2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2014-07-31 10:49:08 -04:00
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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
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#include "Components/ScaleBox.h"
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#include "Components/ScaleBoxSlot.h"
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#define LOCTEXT_NAMESPACE "UMG"
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/////////////////////////////////////////////////////
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// UScaleBox
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2014-10-14 10:29:11 -04:00
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UScaleBox::UScaleBox(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bIsVariable = false;
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Visibility = ESlateVisibility::SelfHitTestInvisible;
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StretchDirection = EStretchDirection::Both;
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Stretch = EStretch::ScaleToFit;
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UserSpecifiedScale = 1.0f;
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IgnoreInheritedScale = false;
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}
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2014-09-22 15:09:37 -04:00
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void UScaleBox::ReleaseSlateResources(bool bReleaseChildren)
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{
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Super::ReleaseSlateResources(bReleaseChildren);
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MyScaleBox.Reset();
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}
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TSharedRef<SWidget> UScaleBox::RebuildWidget()
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{
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MyScaleBox = SNew(SScaleBox);
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if ( GetChildrenCount() > 0 )
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{
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Cast<UScaleBoxSlot>(GetContentSlot())->BuildSlot(MyScaleBox.ToSharedRef());
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}
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2014-09-17 15:32:39 -04:00
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return BuildDesignTimeWidget( MyScaleBox.ToSharedRef() );
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}
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Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //Orion/Dev-General @ 2961068)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2958488 on 2016/04/27 by Michael.Noland
Engine: Added support for UNumericProperty (int64, etc...) and doubles as allowable types in data table structures (Note: Blueprints still can't access these types, so use is limited to C++ for now)
#tests Tested with a data table created from a struct that contained int64 properties
Change 2958440 on 2016/04/27 by Leslie.Nivison
Adding .tps and licenses for elftoolchain
#test none
Change 2958434 on 2016/04/27 by david.nikdel
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - fix for merge conflict from 0.25 branch
#tests none
#ROBOMERGE-SOURCE: CL 2958433 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2958431 on 2016/04/27 by Martin.Wilson
Fix crash when changing curve type of new curve
#TESTS recreated original issue to prove changes fix it
Change 2958409 on 2016/04/27 by Brad.Angelcyk
updates LinuxToolChain with a function to escape arguments passed to clang
#tests compiled LinuxNoEditor and LinuxServer
Change 2958287 on 2016/04/27 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2958273
#RB:none
#Tests:none
Change 2958201 on 2016/04/27 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2958156
#RB:none
#Tests:none
Change 2958034 on 2016/04/27 by Dmitry.Rekman
Do not skip rendering commands on server (UE-29891).
- Enqueue... macros changed to make commands execute on the calling thread for UE_SERVER.
- Removed workaround in stats code that was added because advancing frame was not previously happening.
- Added logic to avoid allocating memory (and triggering check()) from NullRHI in FStaticShadowDepthMap.
#coderreview Daniel.Wright, Sam.Zamani
#tests Compiled Linux server and Windows client, ran a couple matches (on compatible cooked build).
Change 2957881 on 2016/04/27 by Andrew.Grant
Fix for UE-29973
#tests compiled
Change 2957769 on 2016/04/27 by Robert.Manuszewski
Stopping thread heartbeat when the engine crashes to prevent it from interfering with generating crash reports.
#jira OR-20501
#tests Win64 client cooked build
Change 2957711 on 2016/04/27 by david.nikdel
#ROBOMERGE-AUTHOR: ben.marsh
EC: Use the original author for any ROBOMERGED changes in failure emails.
[CodeReviewed] David.Nikdel
#ROBOMERGE-SOURCE: CL 2957709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2957042 on 2016/04/26 by david.nikdel
#ROBOMERGE-AUTHOR: nick.atamas
Merging CL 2956472 from .25 to Main.
Fading out HUD on victory/defeat. Added code to SRetainerWidget to respect its own opacity.
#test PIE
#ROBOMERGE-SOURCE: CL 2957041 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2957005 on 2016/04/26 by Daniel.Lamb
Included pete on the rebuild lighting emails.
He will be taking over whilest I'm out next week
#test Compile.
Change 2956915 on 2016/04/26 by Leslie.Nivison
Adding .tps for swaggerui, roboto font.
#test none
Change 2956778 on 2016/04/26 by Lina.Halper
Fixed crash with curve importing UID issue
#Rb: none
#Code review:Martin.Wilson
#tests: editor, import, no crash
Change 2956735 on 2016/04/26 by Mieszko.Zielinski
Removed PRAGMA_DISABLE_OPTIMIZATION that slipped through code review #Orion
#test none
Change 2956669 on 2016/04/26 by Mieszko.Zielinski
Big Bot Objectives pass #Orion
- Objective graph navigation introduced, acompanied with BT task to take advantage of it
- lots of improvements to AICommander and ObjectiveGraph
- bot teams are aware of their human members while dealing objectives
- behavior improvements, including a separate EQS queries for melee and ranged enemy selection
Disabled for now, will get enabled in a separate CL
#test golden path
Change 2956665 on 2016/04/26 by Mieszko.Zielinski
Changed NavMesh projection code to use 2d distance when looking for the best point on navmesh #UE4
#test golen path
Change 2956639 on 2016/04/26 by Mieszko.Zielinski
Implemented a generic, template 2d grid #UE4
#test none
Change 2956628 on 2016/04/26 by Jon.Lietz
first pass on gameplay code needed for Buff Bar
- added OnTimeChangeDelegate to FActiveGameplayEffect to tracking when the duration or start effect time changes for a gameplay effect.
- added GetGameplayEffectStartTimeAndDuration() that will set the passed in start time and duration for the given FActiveGameplayEffectHandle
- added support for FOrionStatusEffectDisplayInfo to be a dynamic array vs a static one.
- added a FGameplayTag and UTexture2D* to track buff effects
#RB DaveRatti
#tests apply and remove tracked gameplay effects.
Change 2956424 on 2016/04/26 by Simon.Tovey
Fix for OR-20387
Bone Socket module could require different sizes of instance data depending on properties that can differ between lods.
Allocation code assumes all lods want the same size.
Altered module to request max of all possible sizes.
#tests Editor, GoldenPath, Fixes crash
Change 2956403 on 2016/04/26 by Mieszko.Zielinski
Generic, graph, template A* implementation #UE4
#test golden path
Change 2956360 on 2016/04/26 by Lina.Halper
Fix crash of animation editing when joint becomes invalid - due to compact joint and so on
- Coil's editing has caused issue where it isn't included to compact bone container
#tests: Michael Rumple tested this change in his local machine where we could crash consistently.
Change 2956068 on 2016/04/26 by Leslie.Nivison
Adding licenses, .tps for Mono
#test none
Change 2956049 on 2016/04/26 by Andrew.Grant
Undid accidental console variables checkin
Change 2955972 on 2016/04/26 by Bart.Bressler
Add "Mixed" replication mode used by OrionPlayerState_Game to save bandwidth while replicating the player state. Saves 1.5-2kb/s Currently turned off with a cvar (Orion.PlayerState.MixedReplicationModeForPlayers)
#tests took network profiles with/without changes, also loaded replays and used logging to make sure the correct data was getting replicated
Change 2955966 on 2016/04/26 by Andrew.Grant
Merging //UE4/Orion-Staging (Source: //UE4/Main @ 2952833)
#tests compiled, cooked, PIE, golden-path
Change 2955598 on 2016/04/25 by Andrew.Grant
Optionally show warnings and errors visually on the HUD in dev builds.
Controlled by DurationOfErrorsAndWarningsOnHUD in Engine.Engine section of DefaultEngine.ini (set to 0 to disable)
#tests game, editor, PS4 played, exited.
Change 2955589 on 2016/04/25 by Andrew.Grant
Clarified array bounds warnings in script
#tests local tests with bounds checking
Change 2955506 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Merging changes from Release branches to Main (//Orion/Main)
#ROBOMERGE-SOURCE: CL 2955505 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2955274 on 2016/04/25 by Eric.Newman
Improved support for in-memory screenshots. Added a RequestScreenshot variant that does not require a filename parameter.
#tests sent myself several player report screenshots
#robomerge: MAIN, 25
Change 2955109 on 2016/04/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2955087
#RB:none
#Tests:none
Change 2954451 on 2016/04/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2954443
#RB:none
#tests:none
Change 2954444 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25 @ CL 2954417
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2954443 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2954439 on 2016/04/25 by Robert.Manuszewski
Removing debug code
#tests none
Change 2954437 on 2016/04/25 by Robert.Manuszewski
Changing thread hang detection and DLL injection asserts to custom ensures so that we have time to verify if they work correctly in live environment.
- DLL injection will now print only worker threads' callstacks
- Tweaked messages printed when game hang is detected
- re-enabled DLL injection test
#tests Tested with cooked Win64 Client
Change 2954379 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_25 - Merge 24.1 fixes @ CL 2954327
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2954377 in //Orion/Release-0.25/... via CL 2954378
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2954157 on 2016/04/25 by Robert.Manuszewski
Possible fix for missing/incomplete callstacks reported by thread hartbeat when a hang is detected.
#tests Cooked Win64 client
Change 2954051 on 2016/04/24 by Chris.Gagnon
Copying CL 2953496 to Paragon from Fortnite
When the console closes it now properly restores the viewports input state (both focus and capture).
#tests ran the game and used the Console
Change 2953620 on 2016/04/22 by Brad.Angelcyk
adds nullrhi to the exclusions list for rendering on linux builds. fixes build error on case sensitive filesystems.
#tests compiled LinuxNoEditor and LinuxServer
Change 2953546 on 2016/04/22 by david.nikdel
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix chunking task not correctly filtering files into the ignore list, and adding quotes around the filenames that BPT doesn't seem parse. New output verified to be the same as UAT's debug manifest.
#tests ran chunking part of build script on an existing build, and verified that the generated ignore list matches up with the UAT debug manifest.
#ROBOMERGE-SOURCE: CL 2953545 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2953468 on 2016/04/22 by Andrew.Grant
Pulling updated PhysX binaries from //UE4/Main to address OR-19860
#tests golden path with Gideon
Change 2953432 on 2016/04/22 by Rob.Cannaday
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
#ROBOMERGE Main
Change 2953367 on 2016/04/22 by Leslie.Nivison
TPSAuditTool can't find files under Engine/Build, so adding Android .tps files under Engine/Source/ThirdParty/Android to be properly picked up.
#test none
Change 2952860 on 2016/04/22 by Ben.Marsh
EC: Simplify patterns for excluded jobs so they only have to match against the custom part of the job name. Prevents jobs with decorators such as "(#2)" not matching current patterns.
Change 2952824 on 2016/04/22 by Ben.Marsh
EC: Allow filtering out jobs from the grid view on the dashboard. We don't want to show promotion jobs there.
Change 2952632 on 2016/04/22 by Dan.Youhon
Fix delayed minion reactions to sudden root motion movements on clients
- Added OnRootMotionSourceBeingApplied virtual function to UCharacterMovementComponent, does nothing by default, in OrionCharMovementComponent we ForceServerTick() like we do on knockbacks/other velocity-changing events
- This specifically fixes Coil's BFG ability push being so quick that minions looked like they were almost teleporting to their end destination on clients - much more responsive now
#tests PIE
Change 2952390 on 2016/04/22 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Back out revision 10 from //Orion/Main/Engine/Source/Runtime/PakFile/Public/IPlatformFilePak.h
#tests compiled
#ROBOMERGE-SOURCE: CL 2952388 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2952352 on 2016/04/21 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25 @ CL 2952347
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2952351 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2952164 on 2016/04/21 by Leslie.Nivison
Removing invalid characters, incorrect redirect from .tps
#test none
Change 2952092 on 2016/04/21 by David.Ratti
Change Add to AddUnique for attribute initialization. This is to prevent adding attribute set twice in cases where people are initing attribute sets from DefaultStartingData
#tests pie
Change 2951671 on 2016/04/21 by Rob.Cannaday
Clear Recently Completed User Ids list when we flush a completion delegate.
#tests front end, parties, adding / removing friends
Change 2951511 on 2016/04/21 by Robert.Manuszewski
Added code to dump all running threads' stack traces to the log when DLL injection is detected.
#tests Tested in cooked win64 client
Change 2951384 on 2016/04/21 by Josh.Markiewicz
#UE4 - fixed assert when using a dedicated server only function in PIE
- too much of a pain to make this work properly, removing check
#tests PIE
#ROBOMERGE: MAIN, DUI
Change 2951247 on 2016/04/21 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_24.1 - Merge 24 @ CL 2951213
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2951241 in //Orion/Release-0.24.1/... via CL 2951245
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2950766 on 2016/04/20 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge UI @ CL 2950642
#RB:none
#Tests:none
[CodeReviewed]: matt.kuhlenschmidt, matt.schembari
#ROBOMERGE-SOURCE: CL 2950765 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2950504 on 2016/04/20 by Jamie.Dale
Added P4FileType.Utf8
#tests Built UAT
Change 2950136 on 2016/04/20 by Andrew.Grant
Fixed issue where config var HangDuration wasn't being used
Now read from config every tick to be hotfix friendly
#tests ran game
[CL 2961397 by Andrew Grant in Main branch]
2016-04-29 15:14:04 -04:00
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void UScaleBox::SetStretch(EStretch::Type InStretch)
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{
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Stretch = InStretch;
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if(MyScaleBox.IsValid())
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{
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MyScaleBox->SetStretch(InStretch);
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}
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}
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void UScaleBox::SetStretchDirection(EStretchDirection::Type InStretchDirection)
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{
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StretchDirection = InStretchDirection;
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if (MyScaleBox.IsValid())
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{
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MyScaleBox->SetStretchDirection(InStretchDirection);
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}
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}
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void UScaleBox::SetUserSpecifiedScale(float InUserSpecifiedScale)
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{
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UserSpecifiedScale = InUserSpecifiedScale;
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if (MyScaleBox.IsValid())
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{
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MyScaleBox->SetUserSpecifiedScale(InUserSpecifiedScale);
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}
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}
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void UScaleBox::SetIgnoreInheritedScale(bool bInIgnoreInheritedScale)
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{
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IgnoreInheritedScale = bInIgnoreInheritedScale;
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if (MyScaleBox.IsValid())
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{
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MyScaleBox->SetIgnoreInheritedScale(bInIgnoreInheritedScale);
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}
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}
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2014-08-13 17:04:49 -04:00
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void UScaleBox::SynchronizeProperties()
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{
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Super::SynchronizeProperties();
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MyScaleBox->SetStretchDirection(StretchDirection);
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MyScaleBox->SetStretch(Stretch);
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2015-03-27 11:47:18 -04:00
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MyScaleBox->SetUserSpecifiedScale(UserSpecifiedScale);
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2015-11-09 19:35:15 -05:00
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MyScaleBox->SetIgnoreInheritedScale(IgnoreInheritedScale);
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}
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UClass* UScaleBox::GetSlotClass() const
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{
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return UScaleBoxSlot::StaticClass();
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945310 on 2016/04/15 by Jon.Nabozny
Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
#JIRA UE-29368
Change 2945490 on 2016/04/15 by Jon.Nabozny
Remove extraneous changes introduced in CL-2945310.
Change 2946706 on 2016/04/18 by James.Golding
Checkin of slice test assets
Change 2947895 on 2016/04/19 by Benn.Gallagher
PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
#jira UE-29567
Change 2947944 on 2016/04/19 by Benn.Gallagher
Fixed a few extra needless bone container copies
Change 2948279 on 2016/04/19 by Marc.Audy
Add well defined Map and Set Property names
Change 2948280 on 2016/04/19 by Marc.Audy
Properly name parameters
Change 2948792 on 2016/04/19 by Marc.Audy
Remove unused ini class name settings
Change 2948917 on 2016/04/19 by Aaron.McLeran
UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2949567 on 2016/04/20 by James.Golding
- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function
Change 2950482 on 2016/04/20 by Aaron.McLeran
FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
Change 2951102 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951173 on 2016/04/21 by James.Golding
Fix cap geom generation when more than one polygon is generated
Fix CIS warning in KismetProceduralMeshLibrary.cpp
Change 2951334 on 2016/04/21 by Osman.Tsjardiwal
Add CapMaterial param to SliceProceduralMesh util
Change 2951528 on 2016/04/21 by Marc.Audy
Fix spelling errors in comments
Change 2952933 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
copy of CL# 2952930
Change 2953948 on 2016/04/24 by James.Golding
Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)
Change 2954558 on 2016/04/25 by Marc.Audy
Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
#jira UE-29038
Change 2954865 on 2016/04/25 by Aaron.McLeran
UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
Change 2955009 on 2016/04/25 by Zak.Middleton
#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.
Change 2955878 on 2016/04/26 by Benn.Gallagher
[Epic Friday] - Added spherical constraints to anim dynamics
Change 2956380 on 2016/04/26 by Lina.Halper
PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)
Change 2956383 on 2016/04/26 by Lina.Halper
Fixed to match coding standard
Change 2957866 on 2016/04/27 by Zak.Middleton
#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.
- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.
- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.
#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.
Change 2957953 on 2016/04/27 by Aaron.McLeran
UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
Change 2958011 on 2016/04/27 by Jon.Nabozny
CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
#JIRA UE-29525
Change 2958321 on 2016/04/27 by Lukasz.Furman
path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests
Change 2959506 on 2016/04/28 by Aaron.McLeran
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
Change 2959686 on 2016/04/28 by Marc.Audy
Correctly handle multiple viewpoints when significance is being sorted descending
Change 2959773 on 2016/04/28 by Marc.Audy
Fix shadowing warning
Change 2959785 on 2016/04/28 by Aaron.McLeran
UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
Change 2960852 on 2016/04/29 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738
Change 2960946 on 2016/04/29 by Marc.Audy
Fix post merge compile error
Change 2962501 on 2016/05/02 by Marc.Audy
Remove interim GetMutableAttach accessors and use the variables directly now that they are private
Change 2962535 on 2016/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478
Change 2962578 on 2016/05/02 by Marc.Audy
Switch ObjectGraphMove to using UserFlags instead of custom move data
Change 2962651 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2962662 on 2016/05/02 by Lukasz.Furman
deprecated old implementation of gameplay debugger
#jira UE-30011
Change 2962919 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2963475 on 2016/05/02 by Mieszko.Zielinski
Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4
#jira UE-30176
Change 2964098 on 2016/05/03 by Marc.Audy
Spelling fix
Change 2964099 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964156 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964272 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2964395 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable Fixes
Change 2964460 on 2016/05/03 by Marc.Audy
Reschedule coolingdown tick functions during pause frames.
#jira UE-30221
Change 2964666 on 2016/05/03 by Marc.Audy
Fix shipping compile error
[CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
|
|
|
void UScaleBox::OnSlotAdded(UPanelSlot* InSlot)
|
2014-07-31 10:49:08 -04:00
|
|
|
{
|
|
|
|
|
// Add the child to the live slot if it already exists
|
|
|
|
|
if ( MyScaleBox.IsValid() )
|
|
|
|
|
{
|
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945310 on 2016/04/15 by Jon.Nabozny
Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
#JIRA UE-29368
Change 2945490 on 2016/04/15 by Jon.Nabozny
Remove extraneous changes introduced in CL-2945310.
Change 2946706 on 2016/04/18 by James.Golding
Checkin of slice test assets
Change 2947895 on 2016/04/19 by Benn.Gallagher
PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
#jira UE-29567
Change 2947944 on 2016/04/19 by Benn.Gallagher
Fixed a few extra needless bone container copies
Change 2948279 on 2016/04/19 by Marc.Audy
Add well defined Map and Set Property names
Change 2948280 on 2016/04/19 by Marc.Audy
Properly name parameters
Change 2948792 on 2016/04/19 by Marc.Audy
Remove unused ini class name settings
Change 2948917 on 2016/04/19 by Aaron.McLeran
UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2949567 on 2016/04/20 by James.Golding
- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function
Change 2950482 on 2016/04/20 by Aaron.McLeran
FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
Change 2951102 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951173 on 2016/04/21 by James.Golding
Fix cap geom generation when more than one polygon is generated
Fix CIS warning in KismetProceduralMeshLibrary.cpp
Change 2951334 on 2016/04/21 by Osman.Tsjardiwal
Add CapMaterial param to SliceProceduralMesh util
Change 2951528 on 2016/04/21 by Marc.Audy
Fix spelling errors in comments
Change 2952933 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
copy of CL# 2952930
Change 2953948 on 2016/04/24 by James.Golding
Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)
Change 2954558 on 2016/04/25 by Marc.Audy
Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
#jira UE-29038
Change 2954865 on 2016/04/25 by Aaron.McLeran
UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
Change 2955009 on 2016/04/25 by Zak.Middleton
#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.
Change 2955878 on 2016/04/26 by Benn.Gallagher
[Epic Friday] - Added spherical constraints to anim dynamics
Change 2956380 on 2016/04/26 by Lina.Halper
PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)
Change 2956383 on 2016/04/26 by Lina.Halper
Fixed to match coding standard
Change 2957866 on 2016/04/27 by Zak.Middleton
#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.
- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.
- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.
#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.
Change 2957953 on 2016/04/27 by Aaron.McLeran
UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
Change 2958011 on 2016/04/27 by Jon.Nabozny
CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
#JIRA UE-29525
Change 2958321 on 2016/04/27 by Lukasz.Furman
path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests
Change 2959506 on 2016/04/28 by Aaron.McLeran
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
Change 2959686 on 2016/04/28 by Marc.Audy
Correctly handle multiple viewpoints when significance is being sorted descending
Change 2959773 on 2016/04/28 by Marc.Audy
Fix shadowing warning
Change 2959785 on 2016/04/28 by Aaron.McLeran
UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
Change 2960852 on 2016/04/29 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738
Change 2960946 on 2016/04/29 by Marc.Audy
Fix post merge compile error
Change 2962501 on 2016/05/02 by Marc.Audy
Remove interim GetMutableAttach accessors and use the variables directly now that they are private
Change 2962535 on 2016/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478
Change 2962578 on 2016/05/02 by Marc.Audy
Switch ObjectGraphMove to using UserFlags instead of custom move data
Change 2962651 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2962662 on 2016/05/02 by Lukasz.Furman
deprecated old implementation of gameplay debugger
#jira UE-30011
Change 2962919 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2963475 on 2016/05/02 by Mieszko.Zielinski
Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4
#jira UE-30176
Change 2964098 on 2016/05/03 by Marc.Audy
Spelling fix
Change 2964099 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964156 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964272 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2964395 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable Fixes
Change 2964460 on 2016/05/03 by Marc.Audy
Reschedule coolingdown tick functions during pause frames.
#jira UE-30221
Change 2964666 on 2016/05/03 by Marc.Audy
Fix shipping compile error
[CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
|
|
|
CastChecked<UScaleBoxSlot>(InSlot)->BuildSlot(MyScaleBox.ToSharedRef());
|
2014-07-31 10:49:08 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945310 on 2016/04/15 by Jon.Nabozny
Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
#JIRA UE-29368
Change 2945490 on 2016/04/15 by Jon.Nabozny
Remove extraneous changes introduced in CL-2945310.
Change 2946706 on 2016/04/18 by James.Golding
Checkin of slice test assets
Change 2947895 on 2016/04/19 by Benn.Gallagher
PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
#jira UE-29567
Change 2947944 on 2016/04/19 by Benn.Gallagher
Fixed a few extra needless bone container copies
Change 2948279 on 2016/04/19 by Marc.Audy
Add well defined Map and Set Property names
Change 2948280 on 2016/04/19 by Marc.Audy
Properly name parameters
Change 2948792 on 2016/04/19 by Marc.Audy
Remove unused ini class name settings
Change 2948917 on 2016/04/19 by Aaron.McLeran
UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2949567 on 2016/04/20 by James.Golding
- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function
Change 2950482 on 2016/04/20 by Aaron.McLeran
FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
Change 2951102 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951173 on 2016/04/21 by James.Golding
Fix cap geom generation when more than one polygon is generated
Fix CIS warning in KismetProceduralMeshLibrary.cpp
Change 2951334 on 2016/04/21 by Osman.Tsjardiwal
Add CapMaterial param to SliceProceduralMesh util
Change 2951528 on 2016/04/21 by Marc.Audy
Fix spelling errors in comments
Change 2952933 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
copy of CL# 2952930
Change 2953948 on 2016/04/24 by James.Golding
Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)
Change 2954558 on 2016/04/25 by Marc.Audy
Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
#jira UE-29038
Change 2954865 on 2016/04/25 by Aaron.McLeran
UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
Change 2955009 on 2016/04/25 by Zak.Middleton
#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.
Change 2955878 on 2016/04/26 by Benn.Gallagher
[Epic Friday] - Added spherical constraints to anim dynamics
Change 2956380 on 2016/04/26 by Lina.Halper
PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)
Change 2956383 on 2016/04/26 by Lina.Halper
Fixed to match coding standard
Change 2957866 on 2016/04/27 by Zak.Middleton
#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.
- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.
- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.
#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.
Change 2957953 on 2016/04/27 by Aaron.McLeran
UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
Change 2958011 on 2016/04/27 by Jon.Nabozny
CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
#JIRA UE-29525
Change 2958321 on 2016/04/27 by Lukasz.Furman
path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests
Change 2959506 on 2016/04/28 by Aaron.McLeran
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
Change 2959686 on 2016/04/28 by Marc.Audy
Correctly handle multiple viewpoints when significance is being sorted descending
Change 2959773 on 2016/04/28 by Marc.Audy
Fix shadowing warning
Change 2959785 on 2016/04/28 by Aaron.McLeran
UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
Change 2960852 on 2016/04/29 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738
Change 2960946 on 2016/04/29 by Marc.Audy
Fix post merge compile error
Change 2962501 on 2016/05/02 by Marc.Audy
Remove interim GetMutableAttach accessors and use the variables directly now that they are private
Change 2962535 on 2016/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478
Change 2962578 on 2016/05/02 by Marc.Audy
Switch ObjectGraphMove to using UserFlags instead of custom move data
Change 2962651 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2962662 on 2016/05/02 by Lukasz.Furman
deprecated old implementation of gameplay debugger
#jira UE-30011
Change 2962919 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2963475 on 2016/05/02 by Mieszko.Zielinski
Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4
#jira UE-30176
Change 2964098 on 2016/05/03 by Marc.Audy
Spelling fix
Change 2964099 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964156 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964272 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2964395 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable Fixes
Change 2964460 on 2016/05/03 by Marc.Audy
Reschedule coolingdown tick functions during pause frames.
#jira UE-30221
Change 2964666 on 2016/05/03 by Marc.Audy
Fix shipping compile error
[CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
|
|
|
void UScaleBox::OnSlotRemoved(UPanelSlot* InSlot)
|
2014-07-31 10:49:08 -04:00
|
|
|
{
|
|
|
|
|
// Remove the widget from the live slot if it exists.
|
|
|
|
|
if ( MyScaleBox.IsValid() )
|
|
|
|
|
{
|
|
|
|
|
MyScaleBox->SetContent(SNullWidget::NullWidget);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if WITH_EDITOR
|
|
|
|
|
|
2014-09-15 11:21:09 -04:00
|
|
|
const FText UScaleBox::GetPaletteCategory()
|
2014-09-03 12:32:27 -04:00
|
|
|
{
|
|
|
|
|
return LOCTEXT("Panel", "Panel");
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3037465)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3037044 on 2016/07/04 by Ben.Woodhouse
(Content only change)
Roll back WorldAlignedNormal material function to the previous version (which worked properly). The broken version was actually checked in back in 2014 (//depot/UE4-Fortnite/...@2342687), but it only hit //UE4/main very recently.
#jira OR-24849
#rb me
Change 3036463 on 2016/07/01 by Andrew.Grant
Clarified BP compiler message
#rb na
#tests compiled AnimBP_Grux_Base
Change 3036424 on 2016/07/01 by Andrew.Grant
Integrated fix from //UE4/Main for state not being cleared when rebuidling HMSM.
#rb na
#tests verified warnings gone after resaving Agora_Terrain
Change 3036317 on 2016/07/01 by Ben.Salem
Allow FTests to be run in succession, and allow them to also be run in game instead of just editor.
These are engine changes that have been tested extensively in fortnite, and have gone through a minor test pass here as well.
#rb william.ewen, bob.tellez
#tests Ran through all of Howitzer's new FTests in one run!
Change 3036168 on 2016/07/01 by Frank.Fella
MovieSceneRendering - Fix a crash when deserializing burn in options. Change from Andrew Rodham.
#rb Me for Andrew.
#tests Movie scene renders in a separate process no longer crash when the burn in options are missing.
Change 3035632 on 2016/07/01 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3035536
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3035630 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3035237 on 2016/07/01 by Dmitry.Rekman
Updated WebRTC libs to avoid SIGPIPE (OR-24857).
- Should also remove debug output.
- These fixes has been previously done for OR-13279 but apparently libs have been recompiled from earlier sources since that.
- Current libs have been compiled by Lee Clark (CL 3034752).
#rb Lee Clark
#codereview Lee.Clark, Andrew.Grant, Sam.Zamani
#tests Run PS4 client, made sure XMPP connection was established and got some traffic.
Change 3035210 on 2016/07/01 by Andrew.Grant
Fix for broken AI / abilities
#rb none
#tests Golden path with gadget, all abilities working, AI are happy and combatitive again
Change 3034936 on 2016/06/30 by Josh.Markiewicz
#UE4 - separated out basic features from update/patch/hotfix manager into generic engine class
- left Orion specific overloads around
#rb none
#tests PS4/PC/Server hotfix and update checks (with and without update required)
#codereview ian.fox, ben.zeigler, bob.tellez
Change 3034935 on 2016/06/30 by Josh.Markiewicz
#UE4 - make sure that mcp client keys, names, and ids can't have extraneous spaces in them from the ini file
#codereview sam.zamani, shon.love, david.nikdel, eric.newman
#tests paragon launch
#rb none
Change 3034933 on 2016/06/30 by Josh.Markiewicz
#UE4 - moved OnlineHotfixManager out of deprecated classes directory
#rb none
#tests compiles
Change 3034524 on 2016/06/30 by Andrew.Grant
Fix for team assignment being broken in blueprints
#rb Dan.OConnor
#tests Golden Path with sparrow, verified arrow AOE color is correct and harvesters deliver XP
Change 3034521 on 2016/06/30 by Andrew.Grant
Setting replay version to 0 for v29
#rb none
#tests none
Change 3034483 on 2016/06/30 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Repair main build integration
#RB:none
#Tests:none
[CodeReviewed]: david.ratti
#ROBOMERGE-SOURCE: CL 3034395 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3034481 on 2016/06/30 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3034181
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3034319 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3034464 on 2016/06/30 by Martin.Wilson
Fix for trying to load preview mesh for skeleton when the preview meshes skeleton doesn't match
#rb Jurre.DeBaare
#tests Asset loading in the editor
Change 3034194 on 2016/06/30 by Martin.Wilson
Fix for rendering crash
#codereview Rolando.Caloca
#rb Rolando.Caloca
#test editor startup
Change 3034192 on 2016/06/30 by Andrew.Grant
Removing Fortnight madness
#codereview Ben.Marsh
#rb none
#tests compiled
Change 3034106 on 2016/06/30 by Martin.Wilson
Fix retargetting of anim blueprints so that all animations referred to are collected and duplicated, not just direct bp variables
#rb Thomas.Sarkanen
#tests In editor retargeting of various blueprint setups
Change 3034041 on 2016/06/30 by Jason.Bestimt
#ROBOMERGE-AUTHOR: antony.carter
Exposing some of the slate interfaces for upcoming Social Plugin usage
#RB Jamie.Dale
#TESTS NA
#ROBOMERGE-SOURCE: CL 3034040 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3033591 on 2016/06/29 by Andrew.Grant
Merging //UE4/Main @ 3033257 through Orion-Staging
#rb none
#tests engine QA, golden path in PIE and out, BuildCookRun PS4
Change 3033545 on 2016/06/29 by Josh.Markiewicz
#UE4 - fixed shadowed variable
#rb none
#tests compiles
Change 3033462 on 2016/06/29 by Josh.Markiewicz
#UE4 - notify game about net guid mismatch or net checksum failures
#rb john.pollard
#codereview john.pollard, dave.ratti, andrew.grant, matt.oelfke
#tests triggered fake mismatches while networked
Change 3033453 on 2016/06/29 by Josh.Markiewicz
#UE4 - turned off extra logging feature now that the auth expiration issues have been solved
- removes some bad log spam showing up in live (starting when already started, stopped when not started)
#rb none
#tests none
#codereview ben.zeigler, sam.zamani
Change 3033020 on 2016/06/29 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF
Merging //GamePlugins/Main/PluginTestGame/Plugins/OnlineGameplayFramework/...
to //Orion/Main/OrionGame/Plugins/OnlineGameplayFramework/...
---------
- Support for exclusive profile locking (by dedicated servers)
- PostAdd event for IMcpItemAware
- New McpItemDefinitionBase class
- Support for converting to new colon-based template ids
- Improvements to FJsonObjectWrapper (technically an engine change)
- Ability to specify an explicit fulfillment class to instantiate
- Ability to split catalog localization out from the main data.
- Couple of Orion fix ups for the new code
- Re-exported catalog (loc data now separated out)
---------
#RB: none
#TESTS: login, mcp, etc
[CodeReviewed]: Jason.Bestimt
#ROBOMERGE-SOURCE: CL 3033018 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3032623 on 2016/06/29 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3032459
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3032516 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3032451 on 2016/06/29 by bruce.nesbit
Added code in AutoPopulateInstanceProperties to populate vector and scalar parameter data.
#rb SimonT
#tests PIE
Change 3031620 on 2016/06/28 by Aaron.McLeran
Implementing CL 3029659 to Dev-General.
Adding new minor feature to add new concurrency mode to allow not stopping old sounds if new sound is not lower priority (or is same priority) than any existing sounds in concurrency group
#rb marc.audy
#TESTS existing concurrency doesn't break. New concurrency rule results in not stopping sounds if new sound is not lower pri than existing sounds
Change 3031616 on 2016/06/28 by Jason.Bestimt
#ROBOMERGE-AUTHOR: bob.ferreira
Fixed an additional cast issue (hopefully the last!) in SetupSkyIrradianceEnvironmentMapConstants where Scene objects were not being cast and/or null checked
#rb Marcus.Wassmer
#tests Compiled and verified clients connected to server
#jira OR-24678
#ROBOMERGE-SOURCE: CL 3031610 in //Orion/Release-28/... via CL 3031611 via CL 3031613 via CL 3031614
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3031607 on 2016/06/28 by Josh.Markiewicz
#UE4 - pass the UniqueNetId along with client beacons so the server can tell who is making requests
#rb sam.zamani
#codereview paul.moore
#tests draft lobby golden path
Change 3031606 on 2016/06/28 by Josh.Markiewicz
#UE4 - added code to stop logging out players from reservation beacon on timeouts if game doesn't request it
#rb sam.zamani
#codereview paul.moore
#tests draft lobby golden path
Change 3031598 on 2016/06/28 by Josh.Markiewicz
#UE4 - FUniqueNetIdRepl is stored on the UNetConnection and passed into engine login functions rather than TSharedPtr<FUniqueNetId>
- wrapped class is safer and simplifies some other code
#rb sam.zamani
#tests draft lobby golden path
#codereview paul.moore
Change 3031523 on 2016/06/28 by Josh.Markiewicz
#UE4 - added ToDebugString to FUniqueNetIdRepl
#rb none
#tests draft lobby golden path
Change 3031366 on 2016/06/28 by Jason.Bestimt
#ROBOMERGE-AUTHOR: bob.ferreira
Adding proper checks for Scene objects if it returns null
#rb Marcus.Wassmer
#tests Compiled and verified clients connected to server
#jira OR-24678
#ROBOMERGE-SOURCE: CL 3031361 in //Orion/Release-28/... via CL 3031362 via CL 3031363 via CL 3031365
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3030919 on 2016/06/28 by Jason.Bestimt
#ROBOMERGE-AUTHOR: bob.ferreira
Fixed issue that was causing client bots to crash when running with -nullrhi. Now use interface provided by the Scene object.
#rb Marcus.Wassmer
#tests Compiled and verified clients connected to server
#jira OR-24678
#ROBOMERGE-SOURCE: CL 3030914 in //Orion/Release-28/... via CL 3030915 via CL 3030916 via CL 3030917
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3030715 on 2016/06/28 by David.Ratti
removing warning. It is valid to use the ability system with actors without an animinstance.
#rb none
#test compile
Change 3030663 on 2016/06/28 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3030407
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3030660 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3030533 on 2016/06/28 by Marcus.Wassmer
Fix incorrect warning
#rb none
#test none
#codereview Daniel.Lamb
Change 3030526 on 2016/06/28 by bruce.nesbit
Re-added MaxRoughness changes in scalability config and added ECVF_Scalability to the CVar for same
#rb none
#codereview Marcus.Wassmer
#tests PIE
Change 3029022 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28.2 @ CL 3028879
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3029020 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3028712 on 2016/06/27 by David.Ratti
AbilitySystem debug hud
-Made this more accessible from the base engine system. No longer required to forward calls from the owning actor class'es DisplayDebug function
PlayerController::DisplayDebug
-Set DisplayDebugManager's Y pos to the out Y pos, so that subsequent debug huds don't overlap with this one
#rb none
#tests gameplay ability sample project
[CL 3043787 by Andrew Grant in Main branch]
2016-07-08 22:29:24 -04:00
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bool UScaleBox::CanEditChange(const UProperty* InProperty) const
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{
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bool bIsEditable = Super::CanEditChange(InProperty);
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if (bIsEditable && InProperty)
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{
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const FName PropertyName = InProperty->GetFName();
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if (PropertyName == GET_MEMBER_NAME_CHECKED(UScaleBox, StretchDirection))
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{
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return Stretch != EStretch::None && Stretch != EStretch::ScaleBySafeZone && Stretch != EStretch::UserSpecified;
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}
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if (PropertyName == GET_MEMBER_NAME_CHECKED(UScaleBox, UserSpecifiedScale))
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{
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return Stretch == EStretch::UserSpecified;
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}
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}
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return bIsEditable;
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}
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2014-07-31 10:49:08 -04:00
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#endif
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/////////////////////////////////////////////////////
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#undef LOCTEXT_NAMESPACE
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