need the quotes anymore, they'll just confused the comparison later on
TokenIt = TokenIt.TrimQuotes();
// We remove the spaces as all later comparison strings will also be de-spaced
TokenIt = TokenIt.Replace(TEXT(" "), TEXT(""));
}
// due to being able to handle multiple quoted blocks like ("Make Epic" "Game Now") we can end up with
// and empty string between (" ") blocks so this simply removes them
struct FRemoveMatchingStrings
{
bool operator()(const FString& RemovalCandidate) const
{
return RemovalCandidate.IsEmpty();
}
};
OutTokens.RemoveAll(FRemoveMatchingStrings());
}
else
{
// unquoted search equivalent to a match-any-of search
SearchString.ParseIntoArray(OutTokens, TEXT(" "), true);
}
}
bool SKeySelector::GetChildrenMatchingSearch(const TArray<FString>& InSearchTokens, const TArray<FKeyTreeItem>& UnfilteredList, TArray<FKeyTreeItem>& OutFilteredList)
{
bool bReturnVal = false;
for (auto it = UnfilteredList.CreateConstIterator(); it; ++it)
{
FKeyTreeItem Item = *it;
FKeyTreeItem NewInfo = MakeShareable(new FKeyTreeInfo(Item));
TArray<FKeyTreeItem> ValidChildren;
// Have to run GetChildrenMatchingSearch first, so that we can make sure we get valid children for the list!
if (GetChildrenMatchingSearch(InSearchTokens, Item->Children, ValidChildren)
|| InSearchTokens.Num() == 0
|| Item->MatchesSearchTokens(InSearchTokens))
{
NewInfo->Children = ValidChildren;
OutFilteredList.Add(NewInfo);
KeyTreeView->SetItemExpansion(NewInfo, InSearchTokens.Num() > 0);
bReturnVal = true;
}
}
return bReturnVal;
}
const FSlateBrush* SKeySelector::GetIconFromKey(FKey Key) const
{
return FAppStyle::GetBrush(EKeys::GetMenuCategoryPaletteIcon(Key.GetMenuCategory()));
}
#undef LOCTEXT_NAMESPACE